GameEngineDoc - AI Game Engine spec

AI Game Engine

We're building a production-grade, simple and straight-forward 3D Game Engine for Windows, macOS and Linux (Ubuntu 24+). This is professional-grade software that needs to be stable, fully-tested, and real-world deployable. No hacks, no shortcuts - solid as a rock.

Dev Workflow

  • Ask questions only when absolutely necessary - work autonomously
  • IMRORTANT! DO NOT look outside of working directory or use other code on my computer as reference
  • Start by asking question to determine engine name. Suggest a few
  • Testing is of the utmost importance - use lots of unit tests (any framework, simple is good), run automated testing
  • Setup a scene used for testing, which tests every single feature in the engine - all components, and entire scripting API
  • Do things properly, this is production-grade and not a hack project
  • Create AGENTS.md and relevant skills to support development, and contain concrete development guidelines
  • Code style to match Hazel, full repo here
  • Create git repository, commit and push to GitHub repo. IMPORTANT: do a code review before committing, and make sure all changes comply with code style, production-grade quality standards, and have been properly tested/have unit tests that have passed where necessary

Tech stack

  • C++ and CMake for core engine
  • GLFW and nvrhi, using Vulkan primarily on all platforms
  • glm for math
  • miniaudio for audio
  • Lua for scripting, though this can be up for discussion

Basic Architecture

  • Static library for core engine, executable for editor and runtime (depending on chosen design)
  • Need to have editor to build games - this can be embedded into runtime executable (and stripped from distribution builds), or can be a standalone executable
  • Simple ECS perhaps, to author scene with entities and components
  • Ability to "export" game - executable that runs game without editing ability that we can distribute
  • Editor needs to be fully controllable by AI agents - I should be able to ask you to build me a game like Tetris, and you should have all the tools available to do so without my intervention

3D Renderer

  • Import gltf meshes with materials and textures
  • Editor has gizmo to position them in the world
  • PBR material workflow
  • IBL with HDRIs from https://polyhaven.com/hdris
  • Soft shadow maps
  • Good SSAO
  • HDR pipeline with tonemapping

3D Physics

  • Use simple 3D physics library of your choosing
  • Controllable via scripting, authored via components in editor

Behavior

  • Scripting with Lua (or other chosen language)
  • Control entities/components and run in update loop, and entity destruction/creation
  • Spawn new entities/prefabs
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