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. 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 https://docs.hazelengine.com/HazelForEngineers/DeveloperGuide naming , full repo here https://github.com/TheCherno/Hazel - Create git repository, commit and push to GitHub repo https://github.com/TheCherno/AIGameEngine . 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 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