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.
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Ask questions only when absolutely necessary - work autonomously
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IMRORTANT! DO NOT look outside of working directory or use other code on my computer as reference
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Start by asking question to determine engine name. Suggest a few
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Testing is of the utmost importance - use lots of unit tests (any framework, simple is good), run automated testing
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Setup a scene used for testing, which tests every single feature in the engine - all components, and entire scripting API
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Do things properly, this is production-grade and not a hack project
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Create AGENTS.md and relevant skills to support development, and contain concrete development guidelines
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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
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C++ and CMake for core engine
- [GLFW](https://github.com/glfw/glfw) and[nvrhi](https://github.com/NVIDIA-RTX/NVRHI) , using Vulkan primarily on all platforms
- [glm](https://github.com/g-truc/glm) for math
- [miniaudio](https://github.com/mackron/miniaudio) for audio
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Lua for scripting, though this can be up for discussion
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Static library for core engine, executable for editor and runtime (depending on chosen design)
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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
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Simple ECS perhaps, to author scene with entities and components
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Ability to "export" game - executable that runs game without editing ability that we can distribute
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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
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Import gltf meshes with materials and textures
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Editor has gizmo to position them in the world
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PBR material workflow
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IBL with HDRIs from https://polyhaven.com/hdris
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Soft shadow maps
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Good SSAO
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HDR pipeline with tonemapping
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Use simple 3D physics library of your choosing
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Controllable via scripting, authored via components in editor
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Scripting with Lua (or other chosen language)
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Control entities/components and run in update loop, and entity destruction/creation
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Spawn new entities/prefabs