The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.
Game development harness for Claude Code and Codex
Godogen turns a short game idea into an agent-run game repo. The published repo contains a runtime manifest, an engine guide, and the asset-generation skill, while the agent recreates the rest of the project from those files. It supports Godot 4, Bevy, and Babylon.js, and it is built around proof from the running game instead of just a successful build. You can watch the agent work live or let it produce a short recording at the end.
Builders who want Claude Code or Codex to build, run, and verify games from a small set of project instructions.
You can hand an agent a game idea and get a working game with visible proof instead of a pile of code claims.
What it does
Engine-specific guides
Includes `engines/godot.md`, `engines/bevy.md`, and `engines/babylon.md` for the three supported game stacks.
Runtime manifest
Uses `prompts/runtime.md` as the thin source of truth that gets published into the game repo.
Asset generation skill
Packages `asset-gen/` for cross-engine asset creation, including `SKILL.md` and supporting files.
Publish step
`publish.sh` renders the chosen layout for Claude or Codex into a fresh game repository.
Proof-based iteration
The agent checks the running game or recorded clip and uses visible defects to drive the next pass.
Live or unattended runs
You can steer a live Babylon.js URL or Godot/Bevy run, or leave it unattended and review a proof recording.
How to get it
- 1Pick 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
README
Godogen
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.
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 manifestasset-gen/— the cross-engine asset-generation skillengines/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 for precise references and characters, xAI Grok for textures and simple objects, 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
PATHfor Godot projects - Rust/Cargo for Bevy projects
- Node.js 22.12+ and npm for Babylon.js projects
- 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 generationXAI_API_KEY— xAI Grok for image/video generationTRIPO3D_API_KEY— Tripo3D for 3D generation
- 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:
./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.
Running on a server
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.
- Keep the session alive across SSH drops with
tmuxorscreen. - Enable remote control so you can check in and steer the run from any device — both Claude Code and Codex have official remote-control interfaces.
Changelog
See CHANGELOG.md.
Follow progress: @alex_erm
Files in the repo
- .github
- asset-gen
- docs
- engines
- prompts
- scripts
- .gitignore
- AGENTS.md
- CHANGELOG.md
- CLAUDE.md
- CONTRIBUTING.md
- LICENSE.md
- publish.sh
- README.md
- setup.md
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