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Sektor Engine Documentation

Sektor is an AI-native, editor-first game engine for high-fidelity strategy and role-playing worlds. Its first rendering target is Windows / DirectX 12. Every editor action — placing, sculpting, lighting, scripting — is a validated, undoable command that both you and an AI collaborator can drive through the same interface.

Pre-release

Sektor is in active development. Features described here are landing continuously; some are early. Public early-access builds will be announced on the forum.

Why Sektor is different

- **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. - **Editor-first, trust-first** The transactional core came first. Every mutation is one atomic, undoable transaction. Atomic saves plus 30-second crash-recovery autosaves that never overwrite your real work. - **Modern DirectX 12 Renderer** Clustered forward lighting, cascaded and local shadows, HDR image-based lighting with baked reflection probes, atmosphere, area lights, TAA, motion blur and depth of field. - **Ship Standalone** A dedicated player runtime runs your world without the editor — fixed timestep, input, audio, and a deterministic replay contract.

Where to go next


Have a question or want to share what you're building? Join us on the Sektor Community forum.