Neutron v2: A Modular, AI-Native Java Game Engine
Neutron v2: A Modular, AI-Native Java Game Engine
I’ve been building a game engine in Java that works entirely through code—no GUI, no visual editor. Everything is defined by writing objects that implement interfaces, making the system modular and transparent. Game objects gain behavior by composing interfaces for rendering, physics, input, and more.
Why code-first?
I wanted to avoid the hidden state and complexity of visual editors. With Neutron v2, you build your game by writing clear, modular code. This approach is not only flexible, but also makes the engine a perfect fit for AI-driven development—where both the engine and the AI can reason about the same abstractions.
Key Features
- Interface-driven architecture: Compose GameObject behavior by implementing only the interfaces you need (rendering, collision, input, etc.)
- Fast 2D rendering: Hardware-accelerated, batched sprite renderer with z-depth, opacity, rotation, and scaling
- Custom shader system: Per-pixel effects, lighting, and post-processing
- Comprehensive input & UI: Keyboard, mouse, and event-driven UI system
- Sound & audio: Low-latency playback, SFX layering, and dynamic volume
- Collision detection: Rectangle and circle colliders, with callbacks for collision events
- Resource management: Automatic loading and caching for images and sounds
- Zero boilerplate: Implement only what you need for each object
AI-Native Vision
I’m now exploring what it means to make the engine “AI-native”—wrapping Neutron with ChatGPT so it can create, modify, and reason about games directly at the code level. Imagine describing your game in natural language and having the AI generate clean, modular Java code that the engine runs in real time.
Try it & Learn More
If you’re interested in game engine architecture, AI-driven development, or the idea of building games with prompts, I’d love to connect!
Made from scratch in Java, with passion.