Fram is a lightweight game engine where an AI agent understands your project — its scenes, assets, and logic — and builds alongside you. From prompt to playable, with zero friction.
# Describe it. The agent builds it. [[entity]] name = "player_spawn" type = "spawn_point" pos = [0, 1.2, 0] [[entity]] name = "enemy_patrol" type = "npc" pos = [12, 0, 8] ai = "patrol_loop" # Agent: Added patrol_waypoints based on # level geometry. Ready to test.
Game engines in 2024: you write the code, the AI generates a sprite.
Fram in 2026: the AI reads your scene graph, understands your architecture, and writes the engine code alongside you. Not a plugin. Not a chatbot. An agent that lives inside your project.
Natural language. "A dimly lit corridor with two cover points and a patrol route." The agent parses intent and maps it to your project structure.
Entities, components, physics, AI behaviors — written as structured data or code, visible in the editor. You review, tweak, approve.
The AI handles boilerplate. You handle creative decisions. The engine stays lightweight — no runtime AI overhead, just build-time co-development.
Describe a room, a level layout, a time-of-day setup. The agent scaffolds the scene structure in your project format.
Entity behaviors, state machines, game rules. The AI writes Rust scripts consistent with your codebase conventions.
AI-generated sprites, textures, and sound cues, tagged and placed in your asset tree. No manual file management.
The agent knows your full project state across sessions. No re-explaining your architecture every prompt.
Fram keeps the Rust core lean and the AI co-developer sharp. Lightweight at runtime, powerful at the keyboard. Solo devs and small studios who want to ship, not configure.