An AI-native, ECS-based real-time engine that acts as the structural anchor between generative AI outputs (video, images, meshes, splats) and interactive, physics-driven, game-ready runtimes.
- Design & vision: spec.txt
- Build checklist / roadmap: todo.md
- Getting started (clone → build → run a window): GETTING_STARTED.md
- Contributing / CI gates: CONTRIBUTING.md
- Alpha release gate: docs/ALPHA_CHECKLIST.md
- Changelog: CHANGELOG.md
| Crate | Role |
|---|---|
nova-ecs |
Entity/component storage, scene graph, scheduler, deterministic RNG |
nova-render |
wgpu renderer (cube, PBR, sprite pipelines) |
nova-input |
Keyboard/mouse → ECS input + action mapping |
nova-physics |
Rapier2D integration + sync step |
nova-ingest |
glTF/OBJ loading, VHACD decompose, auto-rig, Rapier3D colliders |
nova-scene |
Versioned scene (de)serialization (RON/JSON) + migrations |
nova-audio |
2D/3D spatial audio |
nova-scripting |
Rust-native hot-reload gameplay |
nova-scripting-embedded |
Rhai sandboxed scripting |
nova-ui |
Immediate-mode in-game + world-space UI |
nova-editor |
egui/eframe scene editor (hierarchy, inspector, gizmos, Vibe GUI) |
nova-anim |
Skeletal animation + blending |
nova-telemetry |
JSON/MessagePack telemetry + AI control loop |
nova-neural-materials |
Live video-LLM texture feeds |
nova-splat |
Gaussian Splat loading + convex-hull collision proxy |
nova-rag |
Local vector DB + RAG retrieval over project assets/docs |
nova-export |
Standalone packaging + .novapack asset bundling |
nova-agent-api |
Stable, versioned external-AI-agent control API |
nova-overlay |
"Highlight & Fix" region selection → AI fix prompt |
nova-videocap |
Depth + segmentation mask → collision proxies |
nova-sample-game |
End-to-end sample wiring the full pipeline |
cargo build --workspace
cargo test --workspace
cargo run -p nova-sample-game # runs the end-to-end pipeline headlessly
cargo run -p nova-app # opens the interactive editor (needs a GPU)cargo run -p nova-app opens a window with a live editor — a 3D viewport, a
hierarchy/inspector/asset panel stack, and a toolbar. Drag in the viewport to
move the selected entity, drag inspector fields to edit components live, press
H then drag a marquee to build a "Highlight & Fix" AI request, and P to
play/pause the simulation. See GETTING_STARTED.md for the
full control list and clone-to-window walkthrough.
The self-debugging loop: the engine emits telemetry (nova-telemetry) and
hot-applies a control file written by an external AI agent
(nova-agent-api), closing the loop without a human in the middle. See
cargo run -p nova-agent-api --example agent_fix_loop for a flagship,
end-to-end demo wiring nova-rag (context retrieval), nova-agent-api
(commands), and nova-overlay (highlight → fix prompt) together.
nova-sample-game also works as a forkable project template: it wires the
full physics/scene/agent/splat/export pipeline together and is a reasonable
starting point for a new game built on the engine, not just a smoke test.
Licensed under the Apache License, Version 2.0. See LICENSE.