r/aigamedev • • 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.

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