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AstraWeave nebula logomark

AstraWeave — AI‑Native Game Engine

Kani Formal Verification OpenSSF Scorecard Miri UB Detection Security Audit Mutation Testing Sanitizers CodeQL Analysis Clippy Lint (Unwrap Prevention)

GitHub stars License Rust toolchain Platforms

Repo Size Code Size Commit Activity Issues Pull Requests

The world's first AI-native game engine with deterministic ECS architecture where AI agents are first‑class citizens.
Built in Rust, designed for massive-scale intelligent worlds with production-grade performance.

📚 Documentation • 📊 Benchmarks • 🗺️ Roadmap• 🧪 Coverage • 🕸️ Workspace Map • ⚡ Interactive Dashboard • 🌐 Github Pages


🔍 Engine Health Status (May 13, 2026)

MIRI + KANI FORMAL VERIFICATION COMPLETEMiri Report | Coverage Report | Behavioral Audit | Architecture Map v0.7.0

🏆 Production-Grade Quality: AstraWeave has ~32,000+ passing tests across ~51 production crates (143 workspace members total, 129 verified via cargo metadata) with 59.3% weighted coverage — 14 crates at 85%+ including ECS (96.39%), Physics (94.38%), and Nav (93.11%). All unsafe code is Miri-validated and Kani-verified. The editor has undergone a 37-fix behavioral correctness audit with unified rendering pipeline.

Metric Status Details
Coverage 59.3% weighted (P0: 55.4%, P1: 58.9%, P2: 73.9%) 28 crates measured via cargo llvm-cov
Tests ~32,000+ passing Core: 516, ECS: 454, Editor: ~9,397 annotations (aw_editor.md §10), Render: 990+, Physics: 1,460+
Memory Safety Miri-Validated 977 tests, 0 undefined behavior across 4 crates
Formal Verification Kani-Verified 71+ proof harnesses across safety-critical crates
Behavioral Correctness 37 fixes applied 8-phase audit: visual math, data pipeline, undo system, silent failures
Mutation Testing 2,028+ tests Wave 1: 767 manual + Wave 2: 1,261+ automated (100% kill rate)
Determinism 100% bit-identical Replay validation, 5-run consistency
Rendering Unified Pipeline Disney BRDF + multi-scatter, 4-cascade CSM, IBL cubemaps, PBR Neutral
Architecture Traces 13 subsystems traced Forensic file map / conflict map / decision log / invariants / open questions per trace
Health Grade A- Upgraded from B+ after audit remediation + unified pipeline

What changed (May 2026)? The architecture trace campaign completed 13 per-subsystem traces under docs/architecture/ (terrain materials, render pipeline, physics, persistence-ECS, networking ×2, input, fluids, ECS/math/core/SDK foundation, audio, animation, AI pipeline, aw_editor). The Architecture Map was reconciled to v0.7.0 against those traces, and the Interactive Workspace Map was deployed. Specific documentation hazards were surfaced and corrected: Fluids reclassified as research surface (no production game-loop dep), the runtime LLM model default identified as phi3:medium (not Qwen3 despite doc-comments), dual World coexistence (legacy core::World + ECS substrate) documented, four parallel animation type families catalogued, and the §7.7 wrapped-component resource identity trap promoted to a workspace-wide structural axiom.

Why 59.3%? The v5.0 methodology uses cargo llvm-cov --lib --summary-only which instruments all compiled code including inlined dependency generics. Large GPU-only and async code paths (rendering, terrain, audio) are untestable in headless mode. See MASTER_COVERAGE_REPORT for full analysis.

What changed (April 2026)? The editor underwent a comprehensive Behavioral Correctness Audit: 37 fixes across 48 commits addressing shader math (GGX NDF, Fresnel energy conservation, multi-scatter compensation), undo system completion (all 9 operations now undoable), silent failure resolution (60 patterns identified, critical ones fixed), and a 7-phase architectural refactor that eliminated the dual rendering pipeline (-4,669 LOC). Health grade upgraded from B+ to A- reflecting the correctness improvements.

Miri Validated: astraweave-ecs (386 tests), astraweave-math (109 tests), astraweave-core (465→516 tests), astraweave-sdk (17 tests) — ZERO undefined behavior | MIRI_VALIDATION_REPORT

Unsafe Code Validated: BlobVec, SparseSet, EntityAllocator, SIMD intrinsics (SSE2), C ABI FFI functions — all memory-safe ✅


🚀 Quick Start

git clone https://github.com/lazyxeon/AstraWeave-AI-Native-Gaming-Engine.git
cd AstraWeave-AI-Native-Gaming-Engine

# Build core engine
cargo build --release -p astraweave-core

# Run the flagship AI companion demo (6 planning modes)
cargo run -p hello_companion --release

# Run the rendering showcase (Island scene)
cargo run -p unified_showcase --release

Note: Editor (aw_editor) has ~9,397 test annotations. See workflow tests in tools/aw_editor/tests.

Key Documentation:

  • Architecture Map — Crate relationships, editor viewport pipeline, data flow diagrams (v0.7.0 reconciled against 13 subsystem traces)
  • 🕸️ Interactive Workspace Map — Cytoscape.js-powered live visualization of the 71 production crates and 188 dependencies. Hover or click any node for crate detail (domain, status, LoC, trace link); click any edge for the load-bearing types flowing across the boundary. Toggle blast-radius highlighting to see what depends on a crate before you change it, or launch the 8-step guided tour for a 10-minute architectural walk-through. Domain filter, focus mode, dependency-path finder, and shareable URL-hash state make it the fastest way to orient in the 850 K+ LoC workspace.
  • Editor Behavioral Audit — 37-fix correctness audit with visual, data pipeline, and state machine verification
  • Unified Pipeline Plan — 7-phase architectural refactor eliminating the dual rendering pipeline

🔍 Engineering Methodology: The Architecture Trace Campaign

AstraWeave's architecture is documented through a forensic trace campaign covering 13 subsystems under docs/architecture/. Each trace is evidence-grounded, version-controlled, and explicitly separates load-bearing code from in-design surface. Trace docs are part of the production contract: when subsystem code changes, the trace updates in the same commit (see CLAUDE.md).

The campaign produced three artifacts that together form the engine's navigational surface:

  • Architecture Map — the 2,500-line consolidated synthesis. Crate dependency graph, structural axioms, dormant-code inventory (~200K LoC across six categories), integration seams with risk levels, data flow paths, 23 cross-cutting open questions. v0.7.0 reconciled 2026-05-13.
  • Interactive Workspace Map — Cytoscape.js visualization of the 143-member workspace. Surfaces production-wired core (ECS, AI pipeline, rendering, terrain, editor) alongside ~200K LoC of dormant-but-designed surface. Click any node for crate detail, any edge for load-bearing types, or run the 8-step guided tour.
  • 13 subsystem traces — terrain materials, render pipeline, physics, persistence-ECS, net, net-ECS, input, fluids, ECS/math/core/SDK foundation, audio, animation, AI pipeline, aw_editor. Each trace is forensic: §5 file map, §6 conflict map, §7 decision log, §8 invariants, §11 open questions.

The methodology — applying forensic auditing as a counterweight to AI-generated documentation drift — is part of the Genesis Code Protocol (GCP) approach to AI-augmented development. Cross-cutting structural rules surfaced by the campaign (the §7.7 wrapped-component resource identity trap, the no-second-implementation Fix-27 lesson, the "wired beats tested" axiom, the silent-failure policy) are documented in ARCHITECTURE_MAP.md §4 and applied across the workspace.


🌌 Why AstraWeave?

Traditional game engines bolt AI onto simulation. AstraWeave weaves AI into the core.

In AstraWeave, the "Game Loop" is an Intelligence Loop:

  1. Perception: Agents "see" the world through a snapshot system.
  2. Reasoning: LLMs and Utility systems analyze the state.
  3. Planning: GOAP and Behavior Trees formulate plans.
  4. Action: Plans execute via deterministic ECS commands.

This architecture enables 12,700+ intelligent agents running at 60 FPS with complex reasoning on reference hardware (HP Pavilion Gaming Laptop — benchmarks), not just simple state machines.


🏗️ Architecture

The diagram below is the high-level Intelligence Loop abstraction; the actual ECS scheduler runs an 8-stage canonical pipeline described below the diagram. See ARCHITECTURE_MAP.md §3 for the full data flow.

flowchart TB
    A[Perception] --> B[Reasoning]
    B --> C[Planning]
    C --> D[Action]
    D --> E[Validation]
    E --> F[Simulation]
    F --> A
    
    style A fill:#4a90e2
    style B fill:#7b68ee
    style C fill:#50c878
    style D fill:#ffa500
    style E fill:#ff6b6b
    style F fill:#45b7d1
Loading

8-Stage Deterministic ECS Pipeline (executed in canonical order, single-threaded per tick):

  1. PRE_SIMULATION → 2. PERCEPTION → 3. SIMULATION → 4. SYNC (ECS ↔ legacy core::World) → 5. AI_PLANNING → 6. PHYSICS → 7. POST_SIMULATION → 8. PRESENTATION

Systems within a stage execute in registration order; stages execute in the order above. ParallelSchedule was removed 2026-04-18 (see docs/audits/parallel_schedule_removal_2026-04-18.md); parallelism lives at the subsystem level (rayon for terrain meshing and SPH; tokio for I/O and LLM inference; GPU compute for rendering).


✨ Key Features

🧠 AI & Agents

Multi-Modal Intelligence: 6 validated AI modes (GOAP, Behavior Trees, LLM, Hybrid ensembles). Local LLM via Ollama — model configurable via OLLAMA_MODEL (defaults to phi3:medium, with Phi-3 / Hermes2Pro / Qwen3-8B clients all supported).

Massive Scale: Orchestrates 12,700+ agents @ 60 FPS on reference hardware (HP Pavilion Gaming Laptop — see benchmark hardware spec).

LLM Integration: Streaming API, batch executor, response caching, and tool-sandbox validation are production-wired. The broader production-hardening surface (rate limiting, circuit breakers, A/B routing, 4-tier fallback — ~15K LoC) ships as research surface and is currently bypassed by the runtime arbiter path. Q4 in ARCHITECTURE_MAP.md §14.

Dynamic Terrain: ✅ Production AI-orchestrated terrain generation with LLM integration.

Scripting: Active/Alpha Rhai-based scripting system for behavior logic (astraweave-scripting).

Generative AI: Experimental Asset generation pipeline (astraweave-ai-gen).

⚙️ Core Engine

Deterministic ECS: Single-threaded archetype scheduler with 100% bit-identical replay validation and Miri-validated memory safety. Systems execute in a fixed stage order on one thread per tick; parallelism lives at the subsystem level, not inside the schedule. See docs/audits/parallel_schedule_removal_2026-04-18.md for the rationale behind the single-threaded-ECS choice.

Subsystem parallelism: rayon drives terrain chunk meshing (astraweave-terrain) and optional SPH fluid simulation (astraweave-fluids); tokio drives async asset streaming, LLM inference, and network I/O. GPU compute handles rendering and shader work. Where the engine spends multi-core budget today is these subsystems — not the ECS tick loop.

Memory Safety: All unsafe code validated with Miri (977 tests, 0 UB).

Sequential throughput: at 1000 entities on the reference profiling_demo workload, sequential ECS median ~1 760 FPS with fast-alloc (mimalloc), ~1 200 FPS on the platform default allocator — measured with allocation-counter instrumentation active, across three runs each, per docs/audits/schedule_stage_fix_2026-04-18.md §4. Scaling is approximately inverse to entity count (200e ≈ 10 k FPS, 2000e ≈ 940 FPS, 4000e ≈ 449 FPS). These numbers are measurement baselines, not shipping numbers.

Performance: Fixed 60Hz simulation, SIMD acceleration (glam), cache-friendly archetype storage.

Networking: Client-server architecture with delta encoding and state synchronization.

Persistence: ECS world save/load with version migration.

🎨 Rendering (wgpu)

AAA Pipeline: Disney BRDF with multi-scatter energy compensation (Turquin 2019), IBL via prefiltered cubemaps, and clustered forward lighting (100k+ lights).

Advanced Effects: VXGI, Volumetric Fog, SSAO, SSR, Bloom, DOF, Motion Blur, 4-cascade CSM shadows with frustum fitting + texel-snap stabilization.

Optimization: Nanite-inspired virtualized geometry, GPU occlusion culling, 3-channel DFG LUT (GGX + cloth sheen).

Materials: Advanced shaders (Clearcoat, Sheen/Charlie, SSS, Anisotropy). Tonemapping: ACES, Khronos PBR Neutral (2024), Reinhard.

Unified Editor Pipeline: Editor viewport renders through the engine — single source of truth for PBR, shadows, IBL, and post-processing. See Architecture Map.

🍎 Physics & Simulation

Rapier3D Integration: Rigid bodies, character controllers, and spatial queries.

Navigation: Navmesh generation (Delaunay) + A* pathfinding (142k queries/sec).

Terrain: Voxel-based terrain with AI-orchestrated dynamic modification.

Audio: Spatial audio with occlusion and dialogue runtime.


📊 Project Status

Overall Status: Active research-grade engine under solo development for the Veilweaver game project. Phase 8 (Game Engine Readiness) — Phase 8.8 Physics Robustness in progress. Engine ships when Veilweaver ships (12–18 month horizon as of May 2026). Status icons below: ✅ production-wired · 🔧 active, mid-campaign · 🔬 research surface (in-design, not currently runtime-wired) · 🧪 experimental.

Component Status Notes
Core ECS ✅ Production Ready 330+ tests, 96.39% coverage, Miri + Kani validated. Deterministic single-threaded scheduler.
Rendering ✅ Production Ready 990+ tests, Disney BRDF + multi-scatter, 4-cascade CSM, IBL cubemaps, PBR Neutral tonemapping.
Physics/Nav ✅ Production Ready 1,460 tests (1,244 physics + 216 nav), Rapier3D wrapper. SpatialHash module dormant (1,038 LoC, doc-comment drift — Q19).
AI Orchestration ✅ Production Ready 268 tests, validated at 12,700+ agents. Canonical GOAP + Behavior Trees + LLM hybrid arbiter.
Terrain ✅ Production Ready Climate field, Whittaker biome lookup, 32-layer material pipeline, regional archetype variation.
Editor 🔧 Active, Mid-Campaign ~9,397 test annotations (aw_editor.md §10), unified engine pipeline. Three concurrent campaigns in flight: Multi-Tool Architecture Sub-phase 3 (Real-Fix.D pending), Behavioral Correctness post-remediation, Fix-27 Unified Pipeline post-completion. See aw_editor.md §1.
Networking 🔧 Two Coexisting Subsystems Snapshot-based (astraweave-net, JSON/WebSocket) and ECS Plugin (astraweave-net-ecs) with disjoint data models. Standalone matchmaking trio (aw-net-{proto,client,server}) has known HMAC vs XOR sign16 signature verification mismatch — every verify fails, server warn!s but does not kick. See net.md, net_ecs.md.
Prompts ✅ Production Ready 1,931 tests, 100% mutation kill rate (792 mutants).
Scripting (astraweave-scripting) ⚠️ Alpha 179 tests, functional Rhai integration. Authoring tooling layer (astraweave-author, rhai_authoring) has Rhai Sync trait errors and is excluded from standard builds — see ARCHITECTURE_MAP.md §12.
UI Framework ✅ Production Ready 331 tests, functional coverage.
LLM Support ✅ Production Ready (core) / 🔬 Hardening Layer 16,776 lines. Core inference pipeline + tool sandbox is production-wired. The ~15K LoC production-hardening surface (rate limiting, circuit breakers, A/B routing, 4-tier fallback) is dormant — Q4 in §14.
Fluids 🔬 Research Surface 4,907 tests, SPH/FLIP simulation with caustics and foam. In-design, not production-wired — only examples/fluids_demo consumes the crate; no production game-loop crate depends on astraweave-fluids. Five parallel solver/manager surfaces. Q12 in §14. See fluids.md.
Memory / Coordination / RAG 🔬 Research Surface Memory pipeline ~11K, Coordination ~5.3K, RAG composite ~12.3K. Zero in-engine production consumers; HNSW vector index is currently a linear scan. Q11 in §14.
AI Generation 🧪 Experimental Prototype asset generation pipeline.

🏆 Quality Metrics

  • Test Coverage: 59.3% weighted via cargo llvm-cov (28 crates measured, 14 at 85%+)
  • Total Tests: ~32,000+ passing across 129 workspace members (cargo metadata; map cites 143 as the higher-level count — see reconciliation in docs/architecture/workspace_map.html)
  • Mutation Testing: Wave 1: 767 manual + Wave 2: 1,261+ automated (100% kill rate on prompts)
  • Memory Safety: Miri-validated (977 tests, 0 undefined behavior across 4 crates)
  • Formal Verification: Kani-verified (71+ proof harnesses across safety-critical crates)
  • Performance: 60 FPS @ 12,700 agents on reference hardware (HP Pavilion Gaming Laptop — see benchmark hardware spec)
  • Security: A- (92/100)
  • Architecture Traces: 13 subsystem traces under docs/architecture/ (forensic file map / conflict map / decision log / invariants / open questions per trace)

📦 Crate Ecosystem

AstraWeave is a modular workspace of ~51 production crates organized into 7 functional domains, plus 12 tools and ~45 example crates (143 total workspace members; 129 verified via cargo metadata --no-deps — see the reconciliation note in workspace_map.html). Each crate is designed for composability, testability, and production deployment.

🏗️ Core Engine (8 crates)

  • astraweave-core: Foundation framework with WorldSnapshot, PlanIntent schemas, and tool registry system
  • astraweave-ecs: AI-native archetype-based ECS with deterministic scheduling and event systems
  • astraweave-math: SIMD-accelerated math operations (1.7-2.5× speedup, SSE2/AVX2/NEON support)
  • astraweave-profiling: Zero-cost Tracy integration with GPU/memory/lock tracing
  • astraweave-input: Action-based input binding system with multi-device support
  • astraweave-sdk: C ABI interface for embedding AstraWeave in external engines
  • astraweave-observability: Production telemetry, logging, and crash reporting
  • astraweave-optimization: LLM performance optimization (batching, caching, token compression)

🧠 AI & Intelligence (15 crates)

  • astraweave-ai: Core loop orchestration with GOAP planner and async LLM executor
  • astraweave-ai-gen: Experimental AI-powered asset generation pipeline
  • astraweave-llm: Production LLM integration (Phi-3/Hermes2, Ollama, prompt caching, circuit breaker)
  • astraweave-llm-eval: Automated LLM evaluation with multi-metric scoring
  • astraweave-behavior: Behavior trees, HTN planning, GOAP with LRU plan caching
  • astraweave-context: Conversation history with token-aware sliding windows and summarization
  • astraweave-embeddings: Vector embeddings and HNSW semantic search
  • astraweave-rag: Retrieval-augmented generation pipeline with memory consolidation
  • astraweave-prompts: Handlebars templating with persona integration and A/B testing
  • astraweave-persona: NPC personality system with zip-based persona packs
  • astraweave-memory: Hierarchical memory (sensory/working/episodic/semantic) with SQLite persistence
  • astraweave-coordination: Multi-agent coordination framework (Experimental)
  • astraweave-director: Boss director with LLM orchestration and dynamic difficulty
  • astraweave-npc: NPC runtime with sensing, behavior execution, and profile management
  • astraweave-dialogue: Branching dialogue graph system with validation

🎨 Rendering & Assets (4 crates)

  • astraweave-render: AAA rendering pipeline (PBR, clustered lighting, VXGI, MegaLights, Nanite virtualized geometry)
  • astraweave-materials: Material graph system with PBR-E advanced shading (clearcoat, anisotropy, transmission)
  • astraweave-asset: Asset management with Nanite preprocessing and World Partition cell loading
  • astraweave-asset-pipeline: Texture compression (BC7/ASTC) and mesh optimization

🍎 Physics & Simulation (5 crates)

  • astraweave-physics: Rapier3D integration with spatial hash, projectiles, gravity zones, and ragdoll
  • astraweave-nav: Navigation mesh with pathfinding and geometric utilities
  • astraweave-terrain: Procedural terrain with erosion, biomes, LOD, and async streaming
  • astraweave-fluids: Position-based dynamics (PBD) fluid sim with caustics, foam, and screen-space rendering
  • astraweave-scene: Scene management with world partitioning and GPU resource streaming

🎮 Gameplay Systems (5 crates)

  • astraweave-gameplay: Core gameplay framework (biomes, combat, crafting, quests, cutscenes)
  • astraweave-quests: Quest system with authorable steps and LLM-powered generation
  • astraweave-weaving: Emergent behavior layer with anchor system and echo currency (VeilWeaver mechanics)
  • astraweave-cinematics: Cinematic timeline system for cutscenes and scripted sequences
  • astraweave-pcg: Procedural content generation with deterministic seed-based RNG

🌐 Networking & Persistence (4 crates)

  • astraweave-net: Snapshot-based networking with delta compression and interest management
  • astraweave-net-ecs: ECS networking plugin with client prediction and server reconciliation
  • astraweave-persistence-ecs: ECS save/load integration with replay recording
  • astraweave-ipc: Inter-process communication for AI orchestration via WebSocket

🛠️ Infrastructure & Tools (8 crates)

  • astraweave-audio: Spatial audio engine with dialogue integration and TTS adapter
  • astraweave-ui: UI framework with HUD (quest tracker, minimap), menus, and accessibility
  • astraweave-scripting: Rhai-based scripting for game logic and AI behavior
  • astraweave-author: Rhai authoring for map design and encounter configuration
  • astraweave-security: Security framework with sandboxing and input validation
  • astraweave-secrets: Secrets management with keyring backend
  • astraweave-steam: Steamworks SDK integration (achievements, cloud saves, statistics)
  • astraweave-stress-test: Comprehensive stress testing and benchmarking framework

🔧 Additional Components

  • Tools: aw_editor (active mid-campaign, ~9,397 test annotations), aw_asset_cli, aw_texture_gen, aw_save_cli, and ~8 other build/debugging utilities (12 tool crates total)
  • Examples: ~45 working examples including hello_companion (6 AI modes), unified_showcase (rendering), biome_showcase, adaptive_boss, and physics/fluids demos

🤝 Contributing

AstraWeave is an experimental project being built solo through AI-augmented development under the Genesis Code Protocol (GCP) — a methodology that pairs AI code generation with forensic auditing (the architecture trace campaign) as a counterweight to AI-generated documentation drift. The project's mandate is zero human-written code; the audit campaign is how that mandate stays honest.

Current Development Status:

  • ~51 production crates across 143 workspace members with 59.3% weighted LLVM coverage (~32,000+ tests)
  • Editor: Active mid-campaign with ~9,397 test annotations (Multi-Tool Architecture Sub-phase 3 in flight)
  • Architecture: 13 subsystem traces under docs/architecture/ + the Architecture Map (v0.7.0) + the Interactive Workspace Map
  • Research surface (in-design, not runtime-wired): Fluids, Memory pipeline, Coordination, RAG composite, advanced GOAP, LLM production-hardening — see §5.1 of the architecture map
  • Active Phases: Phase 8.8 Physics robustness, Editor Multi-Tool Architecture Sub-phase 3, scripting API expansion

See CONTRIBUTING.md, CLAUDE.md, and docs/masters/MASTER_ROADMAP.md for detailed roadmap and contribution guidelines.


Building the future of AI‑native gaming.
If this experiment interests you, please ⭐ the repo.

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A game engine where AI agents aren't scripted — they plan, learn, and adapt. Rust. Deterministic ECS. Designed and built entirely through human-AI collaboration. MIT licensed.

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