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Godogen

Autonomous game development for Godot, Bevy, and Babylon.js with Claude Code and Codex

Install

$git clone https://github.com/htdt/godogen

Install command taken from the project's README or registry entry. Always review code before running it.

Godogen

Autonomous game development for Godot, Bevy, and Babylon.js with Claude Code and Codex.

Watch the demos · Prompts

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.

Source layout

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 manifest
  • asset-gen/ — the cross-engine asset-generation skill
  • engines/babylon.md, engines/godot.md, engines/bevy.md — per-engine guides
  • publish.sh — renders the runtime layout for the chosen engine and host agent

Engine and host agent (Claude vs Codex) are publish-time render choices, not separate source trees.

What the agent does

  • Godot 4 — C#/.NET projects with build-time scene generation, runtime scripts, and Jolt physics.
  • Bevy — Rust/Bevy projects with code-first ECS scenes and offscreen capture.
  • Babylon.js — TypeScript/Vite browser games served at a live URL.
  • Asset generation — Gemini or xAI Grok for images (whichever key is set; with both, quality-critical assets are generated on each and the better kept), Tripo3D for image-to-3D and rigged biped animation; animated sprites via Grok video with loop detection and background removal.
  • Proof over claims — the agent judges results from the running game (a live URL or a recorded clip), not from a clean compile, so visible defects drive the next iteration.
  • You choose your involvement — watch the live game (a Babylon.js URL, or a Godot/Bevy project you run) and steer at decision points, or leave the run unattended and get a 15–20s proof recording at the end. The agent takes its cue from how you frame the task.

Getting started

Prerequisites

  • Godot 4 (.NET build) on PATH for Godot projects
  • Rust/Cargo for Bevy projects
  • Node.js 20+ and npm (22.12+ for Babylon.js projects), plus the Tripo CLI: npm install -g tripo-cli
  • Chrome or Chromium with hardware WebGL2 for Babylon.js browser capture
  • Python 3 with pip
  • API keys as environment variables:
    • GOOGLE_API_KEY — Google AI Studio for Gemini image generation
    • XAI_API_KEY — xAI Grok for image generation and animated-sprite video (either image key is enough)
    • TRIPO_API_KEY — Tripo for 3D generation (used by the tripo CLI)
  • System packages from setup.md: vulkan-tools, xvfb, ffmpeg, imagemagick, plus platform-specific extras
  • Tested on Ubuntu, Debian, and macOS
  • Claude Code or Codex

Publish a game repo

Pick the engine and host agent:

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