{"version":"https://jsonfeed.org/version/1.1","title":"Airogel blog","description":"News, changelog and build notes from the Airogel 3D game engine.","home_page_url":"https://airogeledit.org","feed_url":"https://airogeledit.org/blog/feed.json","language":"en","items":[{"id":"https://airogeledit.org/blog/sixteen-demos-built-from-prompts","url":"https://airogeledit.org/blog/sixteen-demos-built-from-prompts","title":"Sixteen playable demos, none of them built by hand","date_published":"2026-10-22T19:00:00Z","date_modified":"2026-10-22T19:20:42Z","summary":"Sixteen browser-playable games, from a sword duel to eight-player dodge ball, each built from a written brief by an AI agent connected to the editor over MCP. Here's the loop, and what we learned.","content_html":"\u003cp\u003eThe \u003ca href=\"/demos\"\u003edemos page\u003c/a\u003e now holds sixteen games. They cover most of what the engine can do: a sword duel with telegraphed enemy attacks (\u003ca href=\"/demos/melee-demo\"\u003eAshen Duel\u003c/a\u003e), a drift racer (\u003ca href=\"/demos/vehicle-demo\"\u003eFoundry Time Attack\u003c/a\u003e), a tiny planet with gravity that points at its centre (\u003ca href=\"/demos/planet-demo\"\u003eSELENE\u003c/a\u003e), a ten-second rewind mechanic (\u003ca href=\"/demos/timewinder-demo\"\u003eTimewinder\u003c/a\u003e), a stealth level with guard perception (\u003ca href=\"/demos/stealth-demo\"\u003eNight Shift\u003c/a\u003e), and multiplayer rooms for soccer, dodge ball, tank battles, racing and a 3,000-object city block.\u003c/p\u003e\u003cp\u003eNone of them was built by hand. We wanted to find out whether an AI agent, given only a written brief and the editor's MCP tools, could carry a game from nothing to a public link. It could, for all sixteen.\u003c/p\u003e\u003ch2\u003eThe loop\u003c/h2\u003e\u003cp\u003eEach demo followed the same four steps, and each demo page now shows the brief it started from under \u003cem\u003eHow it was built\u003c/em\u003e.\u003c/p\u003e\u003col\u003e\u003cli\u003e\u003cstrong\u003eWrite the brief.\u003c/strong\u003e A paragraph for the small ones; a short design document for the bigger ones. The kind of game, how it should feel, the controls, how many players. No scene, no code, no assets.\u003c/li\u003e\u003cli\u003e\u003cstrong\u003eThe agent builds in the editor.\u003c/strong\u003e Connected over the editor's \u003ca href=\"https://docs.airogeledit.org/docs/mcp-setup\"\u003eMCP interface\u003c/a\u003e, the agent creates objects, materials and lights, writes the Lua scripts, imports or generates meshes, textures and audio, and configures multiplayer rooms where the brief asks for them.\u003c/li\u003e\u003cli\u003e\u003cstrong\u003eIt tests what it made.\u003c/strong\u003e The MCP tools let the agent run the physics simulation and take screenshots, so it can look at its own work. It also writes rule tests for its scripts, and when it hits an engine limit it files a support ticket from inside the editor.\u003c/li\u003e\u003cli\u003e\u003cstrong\u003ePublish, then keep prompting.\u003c/strong\u003e A publish check, then a public link. Every later change (a camera tweak, a new control, a balance pass) was made the same way: describe it, let the agent make it, republish to the same address.\u003c/li\u003e\u003c/ol\u003e\u003ch2\u003eWhat we learned\u003c/h2\u003e\u003cp\u003e\u003cstrong\u003eReal physics is what makes the agent productive.\u003c/strong\u003e It can place a car and drive it, drop a ragdoll and watch it fall, without configuring colliders or writing a physics loop. Most of the agent's time went into game feel, not plumbing.\u003c/p\u003e\u003cp\u003e\u003cstrong\u003eOne language matters.\u003c/strong\u003e Because every script in every project is Lua, the agent could read any demo's scripts as reference when building the next one. The same is true for people.\u003c/p\u003e\u003cp\u003e\u003cstrong\u003eLetting the agent see its work changes the quality.\u003c/strong\u003e Screenshot and simulation tools turned \"I think this works\" into \"I checked, and the ball goes through the wall at this speed\". Several of the more polished demos, including Ashen Duel's dodge window and Futbol Fan's broadcast camera, came from the agent noticing something in a screenshot.\u003c/p\u003e\u003cp\u003e\u003cstrong\u003eThe support tickets were real feedback.\u003c/strong\u003e Agents filing tickets when they hit a wall gave us a steady list of engine gaps. Several of those tickets are now engine features: constraint motors used by Ragdoll Hero, the time-scale API behind Timewinder, and the custom gravity used by SELENE.\u003c/p\u003e\u003ch2\u003eTry it yourself\u003c/h2\u003e\u003cp\u003eThe built-in assistant does the same thing from the editor's chat panel, and any MCP client (Claude, ChatGPT, Codex and others) can connect with OAuth. The \u003ca href=\"/ai-game-builder\"\u003eAI game builder\u003c/a\u003e page explains both routes, and the \u003ca href=\"https://docs.airogeledit.org/docs/mcp-tool-guide\"\u003eMCP tool guide\u003c/a\u003e lists every tool the agents used. Start free, pick a demo whose brief you like, and write your own.\u003c/p\u003e","tags":["Blog"]}]}