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# Cortex Engine
AI-Native 3D game engine with pure P/Invoke Vulkan 1.3 render backend.
![Cortex Engine Demo](cortex_demo.gif)
## Features
- **Vulkan 1.3** — dynamic rendering, synchronization2, pure P/Invoke (no wrapper libraries)
- **PBR Shading** — Cook-Torrance BRDF, ACES tonemapping, multi-light support
- **Cubemap Array Shadows** — omnidirectional shadows from multiple point lights, 16-tap Poisson disk PCF
- **Jolt Physics** — rigid body dynamics, box/sphere colliders, gravity
- **ImGui** — debug overlay, light/shadow/physics controls
- **AI/MCP** — 7 tools (spawn, transform, material, delete, list, world state, screenshot) via HTTP/SSE
- **Video Recording** — FFmpeg pipe, 60 FPS capture, 30 FPS output
- **ECS** — Flecs.NET with Transform, Mesh, Material, Light, Camera, RigidBody components
- **SDL3 Window** — cross-platform, Vulkan surface
## Quick Start — Linux (main platform)
```bash
# Build
dotnet build CORTEX_ENGINE.sln -c Debug
# Run
./scripts/run.sh
# Run the alternative Solar Sanctuary demo scene
./scripts/run.sh -- --scene sanctuary
# Run the playable Arena Strike FPS demo
./scripts/run.sh -- --scene shooter
# Run with AI/MCP server
./scripts/run.sh -- --mcp-port 5000
# Run tests
dotnet test tests/Engine.Tests/Engine.Tests.csproj -c Debug
```
## Quick Start — Windows x64
PowerShell scripts select the Windows native runtime assets explicitly; Bash is
not required:
```powershell
# Build and restore Windows native dependencies
dotnet restore .\CORTEX_ENGINE.sln -r win-x64
dotnet build .\CORTEX_ENGINE.sln -c Debug -r win-x64 --no-restore
# Run the engine
.\scripts\run.ps1
# Run a demo scene
.\scripts\run.ps1 --scene shooter
# Run with AI/MCP server
.\scripts\start_mcp_engine.ps1 -Port 5000
# Run tests
dotnet test .\tests\Engine.Tests\Engine.Tests.csproj -c Debug -r win-x64
```
The project keeps Linux as the default RID on Linux hosts and selects `win-x64`
automatically on Windows. Use `-r win-x64` when cross-publishing from another
OS.
## Controls
- **WASD** — move camera
- **Right-click + drag** — look around
- **Q/E** — down/up
- **Shift** — speed boost
- **ESC** — quit
## ImGui Panels
- **Cortex Engine Debug** — FPS, camera, entity count, physics toggle, reset scene
- **Shadow & Light Parameters** — per-light intensity/range/RGB, shadow bias/radius/farplane, ambient RGB
- **Video Recording** — start/stop recording to MP4
## Demo Scenes
- **Kinetic Gallery** (default) — sphere pyramid, diamond rain, orbiting torus rings and physics.
- **Solar Sanctuary** (`--scene sanctuary`) — a luminous torus-knot core, three orbital rings, an obelisk circle and falling physical comets.
- **Arena Strike** (`--scene shooter`) — a playable FPS arena with hitscan targets, attacking drones, health, score, waves and reloadable ammunition. Use **LMB** to fire and **R** to reload.
### Arena Strike Gameplay
*Pure scene render — UI intentionally hidden.*
![Arena Strike FPS demo](arena_strike_demo.gif)
### Arena Strike UI
![Arena Strike HUD and debug controls](arena_strike_ui.png)
## MCP Tools
Connect via `http://localhost:5000/` (SSE):
| Tool | Description |
|---|---|
| `spawn_model` | Create object (cube/sphere, optional physics) |
| `set_transform` | Move/rotate/scale by name |
| `set_material` | Change color/roughness/metallic |
| `delete_entity` | Remove object |
| `list_entities` | List all objects |
| `get_world_state` | Full JSON state |
| `capture_screenshot` | Request screenshot |
## Requirements
- .NET 9 SDK
- Vulkan 1.3+ drivers
- SDL3 (bundled via NuGet)
- FFmpeg (for video recording)
- glslangValidator (for shader recompilation)
## Architecture
See [CORTEX_ENGINE_ARCHITECTURE.md](CORTEX_ENGINE_ARCHITECTURE.md) for full technical docs.
## License
All rights reserved.