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hikari
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Engine overview

How Hikari is built

The renderer, the editor, the MCP interface, and the toolchain, described as they work today.

01

Rendering

A GPU-driven renderer, from bindless geometry to display-aware HDR.

Main asset: Amazon Lumberyard Bistro by Amazon Lumberyard · via NVIDIA ORCA · CC BY 4.0

02

Editor & authoring

Scenes, animation, materials, and particles in one native editor.

Main asset: Amazon Lumberyard Bistro by Amazon Lumberyard · via NVIDIA ORCA · CC BY 4.0

  • Scenes and prefabs
  • Assets and graphs
  • Project settings
  • Viewport and console
03

AI & MCP

Connect an agent to the running editor, its project, and its authoring tools.

  • ZigHikari
  • RustShinra
  • RustAkari
  • CKawa
  • OdinTenkai3D
  • C# / .NETKaji
04

Toolchain

Runtime, assets, shaders, scripting, physics, and the build that ties them together.

Hikari is in active development. These pages describe the current engine, not a release roadmap.

© 2026 Flying Rat Studio.
All rights reserved.

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