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Sektor Engine Documentation

Sektor is an AI-native, editor-first game engine for building high-fidelity 3D games of any genre. 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

Every feature page ends with an Automate it section showing the real JSON commands an AI collaborator uses for that system. The examples come from the engine's own protocol documentation and stay in lockstep with it.


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