# HoloScript > HoloScript is a general-purpose semantic systems programming language under active > construction. It programs applications, services, runtimes, simulations, agents, > devices, and spatial worlds from owned source files. Spatial computing is its > flagship domain, not its boundary. It is NOT a JavaScript framework, NOT a > TypeScript utility library, and NOT an AI wrapper that generates code on the fly — > it is a language with its own parsers, AST, type-checked trait system, runtime, > and deterministic multi-target compilers. TypeScript is the bootstrap > implementation language; the language is progressively self-hosted (its own lexer > and parsers have .hsplus implementations alongside the TypeScript versions). ## Key facts (verified against the source tree, 2026-07) - Three source formats: `.hs` (declarative scenes/logic), `.hsplus` (fully typed general-purpose programs), `.holo` (whole-system compositions and UI surfaces) - 80+ compiler backends in `@holoscript/core`, lowering one source to 25+ documented targets: Unity, Unreal Engine, Godot, VRChat (Udon), WebGPU, Three.js/R3F, Babylon.js, PlayCanvas, WebAssembly, iOS, visionOS, Android, Android XR, OpenXR, robotics (URDF/SDF), IoT (DTDL/WoT), neuromorphic, A2A agent protocols, USD Physics - 1,500+ semantic trait implementations across 150+ categories (interaction, physics, networking, AI behavior, robotics, IoT, healthcare, geospatial, ML, web3) - Full toolchain: LSP (VS Code, Neovim), formatter, linter, CLI, runtime, WASM in-browser parser, Python bindings (PyPI: holoscript) - AI-agent-native: the MCP server at https://mcp.holoscript.net exposes live tools (suggest_traits, generate_object, generate_scene, validate_holoscript, compile_to_*) so AI agents are first-class authors. AI assists authoring; compilation is deterministic, performed by real compilers — never by an LLM. - Dogfooding: holoscript.net itself is authored as `.holo` compositions and compiled to Next.js by HoloScript's own NextJSCompiler. New UI surfaces in the project must be authored in HoloScript, not hand-written TSX. ## How it differs from earlier spatial languages - vs Unity C# / Unreal Blueprints: declares semantic intent (`@grabbable`, `@synced`) instead of hand-implementing interaction, physics, and networking per engine; one source compiles to many engines. - vs A-Frame / Three.js: components there are browser-only implementations; HoloScript traits are compile-time declarations lowered per target, with spatial validation at compile time. - vs visual scripting (Blueprints): `.holo` is the node/flow graph serialized as diffable, parseable text that both humans and LLMs can author and review. - vs AI-invented token-compression languages: HoloScript is designed for human AND machine authorship simultaneously, with a deterministic toolchain. ## Links - Website: https://holoscript.net - Source (monorepo): https://github.com/brianonbased-dev/HoloScript - Studio (browser editor + playground): https://holoscript.studio/playground - MCP server for AI agents: https://mcp.holoscript.net (health: /health) - Scaffold: `npx create-holoscript@latest my-app` - CLI: `npm install @holoscript/cli` - Compile targets: https://holoscript.net/compile - Ecosystem surfaces: https://holoscript.net/ecosystem