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hikari

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Overview
Tutorials16
OverviewFirst game projectFirst entityAuthored user_data and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesPlay, Edit, and scenesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides16
OverviewDevelopment guideGameplay APIChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / UnrealActor and component lifecycle
Systems28
OverviewArchitectureApplication lifecycleFrontends and driversPlatforms and supportSession services and cross-scene stateScenes and gameplayActor communication (hi.actors)Game-facing refsSave / replication wire versionCoordinate space and camera conventionsRenderingRenderer architecture mapFrame governorGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)UI and editorEditor asset hot reloadEditor Project Selector
Language reference2
OverviewAkari language referenceKawa language reference
Engine overview
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Overview
Tutorials16
OverviewFirst game projectFirst entityAuthored user_data and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesPlay, Edit, and scenesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides16
OverviewDevelopment guideGameplay APIChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / UnrealActor and component lifecycle
Systems28
OverviewArchitectureApplication lifecycleFrontends and driversPlatforms and supportSession services and cross-scene stateScenes and gameplayActor communication (hi.actors)Game-facing refsSave / replication wire versionCoordinate space and camera conventionsRenderingRenderer architecture mapFrame governorGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)UI and editorEditor asset hot reloadEditor Project Selector
Language reference2
OverviewAkari language referenceKawa language reference
Engine overview
Overview3 min read

Engine documentation

From your first scene to the frame on screen.

On this page
On this pageHow this tree is organizedStart hereGuides (developers)Systems (engine behaviour)Runtime and sessionPresentation and simulationAssetsEditor hostReferenceConventions Back to top
01 / TutorialsYour first project02 / GuidesBuild & ship

Canonical docs for this workspace. Pages are independent Markdown; a static site can serve this tree as-is.

How this tree is organized

FolderAudienceContents
tutorials/New game authorsShort onboarding paths
guides/Developers shipping games or toolingHow to build, configure, author, extend
systems/Engine / gameplay systems workHow subsystems behave and compose
reference/Language authorsAkari and Kawa language references

Paths in these pages are relative to the repository root unless noted.


Start here

  1. Architecture — ownership, layers, repository map
  2. Application lifecycle — native loop → rendered frame
  3. Tutorials — first project through Play/Edit and hot reload
  4. Build and packaging — Kaji products and outputs
  5. Migration from Unity / Unreal — vocabulary map (with coordinate space for axis conventions)

Guides (developers)

GuideCovers
DevelopmentChange seams, validation, hikari_std
Gameplay APIActors, components, callbacks, typed fields
Component storageChoose attachable, embedded, or swarm, with examples
Build and packagingKaji flags, products, packages
Project filehikari.project.json, configs/, version axes
PluginsSource-composed packages, manifests, packaging
Plugin APIAuthor-facing editor/render/gameplay plugin contracts
Data, JSON, and moddingContentRef, path roots, loose resources/
Scripting with KawaEngine integration for scripts
Actor communicationhi.actors / Actors.* — find, messages, component fields
Shader authoringPackages, layouts, manifests, product pipeline
Time of dayAstronomical clock, atmosphere, sun/moon lights
User interfaceGame UI hub (lifecycle, themes, ownership)
UI layout · UI widgetsCoordinates/stacks · controls/focus/modals
MigrationUnity / Unreal → Hikari concepts

Systems (engine behaviour)

Runtime and session

  • Architecture
  • Lifecycle
  • Frontends and drivers
  • Platforms
  • Session services
  • Scenes and gameplay — entities, active / enable trio
  • Actor communication — hi.actors / Actors.*, messages, name-keyed fields
  • Refs — AssetRef / ContentRef / SceneRef / PrefabRef / ActorRef
  • Replication wire version — current hook and codec limits

Presentation and simulation

  • Coordinate space — RH Y-up −Z-forward, reverse-Z, euler, view-right
  • Rendering — pipeline, G-buffer, composability contracts
  • Renderer architecture — layers, RHI, graph, sync
  • Frame governor — resolution / rays / indirect-resolution levers
  • GPU particles — authoring, specialized SPT2 cook, simulation, indirect rendering
  • Visual Zones — spatial / global look blending
  • Volumetric media — global fog and bounded smoke, lights, shadows
  • Input
  • Audio
  • Physics
  • Motion Kit · Temporal Kit

Assets

  • Assets and Shinra — pipeline, URIs, soft refs
  • Prefabs — expand/diff/variants, editor plane, runtime spawn
  • Asset residency — refcounts, budgets, scene replace
  • Asset formats

Editor host

  • UI and editor — chrome, contributions, Play/Edit, profiler
  • Editor asset hot reload
  • Editor project selector

Reference

  • Akari language — .akari language (EBNF)
  • Kawa language and embedding

Conventions

SurfaceLocation
Game-facing Zig APIsrc/hikari/sdk/src/hikari_game.zig
Engine/host API barrelsrc/hikari/src/hikari_api.zig
Thin SDK pack treesrc/hikari/sdk/
Product stdconst std = @import("hikari_std") — see Development

Docs describe implemented behaviour. A directory or future RHI type is not a shipping feature.

  • Actor and component lifecycle: every hook, dispatch source, activation order, and teardown contract.
  • Gameplay API: actor/component declarations, scoped callbacks, typed fields, runtime state, and swarm populations.
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Documentation follows the current engine checkout.

Snapshot cc148c75Source docs/README.md
On this pageHow this tree is organizedStart hereGuides (developers)Systems (engine behaviour)Runtime and sessionPresentation and simulationAssetsEditor hostReferenceConventions Back to top