AI-native, open-source game-dev toolkit: official Godot 4.7.1 + a checksum-locked WebGPU browser backend that renders 3D in-browser (verified on real GPU hardware), with MCP servers and agent workflow
An AI-native, open-source game-dev toolkit — with a Godot 4.7.1 WebGPU browser backend that actually renders 3D.
Official Godot is the base and stays the upstream. On top of it sits a WebGPU export path maintained as an ordered, SHA-256-locked patch series, plus the MCP server, agent workflows, and asset pipeline that make the whole thing drivable by AI assistants. WebGL 2 remains the supported fallback.
▶ Play it live — a Godot game running on WebGPU, in your browser
No install, no plugin. Needs a WebGPU-capable browser (Chrome/Edge 113+, Safari 26+, Firefox on Windows); the page tells you if yours qualifies before you click. First load takes roughly 15–30 seconds depending on your connection — most of it downloading the ~46 MB engine, not compiling shaders (pipelines build in about 2 seconds). It is cached afterwards. Details: webgpu-performance.md.
The Chariot Club — a real game, not a test scene: a Roman colosseum with crowded stands, chariot teams, and real-time shadows, rendered by Godot 4.7.1 through WebGPU. Verified on an NVIDIA Tesla P40 at a locked 60 fps, ~490–630 draw calls and ~23M primitives per frame, with 0 GPUValidationError. The published demo was re-rendered from its own public URL on that GPU as a final check.
What you can rebuild: the engine, the patch series, and the minimal scene below are checksum-locked and reproducible from this repository. The Chariot Club's game content is not published here, so that specific demo cannot be rebuilt from source — use the showcase scene to reproduce the render path end to end.
From the project README.
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Open-source MCP server for AI-autonomous Godot game development. Deterministic playtesting, multiplayer testing, DAP debugging, LSP, token-efficient. 100% MIT.
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