An AI native rendering system that leverages the power of Procedural Augmented Generation (PAG) systems combined with BevyEngine's robust cross-platform architecture to build: a gameplay engine that speaks AI's language natively, while delivering the performance and flexibility modern games demand.
AI Render - VXR Sim
The left panels show our engine's "thinking" - the base skeletal animations and spatial relationships that form the foundation of gameplay mechanics. The right panels demonstrate the vision: how these abstract concepts can be transformed into different visuals.At this stage of development, we have an RPG game for Telegram, that blends the best elements of Hades and Diablo. It features fast-paced, top-down combat, procedurally generated levels, and permanent progression. Players will collect loot, optimize builds, and grow stronger with each run. The main objective is to defeat the opponent.
Currently, there are three characters, differentiated by color: Green (your player), Blue, and Red (the opponents). At this stage, there are no specific controls for your character. Instead, your role is to provide ammunition, clones, and weapon tactics to defeat the opponents.
This project is built using Rust, a systems programming language known for its performance and memory safety, and Bevy, a modern and data-driven game engine. Rust provides the foundation for robust and efficient code, while Bevy's ECS (Entity-Component-System) architecture enables scalable and modular game development. Together, they power the creation of a dynamic and interactive gaming experience.
Click on the following link: http://198.211.116.67/sim.html.
Wait a few moments for the experience to load. Please note, it may take anywhere from 6 to 18 seconds. You may initially see a black screen—this is normal. Once the experience has successfully loaded, you will see the following screen:
Players can preview the game and choose from the following options:
- Play: Start the game experience.
- Settings: Adjust or modify the game configurations.
To control camera view, tap anywhere on the screen to change the camera’s position, simulating surveillance cameras recording events around the environment.
If we select the Play button we will enter directly to the gameplay.
The screen is divided into two sections:
- Upper Screen: Game environment.
- Lower Screen: User Interface (UI).
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When the "Settings" section is selected, a panel will open, allowing players to adjust the following game configurations:
Preset configurations are preloaded settings for map size, level configurations, gameplay, and gear. Available options include:
- Menu
- Small
- Medium
- Large
- Random
Change the map seed to generate a new random layout.
Adjust the map width with a range of 3 to 8.
Adjust the map length with a range of 3 to 8.
Defines the physical size of each grid cell (floor):
- Tile Size X: Width of each cell.
- Tile Size Y: Length of each cell.
Visualization:
tile_size.x
┌──────────┐
│ │
│ │ tile_size.y
│ │
└──────────┘
- Examples:
Tile Size | Visualization | Description |
---|---|---|
(1,1) | ┌─┬─┬─┐ ├─┼─┼─┤ └─┴─┴─┘ |
3x3 grid (3x3 units total) |
(2,1) | ┌──┬──┬──┐ ├──┼──┼──┤ └──┴──┴──┘ |
3x3 grid (6x3 units total) |
(2,2) | ┌──┬──┬──┐ ├──┼──┼──┤ └──┴──┴──┘ |
3x3 grid (6x6 units total) |
Determines the density of floor generation:
- Low threshold (e.g., 0.2): More floors (denser areas).
- High threshold (e.g., 0.8): Fewer floors (sparser areas).
Controls the "zoom" of the Perlin noise used for map generation:
- Low scale (e.g., 0.1): Larger, connected areas.
- High scale (e.g., 0.9): Smaller, fragmented patterns.
This directly affects how large or small the connected Floor vs. Empty areas will be. A low scale will create larger, more connected areas, while a high scale will create a more fragmented and detailed pattern.
Sets the number of teams in the game:
- Minimum: 1
- Maximum: 4
Defines the maximum number of NPCs per team:
- Minimum: 1
- Maximum: 4
Determines how quickly NPCs spawn (in seconds):
- Range: 0.5 - 60 seconds.
Controls how fast NPCs aim:
- Range: 2.0 (slow) - 20.0 (fast).
Defines NPC movement speed:
- Range: 4.0 (slow) - 20.0 (fast).
Controls the restitution of NPCs on collision:
- Range: 50.0 (low bounce) - 200.0 (high bounce).
Players can equip gear in up to four slots, each with modifiers that alter gameplay.
Available Modifiers:
Offensive:
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Defensive:
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Modifiers can be combined across slots, with cumulative effects. Damage mitigation cannot reduce damage below zero.
Buttons:
- Apply Changes: Save configurations.
- Cancel: Revert to initial settings.