tinqs-agent-modules
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Public repo was showing the upstream Godot README with no mention of the 9 agent modules or how to use the HTTP API. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Tinqs Engine
Agent-native game engine built on Godot 4.6.2-stable. Adds 9 C++ modules that expose the running game to external agents over HTTP — screenshots, scene inspection, input injection, vision, replay, and more.
Agent modules
All modules compile into the engine binary. No plugins, no GDExtensions — native C++.
| Module | What it does |
|---|---|
| agent_api | HTTP server (port 4329) — the main control surface. Screenshot, depth, scene tree, raycasting, input, commands, save/load, SSE streaming. |
| agent_vision | Bounding-box detection and minimap generation for visual grounding. |
| agent_events | Structured event bus with SSE streaming and history replay. |
| agent_console | In-game developer console with registered commands. |
| agent_log | Structured logging with SSE streaming to external consumers. |
| agent_replay | Record and replay gameplay sessions. |
| agent_analytics | Runtime performance and gameplay telemetry. |
| agent_auth | Token-based auth for the HTTP API. |
| agent_fbx | FBX import pipeline for agent-driven asset workflows. |
Quick start
# Clone
git clone git@ssh.tinqs.com:tinqs/engine.git
cd engine
# Build (Windows, mono/C# enabled)
scons platform=windows module_mono_enabled=yes
# Run any Godot project with the agent API enabled
./bin/godot.windows.editor.x86_64.mono.exe --agent-api --agent-port 4329
# Talk to it
curl http://localhost:4329/health
curl http://localhost:4329/screenshot -o frame.png
curl http://localhost:4329/state
API endpoints
The agent API server starts on port 4329 by default. Key routes:
| Endpoint | Method | Description |
|---|---|---|
/health |
GET | Server health check |
/screenshot |
GET | Capture current frame (PNG) |
/depth |
GET | Depth buffer capture |
/state |
GET | Game state snapshot |
/nodes/{path} |
GET | Scene tree inspection |
/command |
POST | Execute GDScript expression |
/command/batch |
POST | Execute multiple commands |
/input |
POST | Inject input events |
/world/raycast |
POST | Physics raycast query |
/world/spawn |
POST | Spawn scene instance |
/world/destroy |
POST | Remove node |
/world/navmesh |
GET | Navigation mesh data |
/logs/stream |
GET | SSE log stream |
/events/stream |
GET | SSE event stream |
/events/history |
GET | Past events |
/perf |
GET | Performance counters |
/save |
POST | Save game state |
/load |
POST | Load game state |
/saves |
GET | List save files |
/config |
GET/POST | Engine configuration |
/console |
POST | Console command |
/assets |
GET | Asset listing |
/assets/reload |
POST | Hot-reload assets |
/vision/boxes |
GET | Bounding box detection |
/vision/minimap |
GET | Minimap generation |
Auth: pass --agent-token <token> on launch, then include Authorization: Bearer <token> header.
Building
Standard Godot build with SCons. See Godot docs — Compiling for platform-specific instructions.
# Windows (C#/mono)
scons platform=windows module_mono_enabled=yes
# Linux
scons platform=linuxbsd module_mono_enabled=yes
# macOS
scons platform=macos module_mono_enabled=yes
Upstream
Fork of Godot Engine 4.6.2-stable. All upstream code retains its original MIT license. Custom modules under modules/agent_* are also MIT.
License
MIT — same as Godot. See LICENSE.txt.
Description
Tinqs Engine - game engine with custom modules for terrain, vegetation, crowds, networking
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