godogen

by htdtVerified

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

5,547
Stars
493
Forks
Python
Language
8/23/2026
Added
View on GitHubDownload ZIP

⚠️ Third-Party Software Notice

This skill is third-party open-source software developed and hosted independently on GitHub. SkillTip is an informational directory and does not control or maintain the underlying repository. Any security checks displayed are automated and limited in scope. Review the source code before installing.

Read the Terms of Service

Installation

Add to your Claude Code skills directory:

# Add to your Claude Code skills
git clone https://github.com/htdt/godogen

Getting Started

Guides for using skills like godogen.

Security Report

Verified

Last scanned: —

{
  "status": "PASSED",
  "issues": []
}

README.md

Godogen

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

Watch the video

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 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 PATH for 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_KEYGoogle AI Studio for Gemini image generation
    • XAI_API_KEYxAI Grok for image/video generation
    • TRIPO3D_API_KEYTripo3D 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 tmux or screen.
  • 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

Frequently Asked Questions

What is godogen?

godogen is an open-source cli tools skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by htdt. Autonomous game development for Godot, Bevy, and Babylon.js with Claude Code and Codex. It has 5,547 GitHub stars.

Is godogen safe to use?

Yes. godogen passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.

How do I install godogen?

Clone the repository with "git clone https://github.com/htdt/godogen" and add it to your Claude Code skills directory (see the Installation section above).

What programming language is godogen written in?

godogen is primarily written in Python. It is open-source under htdt on GitHub, so you can review or fork the full source.

Are there alternatives to godogen?

Yes. SkillsLLM lists many other CLI Tools skills you can browse and compare side by side. Open the CLI Tools category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh godogen against similar tools.

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