18 native DLLs, 30,738 exported functions, and an MCP server that lets Claude, GPT, or any model command a live spatial scene. Not a Unity/Unreal replacement — a spatial-AI runtime with transparent internals you can link against.
The lowest-friction path: the MCP server against Claude Desktop or Cursor. No C++ SDK installation required to start.
The MCP server lives at src/mcp/ in the raku-runtime repo. It is a Python server — no C++ toolchain needed to start talking to a running instance.
Add the MCP server entry to your claude_desktop_config.json. Claude Desktop discovers it automatically on restart.
Claude now has 17 native MCP tools and a passthrough to ~9,500 REST endpoints. Spawn objects, query the scene graph, run physics — all from natural language.
When you outgrow MCP, link RakuXR.dll or RakuRenderer.dll directly. All 30,738 exports are public symbols — dumpbin /exports shows them all, no black box.
The MCP server exposes a curated set of scene-aware tools plus a universal api_call passthrough that surfaces the full ~9,500-endpoint REST API. Bring Claude, GPT, Gemini, Copilot, or a local model — no model lock-in.
Full agent-driven scene authorship (spawn, animate, script, anchor — the full loop) is the Phase 2 roadmap target. Today’s 17 tools cover query, spawn, transform, physics, and asset operations. MCP server docs →
The engine is the substrate for Raku Capture. A 3D Gaussian splat captured with a phone camera becomes a first-class scene object — positioned, anchored, and addressable by any LLM via the same MCP tools as any other entity. The same runtime path runs on XR, desktop, and glasses.
splat_load streams a captured .spz file into the live scene. The splat inherits the scene graph, physics, and anchor subsystems immediately.
Ask Claude to move a captured object, query what’s in the splat, or anchor it to a real-world position — the MCP surface treats a splat like any other node.
RakuXR renders the splat through the same foveated 120 Hz-capable pipeline used for all scene content — no separate viewer.
Sensor fusion feeds scene understanding, which pins anchors that hold their place across sessions and devices.
Swipe through the pipeline and the 18 native DLLs that make up the engine — grouped by what they do.
Production-grade 3D physics with rigid bodies, constraints, raycasting, and collision detection. Deterministic simulation with sub-millisecond step times even on mobile XR hardware. Fully addressable via the physics_apply MCP tool — an LLM can apply forces, query collision state, and mutate constraints from a natural-language prompt.
RakuPhysics.dllGPU-accelerated particle system with per-genre VFX presets. Supports emitters, attractors, collision, and LOD scaling. Automatic budget management keeps frame rates locked at 72–120 Hz on XR hardware. The renderer uses DirectX 12 with a Vulkan back-end (RakuVulkan) — both paths export through RakuRenderer.dll (3,677 exports).
Skeletal animation with blend trees, state machines, IK, and retargeting. Supports concurrent animated characters with smooth transitions and runtime blending. The animation_play MCP tool lets an LLM trigger or blend animation states directly — no custom integration required.
RakuAnimation.dllHRTF-based 3D spatial audio with binaural rendering, occlusion, reverb zones, and adaptive music layers. Tuned for XR headset speakers and headphones with minimal CPU overhead. The audio_play MCP tool allows an LLM to place sounds at any 3D position in the scene.
RakuAudio.dllWe are not a Unity or Unreal replacement. We win where they are weak. This table stays public because developer trust matters more than marketing spin.
| Capability | RakuAI | Unity | Unreal Engine |
|---|---|---|---|
| LLM drives live scene (MCP) | Native — 17 tools + ~9,500 endpoint passthrough | Not built-in; requires custom plugin | Not built-in; requires custom plugin |
| Transparent native exports | 30,738 public symbols — link against any DLL directly | Closed runtime; IL2CPP / managed layer | Closed runtime; UObject / Blueprint layer |
| Glasses-class thermal budget | RakuSLM on-device inference; tuned for sub-5W envelope | Not a design target | Not a design target |
| OpenXR 1.1 (hand/eye tracking, anchors) | RakuXR — 2,704 exports, full OpenXR surface | Supported via OpenXR plugin | Supported via OpenXR plugin |
| Splat / 3DGS as a first-class scene object | Native — splat_load MCP tool, scene-graph integrated |
Third-party packages; not scene-graph native | Third-party packages; not scene-graph native |
| Editor tooling & asset store | Early-stage — RakuEditor DLL; no graphical editor yet | Industry-standard editor; large asset store | Industry-standard editor; Fab marketplace |
| AAA console pipeline | Not a current target | Full console certification support | Full console certification support |
| Documentation breadth | Sparse — Phase 0 (per-DLL references are owed) | Extensive | Extensive |
| Bring-your-own LLM (no lock-in) | Any MCP-compatible model — Claude, GPT, local | No native equivalent | No native equivalent |
| Export count verifiability | dumpbin output checked into repo — auditable | N/A — closed runtime | N/A — closed runtime |
Full honest comparison (more subsystems, licensing, pricing) → compare.html
We publish the honest state so you can evaluate the runtime on real facts, not marketing.
Shipping and credible: 18 C++ DLLs with 30,738 exported functions (verified via dumpbin /exports, tracked in raku-runtime/dll_exports/ as a CI artifact). MCP server at src/mcp/ with 17 native tools live. OpenXR 1.1 support in RakuXR. NVIDIA Inception member (May 2026). 5 granted US patents (priority July 2012).
Active defect: RakuAssets has an in-progress LNK2001 linker fix. The other 17 DLLs are CI-green; a clean 18/18 build is imminent but not yet confirmed. This notice will be removed once the fix lands.
Still owed (Phase 0 tracks): per-DLL reference documentation; a published DLL capability matrix; the “drive your scene in 10 minutes” quickstart video. First embedded OEM shippers are Phase 1.
Export count note: 30,738 is the documented/main baseline. A local Release build of an unmerged WIP branch shows +46 (30,784) — only the 30,738 figure is canonical for public use.
Every subsystem is optimized for the demanding frame budgets of VR and AR headsets — and for the tighter constraints of smart-glasses hardware where Unity and Unreal do not target.
Foveated rendering pipeline with automatic LOD keeps frame budgets on every headset class.
RakuSLM targets the sub-5 W thermal envelope of smart-glasses hardware — not tethered GPU rigs.
All 30,738 exports are public symbols. Profile and optimize at the C++ level — no black box.
The engine that powers Raku Capture is built by an NVIDIA Inception member. We use the program’s NGC catalog, partner cloud credits, and DLI training to accelerate the spatial pipeline. Read more →
RakuAI is built on AWS and an AWS Activate participant. Production reconstruction runs on Azure today; AWS GPU capacity (G5 / G6e) is on our roadmap, honestly gated until quota lands.
“AWS” and “AWS Activate” are trademarks of Amazon.com, Inc. or its affiliates. RakuAI’s participation does not imply that AWS endorses RakuAI’s products.