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Autonomous game development for Godot, Bevy, and Babylon.js with Claude Code and Codex
SkillsPython · ShellGitHub @htdtSelf-installOwner unconfirmed
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Read the full README ↗Autonomous game development for Godot (C# or GDScript), Bevy, Babylon.js, and three.js with Claude Code and Codex.
Describe a game. The agent builds it, generates assets, runs the engine, and proves the result — as a live game you watch and steer, or as a recorded video when you're not there. It reads the situation and decides which, in the run.
This repo is not a game. It is the source for a generator that produces games: godogen -> game repo -> game. You publish into a fresh game repo — choosing engine and host-agent flavor — then the agent runs inside that repo and builds the actual game from a short engine guide.
A published repo is intentionally thin: a runtime manifest, a one-page engine guide, and the asset-generation skill. The agent recreates everything else (project scaffold, capture tooling) from the guide.
prompts/runtime.md — the runtime manifestasset-gen/ — the cross-engine asset-generation skillengines/godot.md, engines/godot-gdscript.md, engines/bevy.md, engines/babylon.md, engines/threejs.md — per-engine guidesEngine and host agent (Claude vs Codex) are publish-time render choices, not separate source trees.
Every engine gets the same loop — build, generate assets, run, prove — so pick by what you want to hold at the end and how you want to watch along the way.
--engine | Language | You watch | Pick it for |
|---|---|---|---|
godot | C# | the project, run or opened in the Godot editor | desktop 2D or 3D games; the fewest runtime surprises in long unattended runs |
godot-gdscript | GDScript | the same | a Godot project you'll keep developing yourself in the editor |
bevy | Rust | cargo run | a Rust codebase: ECS, no editor, many entities |
babylon | TypeScript | a live URL | a browser game that leans on engine systems: physics, GUI, particles, animation |
threejs | TypeScript | a live URL | a browser game that leans on its look: custom shaders, stylized rendering, a light page |
How you'll watch. On a remote box or steering from your phone, a browser engine wins: the dev server gives you a URL you refresh while the agent edits. Godot and Bevy run as desktop apps — from a headless server you see them in the proof video, or by pulling the repo and running it locally. On your own desktop the engines are even here.
2D. Godot has a dedicated 2D engine (pixel-space nodes, tilemaps, 2D physics) and is the natural pick for 2D. Bevy handles 2D well; the web engines are 3D-first and draw 2D as sprites and planes in a 3D scene.
Godot: C# or GDScript. Same engine, scenes, and capture; only the language differs.
dotnet build type-checks the whole project before anything runs, so mistakes surface early (comparison). It needs the .NET build of Godot and the .NET SDK.Browser: Babylon.js or three.js.
Bevy when you want the game in Rust: code-only, ECS, strong compile-time guarantees, and headroom for many entities. It has the slowest compiles of the five, and its API moves between releases faster than model training data catches up — the guide has the agent read the installed source instead of trusting memory.
No strong preference? babylon to watch and steer from anywhere; godot for a desktop game you'll receive as a video or run yourself.
PATH for Godot projects — the .NET build for C#; either build for GDScriptPATH (recommended) — the agent scripts it for 3D models and animation the generators don't make well.godogen_assets (setup.md)GOOGLE_API_KEY — Google AI Studio for Gemini images, Gemini TTS and Lyria musicXAI_API_KEY — xAI Grok for images and animated-sprite videoTRIPO_API_KEY — Tripo for 3D generation (used by the tripo CLI: npm install -g tripo-cli, Node.js 20+)vulkan-tools, xvfb, ffmpeg, imagemagick, plus platform-specific extrasPick the engine and host agent:
./publish.sh --engine godot --agent claude --out ~/my-game # CLAUDE.md + .claude/skills/
./publish.sh --engine godot-gdscript --agent claude --out ~/my-game
./publish.sh --engine bevy --agent claude --out ~/my-game
./publish.sh --engine babylon --agent codex --out ~/my-game # AGENTS.md + .agents/skills/
./publish.sh --engine threejs --agent codex --out ~/my-game
Pass --force to wipe existing contents at the target before re-publishing.
See CHANGELOG.md.
Follow progress: @alex_erm