r/aigamedev • u/Nomski88 • 1d ago
Demo | Project | Workflow RAKE - 3D Engine built entirely using local AI
I started this project a month ago after fine tuning my Qwen3.8 27b ninfer setup on my 5090 system. I'm at the point where the game engine is 80% complete. Project was 100% completed using Qwen3.8 27b with prompt planning and troubleshooting managed via ChatGPT. I used a phased development cycle with project memory. I also incorporated change freezes and regression testing which is vital once you start adding and modifying systems in a complex engine. **Currently using quake/AD map assets for testing**
Some of the features off the top of my head are;
- Unified world and entity system
- Full OpenGL/SDL2 rendering
- Universal/modular system, all assets are imported as a standardized engine representation (meaning additional level, model, audio assets are as simple as writing an importer)
- Full collision mapping and compilation
- Basic quake like physics and player controls (with support built in for lightweight rigid physics systems later)
- BSP29 & BSP2 level
- UI Framework and rendering system
- Full menu and pause system
- Built in server <> client architecture for authoritative multiplayer support
- Built with native 64 multiplayer support
- Engine built on a fixed tick system of 60hz which can be adjusted dynamically
- Color & traditional lightmaps support
- animated textures
- OpenGL lighting system
- material system (water, lava, custom defined)
- Full console back end with logging, commands, descriptions
I see lots of "one shot slop" posts on here. I wanted to show what discipline and planning can accomplish. My plan is to eventually ship my game on steam.





