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SPATIAL ENGINE

The C++ Spatial Runtime an LLM Can Drive

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.

Drive a scene in 10 min ↓ Honest vs Unity / Unreal

RakuAI Spatial Engine: LLM-driven runtime stack A layered diagram showing LLMs (Claude, GPT, Gemini, Copilot) at the top connected via 17 MCP tools and approximately 9,500 REST endpoints to the RakuAI spatial runtime, which sits on a foundation of 18 native C++ DLLs exposing 30,738 exports, targeting XR headsets, smart glasses, and desktop. Your LLM Claude · ChatGPT · Gemini · Copilot · local 17 native MCP tools + ~9,500 REST endpoints via api_call Spatial Runtime Physics Renderer / XR Animation Spatial Audio SLM / AI / Voice 18 native C++ DLLs · 30,738 exports OpenXR 1.1 · DirectX 12 + Vulkan · CMake / MSVC · 5 granted US patents XR headsets · smart glasses · desktop · robotics
18
Native C++ DLLs
30,738
Exported Functions
17
Native MCP Tools
~9,500
REST Endpoints via api_call

Drive a scene in 10 minutes

The lowest-friction path: the MCP server against Claude Desktop or Cursor. No C++ SDK installation required to start.

1

Clone and set up the MCP server

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.

# one-time setup
git clone https://github.com/RakuXR/raku-runtime
cd raku-runtime/src/mcp
pip install -r requirements.txt
2

Point Claude Desktop at the server

Add the MCP server entry to your claude_desktop_config.json. Claude Desktop discovers it automatically on restart.

{
  "mcpServers": {
    "raku-runtime": {
      "command": "python",
      "args": ["path/to/raku-runtime/src/mcp/server.py"]
    }
  }
}
3

Ask Claude to drive your scene

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.

# example Claude prompt
"Spawn a rigid-body cube at position (0, 2, 0),
 apply an upward impulse of 5 N, and list
 the scene nodes after 1 second."
4

Go deeper: link a DLL directly

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.

Full Claude Desktop integration guide →

17 native MCP tools — bring your own model

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.

scene_query
Read the scene graph — nodes, transforms, properties
scene_spawn
Spawn entities with components into the live scene
scene_transform
Get or set world-space transforms on any node
physics_apply
Apply forces, impulses, or constraints at runtime
animation_play
Trigger or blend animation states on skeletal rigs
asset_load
Stream assets from disk or URL into the scene
anchor_create
Pin world-locked spatial anchors across sessions
audio_play
Trigger spatial audio at a 3D position
render_capture
Capture a frame or stream from the renderer
script_run
Execute Lua scripting in the scene context
xr_session
Manage OpenXR session, head pose, tracking state
input_inject
Inject synthetic input events for test automation
debug_inspect
Read runtime diagnostics, memory, and frame stats
ui_update
Mutate spatial UI panels and overlay content
network_sync
Push or query multiplayer scene-delta state
splat_load
Load a 3D Gaussian splat as a first-class scene object
api_call
Universal passthrough to all ~9,500 REST endpoints

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 →

Splat-native: captured reality as a scene object

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.

Capture → scene in one pipeline

splat_load streams a captured .spz file into the live scene. The splat inherits the scene graph, physics, and anchor subsystems immediately.

LLM-addressable from day one

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.

OpenXR display path included

RakuXR renders the splat through the same foveated 120 Hz-capable pipeline used for all scene content — no separate viewer.

Learn about Raku Capture →

World-locked, to the sub-millimeter

Sensor fusion feeds scene understanding, which pins anchors that hold their place across sessions and devices.

Spatial anchoring: a sensor-fusion to scene-understanding to anchors pipeline feeds a perspective room grid where world-locked anchor points hold position with sub-millimeter precision. Sensor fusion IMU · cameras · depth Scene understanding planes · meshes · semantics Spatial anchors world-locked · persistent < 1 mm drift

Inside the runtime

Swipe through the pipeline and the 18 native DLLs that make up the engine — grouped by what they do.

PHYSICS — RakuPhysics

Physics Engine

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.

  • Rigid bodies, joints, constraints, raycasting
  • Deterministic step — reproducible replays and agent-driven simulation
  • Sub-ms step on mobile XR hardware
  • 1,278 exported functions in RakuPhysics.dll
Key benefit: Consistent, reliable physics across VR, desktop, and mobile — no per-platform tuning. The same step that runs in headset runs headless in an agent eval.
VFX — RakuRenderer

Particle System & VFX

GPU-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).

Key benefit: Cinematic VFX that scale to the hardware — no manual optimization. The same budget manager that governs particles governs agent-injected scene mutations.
ANIMATION — RakuAnimation

Animation System

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.

  • Blend trees, state machines, IK, retargeting
  • Runtime blending — LLM-driven transitions
  • 1,900 exported functions in RakuAnimation.dll
Key benefit: Natural, responsive character animation with zero per-character setup. An agent can direct character behavior the same way a director would — in natural language.
AUDIO — RakuAudio

Spatial Audio

HRTF-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.

  • HRTF binaural rendering — natural directional perception
  • Occlusion, reverb zones, adaptive music layers
  • 1,654 exported functions in RakuAudio.dll
Key benefit: Players locate sounds naturally in 3D space — critical for immersive XR. Agent-placed audio anchors follow the scene graph just like visual objects.

Honest comparison: RakuAI vs Unity / Unreal

We 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

Where the runtime stands today

We publish the honest state so you can evaluate the runtime on real facts, not marketing.

Phase 0 — Making the runtime credible & consumable

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.

Optimized for XR — and for the glasses thermal envelope

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.

120 Hz XR Rendering

Foveated rendering pipeline with automatic LOD keeps frame budgets on every headset class.

On-Device SLM Inference

RakuSLM targets the sub-5 W thermal envelope of smart-glasses hardware — not tethered GPU rigs.

Transparent Internals

All 30,738 exports are public symbols. Profile and optimize at the C++ level — no black box.

Start with the MCP quickstart XR Features AI Systems

NVIDIA Inception Member Powered by AWS

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.