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MIT licensed and AI-native

Build worlds where intelligent agents are a core system, not an afterthought.

A free, MIT-licensed Rust game engine where AI agents are a first-class runtime system. Deterministic simulation, tool-validated behavior, and Criterion-backed performance — inspectable, reproducible, and open.

MIT license Free to use, fork, and modify Built for engine developers
AstraWeave nebula logo
Scope Deterministic ECS, AI planning and validation, replay-safe simulation.
12,700+ agents at 60 FPS 977 Miri tests, 0 undefined behavior 71+ Kani proof harnesses
12,700+ validated agents at 60 FPS on modest consumer hardware
39,000+ workspace tests across 128 packages
977 Miri tests with zero undefined behavior
2.70 ms frame time at 1,000 entities in the current benchmark baseline
71+ Kani proof harnesses across safety-critical crates
Quick navigation

Jump straight to the area you need.

Why AstraWeave

Architecture, safety, and performance you can verify.

AI-first architecture

Perception → reasoning → planning → action, built into the runtime.

World snapshots, plan intents, tool validation, behavior trees, GOAP, and LLM-backed planning all plug into a deterministic loop.

Deterministic and safe

Bit-identical replay, validator-gated actions, and formal verification.

Core unsafe paths are exercised under Miri. Kani proofs back critical ECS, math, and SDK invariants. Replay validation is built in, not bolted on.

Benchmarked subsystems

Every performance claim links to a reproducible Criterion measurement.

ECS, AI planning, physics, rendering frame times, and SIMD throughput are all measured with specific numbers, not broad adjectives.

Engine loop

Perception → reasoning → planning → validation → action.

Perception World snapshots from deterministic ECS state.
Reasoning Behavior trees, utility systems, GOAP, or LLM logic.
Planning Action sequences with costs, priorities, and fallbacks.
Validation Cooldowns, LOS, pathing, and sandbox constraints.
Action Approved commands flow into simulation, physics, and rendering.
What ships today

A focused stack for intelligent, simulation-heavy games.

AI orchestration

Six validated modes plus hybrid arbiters.

Classical planners, behavior trees, utility logic, LLM orchestration, ensemble patterns, and hybrid arbiters.

Deterministic ECS

Ordered simulation for replay, tooling, and scale.

Archetype storage, system staging, iteration guarantees, and event channels form a reproducible simulation backbone.

Rendering

wgpu-based rendering with real engine workloads.

PBR materials, clustered lighting, GPU skinning, post-processing, and LOD tooling.

Physics and movement

Character control, spatial hashing, fluids, and more.

Collision, character motion, destructibles, ragdolls, vehicles, gravity zones, and fluid simulation.

Navigation and world systems

Navmesh, terrain, scene streaming, and gameplay layers.

Terrain generation, navigation meshes, crafting, quests, dialogue, and procedural content.

Tooling and integration

Example suite, editor tooling, and a C ABI for embedding.

A large example suite, editor workflows, and a stable C SDK layer.

Evidence-backed metrics

Current measurements from the codebase.

  • Agent capacity at 60 FPS12,700+
  • AI validation throughput6.48M checks/sec
  • Frame time at 1,000 entities2.70 ms
  • ECS world creation25.8 ns
  • Character move cost114 ns
  • SIMD batch over 10k entities9.879 us
Top Benchmarks · Latest Run
Criterion.rs statistical benchmarking · Feb 2026
Stable baseline
Bake 10K Triangles E2E Plan Gen · Cache Miss Cache Latency · 200ms Light Binning · High Bloom Upsample · Mip 0 Light Binning · 5K Cache Latency · 100ms Game Loop · 5K Stress
100 ms 200 ms 300 ms 400 ms 500 ms Bake 10K Triangles 548.16 ms E2E Plan Gen · Cache Miss 218.79 ms Cache Latency · 200ms 209.26 ms Light Binning · High 176.06 ms Bloom Upsample · Mip 0 172.55 ms Light Binning · 5K 113.34 ms Cache Latency · 100ms 108.52 ms Game Loop · 5K Stress 93.91 ms
Quality posture

Verification and testing across the stack.

  • Weighted line coverage59.3% across measured crates
  • High-coverage crates14 crates at 85%+
  • Miri validation977 tests, 0 UB
  • Kani verification71+ harnesses
  • Prompt mutation testing100% adjusted kill rate
  • Desktop targetsWindows, Linux, macOS
Use cases

Where AstraWeave fits best.

RPGs and immersive sims

Companions, directors, and systemic encounters.

Projects where NPCs need to observe, plan, and react with more depth than state-machine scripting allows.

Server-authoritative multiplayer

Validation and replayability matter.

Deterministic simulation and tool-gated actions for anti-cheat, reproducibility, and replay validation.

Research and prototyping

Benchmarkable AI-native architecture.

Test agent scale, planning strategies, and hybrid AI control under measurable conditions.

Embedded engine teams

Rust core with a C ABI.

Adopt focused subsystems through the modular crate structure instead of committing to the whole stack.

Design lineages

Games this engine could help realize.

Colony and world simulation

In the lineage of Dwarf Fortress or RimWorld.

Agent autonomy, world-state memory, logistics, and emergent story generation.

4X and grand strategy

In the lineage of Civilization or Crusader Kings.

Multi-agent diplomacy, advisor systems, strategic planners, and explainable AI.

Tactical command games

In the lineage of X-COM or Battle Brothers.

Tool validation, cover awareness, action planning, and replay-safe combat loops.

Systemic sandboxes

In the lineage of Kenshi or Mount and Blade.

Large numbers of autonomous actors with persistent world consequences.

Immersive sims and party RPGs

In the lineage of Deus Ex or Dragon Age.

Companion decisions, quest reactivity, systemic encounters, and director-style orchestration.

Rights-holder remakes

Licensed ports or original successors.

Rebuild ambitious systemic designs with modern AI-native architecture.

Next step

Clone, build, and decide from evidence.

AstraWeave is free and MIT licensed. Evaluate, adopt subsystems, or contribute back without platform lock-in.