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Euca is one typed HTTP API over a deep engine. Every capability below links to its own page, and every endpoint is in the API reference.
Hosting — three classes. Most of the engine runs headless: world, simulation, physics, gameplay, navigation, the logic of animation/particles/terrain/UI, and input. What needs more: (1) visible output (rendering, camera) needs a GPU/render host; (2) audio and Lua scripting need their own resource — an audio device, a script VM — not a GPU; (3) a few subsystems (templates/prefabs, input bindings, scripting) need their resource registered, which a bare headless host doesn’t do unless the project’s game does. Each page says which applies; see Troubleshooting.
“AI” here is never an in-engine LLM. The agents that drive Euca are external clients; in-engine AI is classical and deterministic (behavior trees), and asset generation calls external 3D-gen providers and never touches ground truth.

Build a world

Entities & components

Spawn/despawn, patch components, tag, observe — the world as a table.

Rules as data

when X do Y as inspectable data, changeable mid-run.

Templates & prefabs

Reusable runtime templates and static registered prefabs.

Scenes & levels

Load a whole world from one scenario; save/load scenes and levels.

Simulate & play

Simulation

The deterministic tick loop, play/pause/step, match lifecycle.

Gameplay & combat

Health, damage/heal, projectiles, triggers, teams, scoring.

Abilities & status effects

Cooldown/mana abilities, stat modifiers, DoTs, crowd control.

Units & roles

Compose units from gameplay components — health, team, combat, gold, roles.

Inventory & economy

Inventories, equipment, and the gold economy.

AI behaviors

NPC steering + a behavior-tree library. Classical, not an LLM.

Navigation

Grid navmesh, A* pathfinding, steering agents.

Input

Key/mouse/gamepad bindings, action maps, a context stack.

Render & present

Camera & rendering

Camera control + the PBR forward renderer. Needs a GPU host.

Materials & post-processing

PBR materials, the post stack with presets, volumetric fog.

Animation

State machines, blend spaces, montages, root motion, IK.

Particles

CPU emitters — gravity, aging, color-over-life, shapes.

Terrain & foliage

Heightmap terrain, brush editing, colliders, instanced foliage.

UI & HUD

Flex layout, widgets, hit-testing — HUD text and bars.

Audio

Spatial + global audio, buses, reverb, occlusion. Needs a device.

Asset generation

Text/image → 3D across 4 wired providers (Tripo, Meshy, Rodin, Hunyuan); appearance ≠ ground truth.

Experiment & verify

Forks & counterfactuals

Deep-clone the world, intervene, diff, drop.

The world-engine API

observe · peek · step · fork — and the peek == step invariant.

Assertions & manifest

Testable expectations, probe, a self-grading feature manifest.

Determinism & replay

Byte-for-byte reproducible runs; the state_digest oracle.

Datasets

Exact structured state + ground-truth segmentation/depth channels.

Evaluation

Grade any world model against exact ground truth, in nats.

Platform & tools

The euca-studio editor

The visual editor — open any project, edit the scene as data, press Play. The game-engine face.

The euca CLI

A command-line client mapping to the HTTP API, with discover/explain.

Networking

A snapshot/delta replication + prediction library (not yet wired).

Scripting (Lua)

Sandboxed per-entity Lua with an ECS bridge and hot reload.

MOBA systems

A full Dota-style kit on the genre-neutral primitives.

Hosting & deployment

Run a server, target it — unauthenticated by default, with opt-in Ed25519 auth.

The full API

~114 endpoints, grouped, with schemas and a playground (hand-maintained OpenAPI snapshot).