{"slug": "show-hn-remaking-unreal-engine-in-rust-for-coding-agents", "title": "Show HN: Remaking Unreal engine in Rust for coding agents", "summary": "Machines at Play, co-founded by Kevin, has released an open-source (MIT) multiplayer 3D gaming engine built in Rust that is designed to be used by coding agents like Claude Code and Codex through the command line, without a traditional editor. The engine, available on GitHub, allows users to prompt an AI coding harness to create games and deploy them to a .machinesatplay.com link, with examples including a PUBG-like game and a car soccer game. Kevin chose Rust for compile-time validation and performance, using Bevy, Avian, and Lightyear for physics and networking, though compile times remain a challenge.", "body_md": "Hi HN! I'm kevin, cofounder of [https://machinesatplay.com](https://machinesatplay.com), a multiplayer 3d gaming engine for codex/claude code.\n\nTLDR: we're rebuilding unreal engine without the editor in rust meant to be used through the CLI. its open source/MIT. You prompt your favorite coding harness to create a game, and it'll give you a .machinesatplay.com link\n\nSome multiplayer games built with it:\n\ncubg: claudeunknownplayerbattle ground: [https://pubg.machinesatplay.com/](https://pubg.machinesatplay.com/)\ncar soccer: [https://benchmark-rocket-league-claude.machinesatplay.com/](https://benchmark-rocket-league-claude.machinesatplay.com/)\n\nhere's a 4min demo: [https://www.loom.com/share/e3e3a37f52b54405a6fd89da079fb1c2](https://www.loom.com/share/e3e3a37f52b54405a6fd89da079fb1c2)\nsource code: [https://github.com/machinesatplay/game](https://github.com/machinesatplay/game)\n\nWhy not use unreal engine/unity/godot?\n\nthe approach to making 3D games right doesn't fit agents. you download this bulky editor, and drag and drop node-based / visual editing tools to code, create 3d objects, shaders, animations. with machinesatplay, the editor is files/folders and command line which is the DX that agents love.\n\nWhy rust?\n\nI picked rust instead of c++ or typescript bc it moves more validation to compile time instead of runtime. it still is quite performant, has wasm support, and can target native desktop gpu/mobile gpu. downside is compile times, which im still figuring out how to address this. currently we use bevy, avian for physics, and lightyear for prediction/rollback/networking\n\nHow do I use it?\n\n1. pick your favorite coding agent: claude code, codex, opencode, etc. 2. paste in the prompt from the landing page. 3. iterate on a game. maybe /goal it against a screenshot 4. then mach deploy it, and you get a link to it\n\nI'd love to get y'all feedback on this. its still early and focused on multiplayer 3d. thanks for reading\n\nComments URL: [https://news.ycombinator.com/item?id=49234818](https://news.ycombinator.com/item?id=49234818)\n\nPoints: 1\n\n# Comments: 0", "url": "https://wpnews.pro/news/show-hn-remaking-unreal-engine-in-rust-for-coding-agents", "canonical_source": "https://machinesatplay.com", "published_at": "2026-08-09 19:28:52+00:00", "updated_at": "2026-08-09 19:34:45.122463+00:00", "lang": "en", "topics": ["developer-tools", "ai-agents", "artificial-intelligence"], "entities": ["Machines at Play", "Kevin", "Claude Code", "Codex", "Bevy", "Avian", "Lightyear", "GitHub"], "alternates": {"html": "https://wpnews.pro/news/show-hn-remaking-unreal-engine-in-rust-for-coding-agents", "markdown": "https://wpnews.pro/news/show-hn-remaking-unreal-engine-in-rust-for-coding-agents.md", "text": "https://wpnews.pro/news/show-hn-remaking-unreal-engine-in-rust-for-coding-agents.txt", "jsonld": "https://wpnews.pro/news/show-hn-remaking-unreal-engine-in-rust-for-coding-agents.jsonld"}}