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Show HN: Remaking Unreal engine in Rust for coding agents

machinesatplay.com

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Show HN: Remaking Unreal engine in Rust for coding agents

#1
Hi HN! I'm kevin, cofounder of https://machinesatplay.com, a multiplayer 3d gaming engine for codex/claude code.

TLDR: we're rebuilding unreal engine without the editor in rust meant to be used through the CLI. its open source/MIT. You prompt your favorite coding harness to create a game, and it'll give you a .machinesatplay.com link

Some multiplayer games built with it:

cubg: claudeunknownplayerbattle ground: https://pubg.machinesatplay.com/

car soccer: https://benchmark-rocket-league-claude.machinesatplay.com/

4min demo: https://www.loom.com/share/e3e3a37f52b54405a6fd89da079fb1c2

source code: https://github.com/machinesatplay/game

Why not use unreal engine/unity/godot?

the approach to making 3D games right doesn't fit agents. you download this bulky editor, and drag and drop node-based / visual editing tools to code, create 3d objects, shaders, animations. with machinesatplay, the editor is files/folders and command line which is the DX that agents love.

Why rust?

I picked rust instead of c++ or typescript bc it moves more validation to compile time instead of runtime. it still is quite performant, has wasm support, and can target native desktop gpu/mobile gpu. downside is compile times, which im still figuring out how to address this. currently we use bevy, avian for physics, and lightyear for prediction/rollback/networking

How do I use it?

1. pick your favorite coding agent: claude code, codex, opencode, etc.

2. paste in the prompt from the landing page.

3. iterate on a game. maybe /goal it against a screenshot

4. then mach deploy it, and you get a link to it

I'd love to get y'all feedback on this. its still early and focused on multiplayer 3d. thanks for reading

Show HN: Remaking Unreal engine in Rust for coding agents
machinesatplay.com

Re: Show HN: Remaking Unreal engine in Rust for coding agents

#2
Looks cool, I tried to set up unreal engine a while ago to mess around with it and see if i could get claude to work it for me without much luck. The compiling is an issue, it would be great to have some way to have an ai make changes while the game is running and see them live. Another issue I found with unreal is getting good assets into the editor to mess around with was a real pain. Performance was a bit of an issue on the demos.