Autonomous game development for Godot, Bevy, and Babylon.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/babylon.md, engines/godot.md, engines/bevy.md — per-engine guidesEngine and host agent (Claude vs Codex) are publish-time render choices, not separate source trees.
PATH for Godot projectsGOOGLE_API_KEY — Google AI Studio for Gemini image generationXAI_API_KEY — xAI Grok for image/video generationTRIPO3D_API_KEY — Tripo3D for 3D generationvulkan-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 babylon --agent codex --out ~/my-game # AGENTS.md + .agents/skills/
./publish.sh --engine bevy --agent claude --out ~/my-game
Pass --force to wipe existing contents at the target before re-publishing.
A full generation run can take hours, so it's convenient to offload it to a server — ideally a GPU instance, since engine rendering and video capture are much faster with hardware acceleration.
tmux or screen.See CHANGELOG.md.
Follow progress: @alex_erm
$ claude mcp add godogen \
-- python -m otcore.mcp_server <graph>