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# My AI agents can't use a visual editor. So I picked an engine that doesn't need one

**[Build With GenAI](https://daily.dev/sources/buildwithgenai)** · [@miskibin](https://daily.dev/miskibin) · 2 min read · 2 upvotes · 1 comments

## Summary

A developer migrated their game from three.js to Bevy (Rust) after hitting JavaScript's single-core performance ceiling with complex pathfinding and simulation. The key driver was an unusual requirement: the engine had to be entirely code-first, because AI agents are used to build the game and cannot interact with visual editors or scene inspectors. Bevy's code-defined assets, multi-threaded ECS, and lack of a visual editor made it ideal for AI-assisted development. The result is a fully version-controlled, diffable codebase including all art and geometry, which agents can regenerate from specs.

## Content

I built my game in **three.js**. It worked — until it didn't.

I hit a wall that no amount of optimization was getting me past: **JavaScript runs on a single CPU core.** Once the sieges got big — hundreds of pathfinding enemies, waves, economy sim — one core just wasn't enough. I needed real parallelism.

So I went looking for an engine, with one unusual hard requirement: **it had to be code-first.**

Here's why. I don't build this game by hand — I build it with **AI agents**. And an agent can't drag a mesh around in a scene editor, tweak a material in an inspector, or nudge a light in a viewport. Every visual tool that helps a human _blocks_ an agent. What an agent _can_ do, brilliantly, is write code.

**Bevy** turned out to be perfect for exactly this:

- **No visual editor, no scene files** — every mesh, material, light and shader is _defined in Rust_. My agents author geometry as code: build primitives, tint vertex colors, merge, flat-shade. The whole world is a function.
- **Multi-threaded by default** — Bevy's ECS parallelizes systems across cores. The single-core wall is just gone.
- **Performance is genuinely great** — thousands of instanced props, real-time lighting, post-processing, and it holds framerate.

The kicker: because everything is code, the _entire game is reviewable, diffable, and version-controlled_ — including the art. My agents can regenerate a whole biome from a spec and I can read the diff.

Same game. New engine. Here's three.js (left) vs Bevy (right)
Old:
[tileworld](https://miskibin.github.io/tileworld/)
new: 
[miskibin/warbell: Action-RPG: a Bevy 0.19 / Rust game — town-building, night sieges, upgrades, bloodline succession](https://github.com/miskibin/warbell)

## Community discussion

Top comments from developers on daily.dev.

**@khauma** · 1 upvotes

> This is dope! I'm actually going through a bevy tutorial right now.

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#ai-agents](https://daily.dev/tags/ai-agents), [#rust](https://daily.dev/tags/rust), [#threejs](https://daily.dev/tags/threejs), [#bevy](https://daily.dev/tags/bevy)

[View this post on daily.dev](https://daily.dev/posts/my-ai-agents-can-t-use-a-visual-editor-so-i-picked-an-engine-that-doesn-t-need-one-f7hmblzkj)

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