# Qube Worlds > A real-world simulation engine you edit live — including with AI. A headless, > deterministic core (ECS + physics + scripted behaviour) drives a render layer; > the running world is edited over a WebSocket (scenes, behaviour skills, and PBR > materials), gated by a world tick so late updates are dropped. ## What it is - **Engine (quine):** a cross-platform engine — native and WebAssembly — split into a headless deterministic core and a thin render layer. Metallic-roughness PBR materials applied as live, tick-stamped edits. - **Editor (editor.qubeworlds.com):** embeds the WebAssembly engine and drives it live over a room WebSocket; an AI agent can edit the running world without a rebuild. - **Material catalogue:** a searchable library of PBR materials (metallic- roughness factors + ORM-packed, Basis-compressed textures), downloadable and assignable to entities live. ## Pages - [Home](https://qubeworlds.com/): the holding page. - [Materials](https://qubeworlds.com/materials): the material catalogue. ## For agents Materials are addressed by id (`namespace/category/slug`, e.g. `global/sports/basketball`) and applied over the editor WebSocket as `{type:"material", entity, color?, metallic?, roughness?, emissive?}`. The catalogue is exposed for search and live preview.