Kosmos engine
A Rust reality engine, and a TypeScript SDK for the Kosmos platform.
About
The Kosmos Reality Engine is written in Rust and runs headless for replay and testing as well as in a window, so a scene can be stepped, snapshotted and compared by state hash. It is the engine behind the Kosmos experiments.
The Kosmos SDK is a separate, MIT-licensed TypeScript client. It connects scripts and apps to a Kosmos environment (a local desktop, a self-hosted server or a hosted tenant) for chat, streaming and tools.
What it does
Replayable simulation
A fixed 1/64 second tick, seeded random numbers, a state hash, snapshot, restore and replay. CI compares the hash of native builds with the wasm32 build.
A wgpu renderer
Flat, toon and PBR looks, shadows, sky and clouds, grass, water, motion blur and an HDR tone map.
A headless protocol
Typed JSON messages over stdio or WebSocket, a typed TypeScript client and an MCP server, so people and AI agents can build and test through the same commands.
An editor
An egui editor in the native app with a scene tree, inspector, gizmos and undo.
Characters and faces
An animation graph with 45 face channels, a face plate for heads without morph targets, and importers for glTF, FBX, OBJ and mochi.
The Kosmos SDK
A separate MIT-licensed TypeScript client that connects scripts and apps to a Kosmos environment for chat, streaming and tools.
The Pitch

An engine you can replay
The engine repository is private for now. The SDK is open, and the engine page here explains how it works.
Gallery




Progress
Try it
Resources
At a glance
- Language
- Rust, edition 2024
- Renderer
- wgpu 30 (Metal, Vulkan, DX12, WebGPU)
- Size
- 45 crates plus runner apps
- Runners
- Native window, headless CLI and MCP
- Licence
- MIT or Apache-2.0
- Started
- 15 October 2026
- Source
- Private repository; SDK is open
Role
Creator. Engine architecture, SDK and tooling.