Split-E Software
SETech Engine · Live editor · WebGPU

SETech Studio Lite

AI agent guide ↓ ‹ Back to Split‑E
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What you're running

The real engine editor, compiled to WebAssembly.

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.

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.

// The shape every scene file follows. All values are quoted strings,
// booleans are "True"/"False", vectors are "{ x , y , z }" brace strings:
{
  "world":    { "type": "SESceneWorld", "members": { "m_strPlayerCameraName": "MainCamera" } },
  "entities": [
    { "type": "SECameraSceneEntity",   "name": "MainCamera", "members": { ... } },
    { "type": "SESkyBoxEntity",        "name": "Sky",   "members": { "m_bProceduralSky": "True", ... } },
    { "type": "SELightEntity",         "name": "Sun",   "members": { "m_LightType": "Directional", ... } },
    { "type": "SEProceduralMeshEntity", "name": "Player",
      "members": { "m_strScriptClass": "PlayerControl",
                   "m_strScriptSource": "class PlayerControl { ... void OnUpdate(float dt) { ... } }",
                   "m_aParts": [ { "type": "SEProceduralShapePart", "members": { "m_ShapeType": "Box", ... } } ] } }
  ]
}

What agents can use

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.

Good to know

Requirements & tips