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Workbench

Workbench is a personal game engine and experimentation platform built from scratch in C++ and Metal.

Goals:

  • Learn how modern engines are structured
  • Build systems incrementally through real prototypes
  • Understand all code at an engineering-manager level or deeper
  • Favor simplicity and clarity over premature optimization

Non-goals:

  • Compete with Unity, Unreal, or Godot
  • Build an ECS before it is needed
  • Optimize before performance becomes a problem

Initial milestones:

  • Window + application loop
  • Metal renderer
  • Camera
  • Scene hierarchy
  • GameObjects and Components
  • ImGui editor
  • Agent observability
  • Scene serialization

Agent workflow

Workbench can dump its full state to text for AI-assisted debugging.

In the editor, use Copy Debug State to paste the current engine state into chat, or Write Debug State to save logs/latest_state.txt. See docs/observability.md for details.

New to the codebase? Read docs/conventions.md first — it covers the determinism model, camera special rules, math/units, id-vs-name addressing, the serialization contract, and the DebugState stability rule that source files alone do not surface. AGENTS.md has a full docs map.

Philosophy:

Build features because prototypes need them, not because engines are supposed to have them.

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