Getting started¶
Skywalker is a C++20 game engine with a native macOS editor, built so that AI agents can see a scene, act on it precisely, test what they built and work alongside you through the same interface the editor uses. This section takes you from a fresh checkout to a playable game and an agent that can build with you.

The path¶
| Step | You will | Time |
|---|---|---|
| Install and build | Build the engine, the CLI, the player and the editor from source; run the tests | 10–20 min |
| Your first project | Understand the project folder, open an example, render it from the command line | 5 min |
| Editor tour | Learn the editor's panels, viewport controls, play mode and the agent dock | 10 min |
| Your first game in 15 minutes | Build Coin Run: a character, coins, a score and a camera, then test and package it | 15 min |
| Connect an AI agent | Wire Claude Code, Codex, Gemini CLI or Cursor to the engine with one command | 5 min |
Three ways to work¶
Everything in Skywalker is a tool: a named operation with a JSON schema, an LLM-oriented description and a handler. There are three ways to call the same tools, and they never differ in power.
The SwiftUI editor on macOS: outliner, viewport, details panel, asset browser, studio and the in-editor agent crew. Every button you press calls a tool, so every edit is undoable and attributed.
The skywalker binary is the headless engine: it renders, simulates, compiles Wander, runs any tool and packages
games, with a CPU renderer fallback for machines without a GPU.
For agents
An agent that joins a project starts the same way every time: learn the conventions, look at what exists, then act and verify.
Requirements at a glance¶
| Platform | macOS 15 or later on Apple silicon (Metal). The engine core is portable C++20 and builds headless elsewhere with a CPU renderer. |
| Toolchain | Xcode 16 or later (Swift 6), CMake 3.29 or later, Ninja |
| Disk | About 2 GB for a release build with its fetched dependencies |
| Optional | Blender 3.2+ for the DCC bridge; an API key for the in-editor crew or the headless studio runner |
Ready? Install and build.