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GameEngineDoc - AI Game Engine spec

A developer is building a production-grade 3D game engine for Windows, macOS, and Linux, using C++ and CMake with GLFW, NVRHI, Vulkan, glm, miniaudio, and Lua scripting. The engine is designed to be fully controllable by AI agents, so a user can ask an agent to build a game like Tetris without manual intervention, and it includes an editor, ECS scene authoring, glTF import, PBR/IBL rendering, soft shadows, SSAO, and an exportable runtime. Development follows Hazel's code style with an emphasis on unit testing and a test scene covering every engine feature and scripting API.

by read2 min views1 publishedOct 4, 2026

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.

  • 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 repohere

  • 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

  • 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
  • Lua for scripting, though this can be up for discussion

  • 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

  • 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

  • Use simple 3D physics library of your choosing

  • Controllable via scripting, authored via components in editor

  • 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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