How engine subsystems behave and compose. Prefer guides/ for day-to-day authoring.
Runtime
- Architecture
- Lifecycle
- Frontends and drivers
- Platforms
- Session services
- Scenes and gameplay
- Actor communication —
hi.actors/Actors.*, messages, name-keyed fields - Refs
- Replication wire version — current hook and codec limits
Presentation and simulation
- Coordinate space — axes, handedness, euler, cameras, clip depth
- Rendering · Renderer architecture · Frame governor
- GPU particles
- Visual Zones · Volumetric media
- Input · Audio · Physics
- Motion Kit · Temporal Kit
Assets
Editor host
- UI and editor — chrome, command palette, profiler, game
hi.editorSDK, Agent MCP (editor-only) - Editor asset hot reload — daemon events, render-thread pause, and in-place rebind vs full scene re-instantiation
- Editor project selector