by htdt
Autonomous game development for Godot, Bevy, and Babylon.js with Claude Code and Codex
# Add to your Claude Code skills
git clone https://github.com/htdt/godogenGuides for using cli tools skills like godogen.
Last scanned: 4/22/2026
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"scannedAt": "2026-04-22T06:01:10.043Z",
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}See how godogen compares with popular alternatives.
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 7,224 GitHub stars.
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.
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).
godogen is primarily written in Python. It is open-source under htdt on GitHub, so you can review or fork the full source.
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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Automated security scan — not a certification.
Autonomous game development for Godot (C# or GDScript), Bevy, Babylon.js, and three.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.
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/godot.md, engines/godot-gdscript.md, engines/bevy.md, engines/babylon.md, engines/threejs.md — per-engine guidesEngine and host agent (Claude vs Codex) are publish-time render choices, not separate source trees.
Every engine gets the same loop — build, generate assets, run, prove — so pick by what you want to hold at the end and how you want to watch along the way.
--engine |
Language | You watch | Pick it for |
|---|---|---|---|
godot |
C# | the project, run or opened in the Godot editor | desktop 2D or 3D games; the fewest runtime surprises in long unattended runs |
godot-gdscript |
GDScript | the same | a Godot project you'll keep developing yourself in the editor |
bevy |
Rust | cargo run |
a Rust codebase: ECS, no editor, many entities |
babylon |
TypeScript | a live URL | a browser game that leans on engine systems: physics, GUI, particles, animation |
threejs |
TypeScript | a live URL | a browser game that leans on its look: custom shaders, stylized rendering, a light page |
How you'll watch. On a remote box or steering from your phone, a browser engine wins: the dev server gives you a URL you refresh while the agent edits. Godot and Bevy run as desktop apps — from a headless server you see them in the proof video, or by pulling the repo and running it locally. On your own desktop the engines are even here.
2D. Godot has a dedicated 2D engine (pixel-space nodes, tilemaps, 2D physics) and is the natural pick for 2D. Bevy handles 2D well; the web engines are 3D-first and draw 2D as sprites and planes in a 3D scene.
Godot: C# or GDScript. Same engine, scenes, and capture; only the language differs.
dotnet build type-checks the whole project before anything runs, so mistakes surface early (comparison). It needs the .NET build of Godot and the .NET SDK.Browser: Babylon.js or three.js.
Bevy when you want the game in Rust: code-only, ECS, strong compile-time guarantees, and headroom for many entities. It has the slowest compiles of the five, and its API moves between releases faster than model training data catches up — the guide has the agent read the installed source instead of trusting memory.
No strong preference? babylon to watch and steer from anywhere; godot for a desktop game you'll receive as a video or run yourself.
PATH for Godot projects — the .NET build for C#; either build for GDScriptPATH (recommended) — the agent scripts it for 3D models and animation the generators don't make well.godogen_assets (setup.md)GOOGLE_API_KEY — Google AI Studio for Gemini images, Gemini TTS and Lyria musicXAI_API_KEY — xAI Grok for images and animated-sprite videoTRIPO_API_KEY — Tripo for 3D generation (used by the tripo CLI: npm install -g tripo-cli, Node.js 20+)vulkan-tools, xvfb, ffmpeg, imagemagick, plus platform-specific extrasPick the engine and host agent:
./publish.sh --engine godot --agent claude --out ~/my-game # CLAUDE.md + .claude/skills/
./publish.sh --engine godot-gdscript --agent claude --out ~/my-game
./publish.sh --engine bevy --agent claude --out ~/my-game
./publish.sh --engine babylon --agent codex --out ~/my-game # AGENTS.md + .agents/skills/
./publish.sh --engine threejs --agent codex --out ~/my-game
Pass --force to wipe existing contents at the target before re-publishing.
See CHANGELOG.md.
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