By Barbarisch
Game-development workflow for the Phyxel voxel engine. Bundles skills for the build/launch/iterate loop, world building, characters, assets, gameplay mechanics, and packaging. Pairs with the per-project `phyxel` MCP server (see docs/GameDevWorkflow.md). Install once per machine; activate per project with `phyxel link` / `phyxel new`.
Use when adding voxel objects, props, furniture, or buildings to a Phyxel game — spawning existing templates, searching the template catalog, or generating brand-new voxel models from a text prompt via BlockSmith. Invoke for "add a chair / tree / castle / barrel / generate a <thing>" tasks.
Use when adding or editing the player, NPCs, dialogue, or story/quests in a Phyxel game — placing the player and camera, creating NPCs with behaviors, authoring dialogue trees and story arcs/beats. Invoke for "add a character / NPC / villager / enemy / dialogue / quest line" tasks.
Use when adding gameplay systems to a Phyxel game — player health/respawn, objectives/quests, background music, day/night cycle, combat/equipment, crafting, menus/HUD, and pause. Invoke for "add health / a quest objective / music / a day-night cycle / combat / a menu" tasks.
Use when saving, exporting, or packaging a Phyxel game for distribution — persisting world/player state, exporting a reusable game definition, and building a standalone, self-contained game executable (single- or multi-scene). Invoke for "save / export / package / ship / build a standalone of the game" tasks.
Use whenever building, launching, running, or iterating a Phyxel game — the engine lifecycle (launch/stop/restart and polling readiness), the build→launch→act→screenshot verify loop, and the critical project-vs-editor mode rule. Invoke at the start of any game-dev task that touches the running engine.
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A voxel game engine and development application built with C++17, Vulkan, and Bullet Physics. Phyxel provides a reusable engine library (phyxel_core) for building voxel-based games, and a full-featured editor application for world building, scripting, and AI-assisted game creation.
Phyxel follows a clean engine/editor separation:
┌──────────────────────────────────────────────────────┐
│ phyxel_core (engine/) │
│ Reusable static library — the game engine │
│ │
│ Rendering (Vulkan) · Physics (Bullet) · Audio │
│ Chunk System (32³) · Entity Registry · Camera │
│ World Gen · UI System · Scripting (Python) │
│ Story Engine · Dialogue · NPC Behaviors │
│ HTTP API · SQLite World Storage │
├──────────────────────────────────────────────────────┤
│ phyxel_editor (editor/) │
│ Development application — world editing, debugging, │
│ MCP server, Python console, AI integration │
├──────────────┬───────────────────────────────────────┤
│ Your Game │ examples/minimal_game/ │
│ (standalone)│ Reference GameCallbacks impl │
│ Links only │ │
│ phyxel_core │ │
└──────────────┴───────────────────────────────────────┘
| Build Target | Directory | What It Is |
|---|---|---|
phyxel_core | engine/ | The game engine — a reusable C++ static library |
phyxel_editor | editor/ | Editor/dev-tool library (Application, input, scripting, AI) |
phyxel | editor/src/main.cpp | Editor executable (world building, debugging, MCP) |
phyxel_minimal_game | examples/minimal_game/ | Reference standalone game using GameCallbacks |
Standalone games link only against phyxel_core and implement the GameCallbacks interface:
#include "core/GameCallbacks.h"
#include "core/EngineRuntime.h"
class MyGame : public Phyxel::Core::GameCallbacks {
bool onInitialize(Phyxel::Core::EngineRuntime& engine) override;
void onUpdate(Phyxel::Core::EngineRuntime& engine, float dt) override;
void onRender(Phyxel::Core::EngineRuntime& engine) override;
void onShutdown() override;
};
int main() {
Phyxel::Core::EngineRuntime engine;
Phyxel::Core::EngineConfig config;
engine.initialize(config);
MyGame game;
engine.run(game);
}
Scaffold a new project: python tools/create_project.py MyGame
See docs/GameCreationGuide.md for the full workflow.
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