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docs: replace stock Godot README with Tinqs Engine overview
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>
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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.

Built by Tinqs for Ariki.

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.

S
Description
Tinqs Engine - game engine with custom modules for terrain, vegetation, crowds, networking
Readme 2.7 GiB
Languages
C++ 90.9%
C# 2%
C 1.9%
Java 1.7%
GLSL 1.1%
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