Hi HN! I m kevin, cofounder of https://machinesatplay.com, a multiplayer 3d gaming engine for codex/claude code.TLDR: we re rebuilding unreal engine without the editor in rust meant to be used through the CLI. its open source/MIT. You prompt your favorite coding harness to create a game, and it ll give you a name .machinesatplay.com linkSome multiplayer games built with it:cubg: claudeunknownplayerbattle ground: https://pubg.machinesatplay.com/car soccer: https://benchmark-rocket-league-claude.machinesatplay.com/4min demo: https://www.loom.com/share/e3e3a37f52b54405a6fd89da079fb1c2source code: https://github.com/machinesatplay/gameWhy not use unreal engine/unity/godot?the approach to making 3D games right doesn t fit agents. you download this bulky editor, and drag and drop node-based / visual editing tools to code, create 3d objects, shaders, animations. with machinesatplay, the editor is files/folders and command line which is the DX that agents love.Why rust?I picked rust instead of c++ or typescript bc it moves more validation to compile time instead of runtime. it still is quite performant, has wasm support, and can target native desktop gpu/mobile gpu. downside is compile times, which im still figuring out how to address this. currently we use bevy, avian for physics, and lightyear for prediction/rollback/networkingHow do I use it?1. pick your favorite coding agent: claude code, codex, opencode, etc.2. paste in the prompt from the landing page.3. iterate on a game. maybe /goal it against a screenshot4. then mach deploy it, and you get a link to itI d love to get y all feedback on this. its still early and focused on multiplayer 3d. thanks for reading