AI-Native Core
A first-class control protocol exposes 100+ validated engine commands — the same ones the editor uses. An AI can inspect your scene, place assets, edit materials, and script events. Every change is undoable.
Sektor is an editor-first engine for high-fidelity strategy and RPG worlds. Every editor action — placing, sculpting, lighting, scripting — is a validated, undoable command that you and an AI collaborator can drive. Build together.
A first-class control protocol exposes 100+ validated engine commands — the same ones the editor uses. An AI can inspect your scene, place assets, edit materials, and script events. Every change is undoable.
Clustered forward lighting, cascaded and local shadows, HDR image-based lighting with baked reflection probes, atmosphere, area lights, temporal anti-aliasing, motion blur and depth of field.
Visual logic with typed variables, functions, and a guided expression builder. Conditions pick objects; actions change the world. Deterministic execution, full undo, no code required.
Sculpt-and-paint terrain, reusable PBR materials, prefabs with overrides, world layers, outliner folders, precision snapping, and professional transform gizmos with arcball rotation.
Jolt Physics runs a fixed-tick, deterministic simulation — rigid bodies, triggers, and queries — behind a clean engine interface, authored right in the inspector.
A dedicated player runtime runs your world without the editor — fixed timestep, input, audio, and a deterministic replay contract for testing your game like an engineer.
Sektor Studio — live DirectX 12 viewport, World Tools, Inspector, and asset catalog
Captured by the engine's own revision-tagged render.capture command — the same API an AI collaborator uses to see your world.
Most engines bolt an editor onto a runtime. Sektor was built the other way around: the editor's transactional core came first.
“The editor is the primary product surface. No tool relies on screen scraping or undocumented side effects.”
— Sektor architecture principlesSektor is in fast-moving pre-release development — new renderer, physics, and editor features are landing daily. Public early-access builds will be announced here and on the forum.