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¶
- New here? Start with Getting Started.
- Building a world? See The Editor and Assets & Materials.
- Adding logic? Read Event Sheets and Physics.
- Automating with AI? See the AI Control Protocol.
Have a question or want to share what you're building? Join us on the Sektor Community forum.