creature-forge workbench, world-architect civilization sim, structure-forge building generator, vibe-engine raycaster

Uncanny Realm

Active Development

Research prototypes for AI-generated game content.

The Problem

Procedural generation in games typically shuffles pre-made assets. Generating genuinely novel content — creatures with arbitrary body plans, coherent civilizations, original music — requires different approaches for each content type, plus an engine that can coordinate them.

The Approach

Separate systems for each content domain, iterated independently before engine integration. creature-forge: composable SDF ray marching where anatomical modules (torso, limbs, head, tail, wings) combine via SDF unions into any body plan. world-architect: a civilization simulator running economy, diplomacy, and warfare across a procedural world map. structure-forge: SDF-based building generation from composable primitives. Music: a MIDI generation model (SkyTNT architecture) composes new pieces from seed sequences. The Rust engine uses CPU software rendering, leaving GPU headroom for inference workloads.

The Result

Working prototypes for each content type. creature-forge renders human characters with modular anatomy and IK locomotion — the pipeline is designed to generalize to non-humanoid body plans, though the rendered characters look rough at this stage. The composable SDF architecture is the core idea: any creature, any building, same pipeline. world-architect runs civilization simulation independently of the engine. Integration is ongoing.

Architecture

Pipeline: World Simulator → Location Generator → Entity Generator (creature-forge / structure-forge) → CPU Renderer | GPU handles inference workloads

Demo & Screenshots

creature-forge workbench, world-architect civilization sim, structure-forge building generator, vibe-engine raycaster
creature-forge workbench, world-architect civilization sim, structure-forge building generator, vibe-engine raycaster
creature-forge workbench, world-architect civilization sim, structure-forge building generator, vibe-engine raycaster

Tech Stack

Rust

The game engine — ECS architecture, CPU software renderer, real-time entity management. Predictable performance without GC pauses.

SDF

Signed Distance Fields for creature and building generation. Anatomical modules compose via SDF unions into arbitrary body plans — no mesh authoring, no pre-built assets.

Procedural Generation

Every system generates content algorithmically: terrain from noise, creatures from modular assembly, worlds from simulation, music from a MIDI generation model.

Current Status

Early development. creature-forge renders modular humanoid characters, world-architect simulates civilizations, structure-forge compiles building descriptors into 3D SDF structures. Integration into the unified Rust engine is ongoing. Prototype stage, not a playable game.

What's Next

Extend creature-forge to non-humanoid body plans, connect prototypes into the engine pipeline, texture generation via Stable Diffusion.