The game engine your AI builds with
Describe the game. Your agents build it.
A game engine your AI agents can drive: editor, renderer and world tools on your own PC.
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AI in the editor
Your AI builds it, plays it and fixes it.
Connect the AI assistant you already use over MCP, the Model Context Protocol. It works through the same documented tools on every step, and you see every change it makes.
Build
project.createbehaviour.writescene.patchYour AI writes the screens, the scripts and the scene: whole files for new work, exact line edits for changes.
Check
critic.checkAfter every write the critic checks the scene and its scripts, before anything runs.
Play-test
critic.playThe critic plays the game the way a player would: past the start screen, from the spawn through every goal, and reports where it got stuck.
Fix
behaviour.writeYour AI changes only the lines that need it, then plays the game again.
You decide
DiffRevertEach change lands in the editor's activity feed, marked with the AI that made it. Open the diff, or revert it in one click.
Performance
Fast where you feel it
Measured on our test machines, not promised. Each figure says what was timed and on what.
0.6 s
from launching the editor to playing your game
Linux, warm start, median of the runs on an RTX 3080 PC. Windows: 0.8 s. The very first launch on a new machine takes longer, about 2 s, while the graphics driver compiles its shaders once.
1 s
or less to load every sample scene
Process start to scene loaded, warm cache, median of 7 loads. The largest sample world loads in 0.64 s, the starter course in 0.31 s.
4.3 ms
a frame for a dense forest in the high-detail renderer
GPU time, median, on an RTX 5080 at 1920x1080 (4.9 ms at the 95th percentile).
0.75 ms
a frame for the kart sample in the standard renderer
GPU time, median, on an RTX 3080 at 1920x1080. The starter course: 0.14 ms.
172 MB
Windows installer, editor and tools included
The size gate fails any build over 250 MB.
- 33features shipped
- 2renderers, one shader format
- 1file to ship
Rendering
Write a shader once. It runs in both renderers.
One shader file works in both the standard and the high-definition renderer.
Explore RenderingBuild and ship
From a first scene to a game you can send
Physics you can replay, animation blending with events, and gameplay in TypeScript.
Explore Build and shipCaptured in the engine

Real-time light and reflections 
Physically based materials 
Particle effects
What is being built
Be first in.
Builds go to testers first. Join the tester program for an invite, and see what has shipped, what is being built now and what comes next.
We use your email to send your invite and build updates. Ask us to delete it at any time: privacy@cadarn.ai. Beta tester terms · Privacy
