SETech Studio Lite is the SETech engine's editor app running natively in your browser through WebGPU:
the same C++ engine, renderer, scene system, reflection editor and AngelScript runtime that ships on
desktop, trimmed to a lean download: base assets only, with every sample built from procedural geometry
and inline scripts. Everything you see, the games included, is a plain JSON scene file you can open,
edit, save and regenerate.
Sample scenes: pick one from the toolbar: Brick Breaker, a platformer, an infinite runner, a space shooter and the endless Mazarita Crossing game, each a single self-contained JSON file.
Full in-canvas editor: the ImGui editor is live inside the frame ( it starts hidden for a clean view; press Edit in the toolbar to reveal it ). The Scene Entities tab lists every entity with editable reflected properties, plus Play / Pause / Stop.
Camera: drag to look, mouse wheel to move, C toggles FPS / orbit mode. Games use ←→↑↓ + Space.
Load & save: the toolbar's Load JSON / Save JSON round-trip the live scene through your browser's file picker and downloads. No account, no server; scenes are yours.
Prototype with AI
Let any AI agent build game prototypes here.
Scenes are plain JSON with inline AngelScript behaviors, and the whole format is documented in a single
schema file, which makes any capable AI agent or chat (Claude Code, Codex, ChatGPT, Gemini, a local model,
anything) a scene author. No SDK, no plugin: one prompt wires your own agent to this page.
1
Copy the prompt into your agent
Hit ✨ Copy AI prompt in the toolbar and paste it into your own CLI agent ( Claude Code, Codex, any chat works too ). It packs the authoring rules and the full entity & scripting schema; the agent confirms and asks what you want made.
2
Answer with a game
Tell it in plain words: "an alien-wave shooter with funny shapes", "a dodge-the-falling-blocks game with a score counter". The agent writes the whole game as a scene .json file next to it and tells you the file name.
3
Load & play
Hit ⇪ Load JSON, pick the file the agent wrote, and play it. Keep the loop going in the agent's chat: ask for the next feature, reload the file. Chat-only AIs answer with raw JSON instead; use ✎ Paste JSON for those.
The prompt, right here
The exact prompt: how to work with you, the authoring rules, and the full entity and scripting schema. Paste it into your agent as the first message; it will ask what you want and write the scene as a .json file for the Load button. Edit it here first if you like.
Procedural shapes (Box, Sphere, Cylinder, Cone, Torus, Plane…) with PBR colors, text entities for HUDs and titles, directional/point/spot lights, the procedural sky, cameras, GPU particle systems (SEParticleSceneEntity with the bundled Kenney effects: fountain, rain, torch, firework, magic), the Split-E / SETech logo PBR texture sets, and per-entity AngelScript: gInput for arrows/space/keys, gWorld.FindEntityByName() for cross-entity logic, SetPosition / SetRotation / SetScale for motion. Every shipped sample game works exactly this way.
Lite-build limits (agents are told)
This lean web build ships no character or model assets, so scenes stick to procedural geometry, scripts, text and the bundled GPU particle effects. Scripts move things kinematically and do their own AABB checks (no trig functions are registered; the samples use parabolas and accumulated angles). "Destroying" an entity = scale it to zero and move it far away.
ai_schema.mdthe machine-generated schema: every entity type, member and script API. This is what "Copy AI prompt" embeds
brick_breaker_scene.jsona complete playable game in ~1100 lines of scene JSON, the best example to hand an agent
platformer_scene.jsongravity, jumping, a moving platform you can ride, and a win condition
mazarita_crossing_scene.jsonthe most complete sample: an ENDLESS crossing game with recycled lanes, trams, rideable feluccas, sweeping waves, a difficulty ramp and score/best HUD
Good to know
Requirements & tips
WebGPU required: recent Chrome or Edge on desktop work out of the box; Safari 18+ on macOS/iOS. Firefox needs the WebGPU flag. If the frame stays black, your browser or GPU likely lacks WebGPU.
Lean download: this build intentionally ships only the engine base assets so the page loads fast; skies render procedurally and materials use flat PBR colors. The full Studio build (characters, particles, showcase scenes) runs on desktop.
Render resolution: pick a preset from the toolbar's Res dropdown ( the frame resizes to match, capped to the page width ), or go Fullscreen ( renders at screen size; ESC exits ); ?vw=1920&vh=1080 forces a custom size.
Deep links: ?scene=brick_breaker_scene.json&autoplay boots straight into a scene; add &log for an on-screen engine log overlay.
Editor tips: click an entity in the Scene Entities list to inspect and live-edit its reflected members (colors, sizes, script source). Play snapshots the scene and Stop restores it, so experiments are always safe.
Your scenes persist as files: the page never uploads anything; Save JSON downloads the scene to your machine and Load JSON brings it back, so keep prototypes in your own folder or repo.