opfx

Announcing opfx

Transform idea into creation.

Demo scene — rendered in opfx

Realtime

opfx is an AI-native game engine. An agentic layer authors complete games against a renderer built on virtual geometry, virtual texturing and realtime global illumination, and ships them to the browser, mobile or PC.

What the agent is driving

Quality as the starting condition

An agent is only ever as good as the engine underneath it. Every system here was built so that quality is the starting condition rather than something recovered later by hand.

Rendering

5 systems

  • Tessera

    Virtual geometry

    Detail is chosen per cluster of triangles rather than per object, at whatever density the screen can actually resolve. Source meshes go in exactly as authored: no decimation, no hand-built LOD chain, and no negotiation between what the artist made and what the engine will accept.

  • Virtual texturing

    Streaming

    Textures are split into tiles, and only the tiles currently visible, at the resolution currently needed, stay resident. Texture memory becomes a function of what is on screen rather than how much art exists in the project.

  • Virtual shadow maps

    Shadowing

    A conventional shadow map spreads one fixed resolution across an entire light frustum, which forces a trade between crisp contact shadows and long range. Here shadow tiles are paged at the resolution each part of the screen needs, so both hold at once.

  • Candela

    Lighting

    Signed distance fields give rays a cheap approximate scene to march against. The same tracing fills adaptive probe volumes during the bake and refreshes them at runtime, so baked and dynamic lighting agree with each other instead of disagreeing at the seams.

  • Radiance cache

    Global illumination

    Incoming light is computed sparsely, stored, and reused across pixels and across frames, so each frame retraces only what actually changed. That reuse is what makes bounced light affordable in real time.

Simulation

2 systems

  • Havok

    Physics

    Thousands of simultaneous rigid bodies with no measurable movement in frame time.

  • ECS core

    Architecture

    Components live in contiguous arrays and systems iterate over them linearly, so the cache behaves and the engine stays predictable as entity counts climb.

Authoring

3 systems

  • Agentic layer

    Internal

    Not an assistant inside an editor. The agent authors a whole game against the engine: logic, scene, lighting, effects. It keeps a memory layer, consolidates while idle, and forgets, letting what has stopped being useful decay out of reach, because an agent that remembers everything eventually drowns in it.

  • MCP layer

    External

    The internal agent is not the only way in. The authoring surface is exposed over MCP, so an external agent such as Claude Code or Codex can drive the engine directly.

  • Game logic DSL

    Language

    A small language designed for a model to author in: explicit state, narrow surface, no framework conventions to infer. It compiles down to the same ECS systems a person would write by hand.

Targets

One pipeline, from a playable ad to a full release

The same project, the same assets and the same logic, scaled to the target rather than rebuilt for it.

  1. Browser

    Smallest budget

    Small enough for a playable ad or an interactive demo embedded in a page.

  2. Mobile

    On device

    Full pipeline on device, quality scaled to the hardware.

  3. PC

    Full quality

    Up to multi-gig high-end titles running at full quality.

/ˈɒpɪfɛks/  ·  Latin, maker

Opifex: the one who does the work.

Latin for maker, and the word Cicero used for whoever built the world. The name is the thesis. The distance between describing something and having a thing that runs should be as short as the tools allow.