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Developer builds game engines as AI agent instruments, not for games

The author discusses their personal journey into developing game engines, not for game creation, but as a tool for AI agents. They previously contributed to projects like Godot MCP and a Firefox bridge for AI agents, aiming to enable models to interact directly with software rather than just write about it. Their current focus is on building game engines as instruments for AI control loops, allowing agents to perceive, act, and even modify game rules in real-time, distinguishing this from AI's current capabilities in authoring code for such systems. AI

IMPACT This work explores a novel approach to AI agent interaction by using game engines as environments for real-time action and rule modification.

RANK_REASON The item is a personal reflection on a developer's journey and technical approach, not a primary announcement or significant industry event.

Read on dev.to — MCP tag →

AI-generated summary · Google Gemini · from 1 sources. How we write summaries →

Developer builds game engines as AI agent instruments, not for games

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The item is a personal reflection on a developer's journey and technical approach, not a primary announcement or significant industry event.
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62 days old
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COVERAGE [1]

  1. dev.to — MCP tag TIER_1 English(EN) · Tomas Grasl ·

    I'm writing my own game engine. Not to make games in it, as it turns out.

    <p>I recently wrote here about how Anthropic's pending acquisition of Decart isn't only about cheaper inference it's also about robotics. The argument in short: you can't train a control loop on internet text, because control needs consequences. It needs an environment that respo…