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Khora Engine

An engine that thinks.

A documentation set for the Khora Engine — an experimental Rust game engine built on a self-optimizing Symbiotic Adaptive Architecture. This book captures the philosophy, the architecture, the subsystems, and the SDK, with the same instrumental voice as the editor it ships with.

  • Document — Khora Engine Documentation v1.0
  • Status — Living document
  • Date — May 2026

Contents

  1. What Khora is
  2. The problem with rigid engines
  3. The Khora answer
  4. Who this book is for
  5. How to read this book
  6. Status

01 — What Khora is

Khora is an experimental real-time engine, written in Rust on edition 2024, organized as a Cargo workspace of eleven crates. It renders through wgpu 28.0 (Vulkan / Metal / DX12), simulates physics through Rapier3D, mixes audio through CPAL, lays out UI through Taffy, and stores entities through CRPECS — a custom archetype-based ECS.

What sets it apart is not the parts list. It is what those parts do together. Every major subsystem in Khora is an agent with a sense of cost, a sense of options, and a willingness to negotiate. A central observer — the Dynamic Context Core — watches the engine’s behavior in real time, tracks thermal headroom, frame-time stutter, battery, GPU pressure, and trades resource budgets with each agent through a protocol called GORNA. The agents adapt; the work continues.

Most engines decide at compile time. Khora decides at runtime, every tick.

02 — The problem with rigid engines

Modern game engines are rigid. They impose static pipelines, force developers into manual per-platform tuning, and adapt poorly to hardware diversity — from high-end PCs to mobile and VR.

ProblemImpact
Static resource allocationUnderutilization or bottlenecks
Manual per-platform tuningTedious, fragile, expensive
No contextual awarenessCannot prioritize what matters to the player right now

The result is a class of engines that perform well in their default configuration on one target platform, and progressively worse everywhere else.

03 — The Khora answer

Khora replaces the rigid orchestrator with a council of intelligent, collaborating agents.

  • Automated self-optimization. The engine detects bottlenecks and reallocates resources autonomously.
  • Strategic flexibility. Rendering switches techniques based on system load, with no developer intervention. Physics shrinks its tick rate when the GPU is starving. Audio sheds voices when memory tightens.
  • Goal-oriented decisions. Every adaptation is driven by a high-level goal — maintain 90 fps in VR, conserve battery on mobile, prioritize physics in this volume.

The architecture has a name: Symbiotic Adaptive Architecture (SAA). Its concrete implementation has another name: the CLAD layering — Control, Lanes, Agents, Data. The first describes the why. The second describes the how. They are two views of the same thing.

The full philosophy lives in Principles. The crate-by-crate map of where SAA becomes CLAD lives in Architecture.

04 — Who this book is for

Two audiences, equally served:

AudienceWhat you get
Game developersA clean SDK, a GameWorld facade over the ECS, a cargo run -p sandbox you can copy from. The engine handles the performance problem; you focus on the creative one. Start at SDK quickstart.
Engine contributorsA complete map of CLAD, the trait surface that holds it together, the rationale behind every layer. Start at Architecture, then read the per-subsystem chapters.

Most chapters in the Subsystems section are split into a For game developers part and a For engine contributors part. The split is explicit. You can skip the half that is not yours.

05 — How to read this book

If you have never seen Khora before, read in order — at least up to chapter 04. The first five chapters establish vocabulary you will need everywhere else.

If you are evaluating Khora for a game, jump to:

If you are extending Khora — writing a custom agent, lane, or backend — read:

If you are interested in the editor, read:

06 — Status

Khora is experimental. The architecture is stable enough to support a sandbox application, an editor, a play-mode loop, and ~470 workspace tests. The SDK surface is intentionally narrow and will grow as the engine matures.

The Roadmap lays out the multi-year path: scene and assets, then the adaptive core (DCC and GORNA in earnest), then tooling and scripting, then advanced intelligence — and, in a later phase, a native physics solver replacing the third-party backend.

This book ships with the engine. When the engine changes, the book changes in the same commit. When something is uncertain, the Open questions chapter is honest about it.


An engine that thinks. A book that says so plainly.