Fyrox is a production-ready 2D/3D game engine written entirely in Rust. With a full visual editor, 35+ specialized crates, and MIT license, it's the Rust-native alternative to Godot and Unity.
Memory-safe, high-performance, no garbage collector
Full-featured scene editor comparable to Godot or Unreal
Binaural 3D spatial audio with reverb effects
Behavior trees and state machines out of the box
Blending state machines, root motion, sprite sheets
Graphics, physics, UI, inventory, dialog, autotile, i18n
Windows, macOS, Linux, WebAssembly, Android
Fully open source, no royalties, no strings attached
Create 10 node types — meshes, lights, cameras, particle systems, terrain, sprites, and more. Batch-create multiple nodes in a single undoable operation.
Query rigid bodies, colliders, lights, cameras, and audio sources. Cast rays in the physics world. Get scene statistics and editor state at a glance.
Set any node property via Reflect paths — name, visibility, physics parameters, light intensity, and more. Rename, enable/disable, duplicate nodes, and list scripts.
Every AI operation goes through the editor's Command pattern. Ctrl+Z works for everything — no surprises, no data loss. Inspect command history stack.
Launch your game directly from Claude. Build, play-test, and stop — iterate without touching the mouse.
Includes comprehensive reference materials: engine API, MCP tools guide, and common patterns (FPS controller, health system, spawners, physics).
Create, transform, or delete multiple nodes in a single call. Efficient scene assembly — no round-trip overhead per node.
Query the full node tree, search by name, inspect properties, reparent nodes, set transforms, get children — complete hierarchy management.
Complete editor control across 7 categories through the Model Context Protocol.
fyrox_get_scene_hierarchy Full node treefyrox_get_node_properties Detailed node infofyrox_search_nodes Find nodes by namefyrox_list_scenes List open scenesfyrox_create_node Create 10 node typesfyrox_delete_node Delete node + subtreefyrox_set_node_transform Position/rotation/scalefyrox_link_node Reparent nodesfyrox_set_node_property Set any property via Reflect pathfyrox_rename_node Rename a nodefyrox_set_node_enabled Enable/disable visibilityfyrox_duplicate_node Duplicate a nodefyrox_get_children List immediate childrenfyrox_get_scripts List attached scriptsfyrox_get_scene_statistics Node counts by typefyrox_get_rigidbody Physics body propertiesfyrox_get_collider Collider shape & materialfyrox_raycast Cast ray in physics worldfyrox_get_light Light type, intensity, shadowsfyrox_get_camera Projection, clipping, exposurefyrox_get_sound Audio gain, looping, statusfyrox_get_scene_settings Ambient lighting configfyrox_get_editor_mode Edit / Build / Play statefyrox_get_command_history Undo/redo stack statefyrox_get_editor_settings Editor settings summaryfyrox_get_selection Current selectionfyrox_set_selection Set selectionfyrox_focus_node Focus camera on nodefyrox_save_scene Save current scenefyrox_save_scene_as Save to new pathfyrox_load_scene Load scene filefyrox_new_scene Create new scenefyrox_undo / fyrox_redo Undo/redo operationsfyrox_build_and_run Build & play-testfyrox_stop_game Stop running gamefyrox_ping Health checkfyrox_batch_create_nodes Create multiple nodes at oncefyrox_batch_set_transforms Transform multiple nodes at oncefyrox_batch_delete_nodes Delete multiple nodes at oncefyrox_list_methods List all bridge methodsAdd fyrox-mcp-bridge to your editor's Cargo.toml and register it:
editor.add_editor_plugin(McpBridgePlugin::new(Default::default()));
cd fyrox-mcp-server && npm install && npm run build
claude mcp add fyrox -- node /path/to/fyrox-mcp-server/dist/index.js
A modern Rust game engine that doesn't compromise on features.
| Feature | Fyrox | Other Rust Engines |
|---|---|---|
| Visual Editor | Full scene editor (FyroxEd) | Limited or none |
| 3D Audio | HRTF binaural audio | Basic playback |
| Animation | ABSM + root motion + layers | Basic tweening |
| AI Systems | Behavior trees + state machines | Manual implementation |
| Game Systems | Inventory, dialog, autotile, i18n | Build your own |
| AI MCP Integration | Fyrox MCP Pro (41 tools) | None |
| License | MIT | Varies |
Fyrox is a production-ready 2D/3D game engine written in Rust. It includes a visual scene editor, 35+ crates for graphics, audio, animation, AI, physics, UI, and more. Think of it as "Godot, but in Rust" — with features like HRTF spatial audio, animation blending state machines, behavior trees, and a built-in inventory system.
Basic Rust knowledge helps, but Fyrox MCP Pro lets AI handle much of the boilerplate. Claude can generate Rust scripts, set up scenes, and explain patterns — making Fyrox accessible even if you're new to Rust.
The bridge is a Rust EditorPlugin that starts a WebSocket server (default port 17563) inside the Fyrox editor. The MCP server connects via WebSocket and translates Claude's tool calls into editor commands using JSON-RPC 2.0. The main editor thread processes requests at 60 FPS.
Yes, 100%. All node creation, deletion, transform changes, and hierarchy operations go through the editor's Command pattern. Ctrl+Z works for every AI-initiated change.
Yes. The MCP server uses the standard stdio transport, so it works with any MCP-compatible client — Claude Code, Claude Desktop, Cursor, VS Code + Cline, and more.
12 types: Base (pivot), Mesh, Light (point/spot/directional), Camera, Sprite, Particle System, Terrain, Sound, Rigid Body, Collider, Animation Player, and more.
41 tools. Full undo/redo. The only MCP integration for Fyrox. $5 one-time.
Get Fyrox MCP Pro