Play a free browser-based cozy skilling MMO with friends.
Study a real codebase built almost entirely by AI coding agents.
Run your own private Migla server for a small group of friends.
Learn how a deterministic Rust game simulation is structured for multiplayer.
| skridlevsky/migla | 0xdea/ttyinject-rs | bigsaltyfishes/wallpaper-engine-for-macos | |
|---|---|---|---|
| Stars | 12 | 12 | 12 |
| Language | Rust | Rust | Rust |
| Setup difficulty | moderate | moderate | hard |
| Complexity | 4/5 | 4/5 | 4/5 |
| Audience | developer | researcher | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires Rust via rustup and Node 20+, then running the server and client dev server in separate terminals.
Migla is a small, cozy MMO game that runs in a browser. Players walk around a hand made world chopping trees, fishing alongside other people, cooking what they catch, and keeping a shared town fire going. Outside the town, the meadow turns wild and is full of old broken machines like scrap robots and lumbering haulers, and breaking these apart is how players get scrap, wire, and cores. It is one small world that everyone shares together, playable for free at migla.gg with no download or email needed. What makes this repository unusual is not the game itself but how it was made. Almost every line of code was written by AI agents, specifically Claude Code, directed by a single human who played the game and judged the results in plain sentences that the agents then turned into working code. Separate worker agents built individual features in isolated copies of the code, while a foreman agent checked their work for formatting, lint errors, a full test suite, determinism, and live browser screenshots before merging anything in. The codebase is organized into several parts. A pure Rust simulation core has no input or output and no unseeded randomness, so it behaves identically every time, which lets the multiplayer server and automated test bots run the exact same logic. A server component handles the authoritative game world over WebSocket connections with snapshot and journal based persistence. A protocol crate defines the shared message types, exported to TypeScript for the browser client. A bots crate runs large swarms of headless bots that play the real game to stress test it, and a tools crate bakes the hand edited world file into the binary format the server actually loads. The browser client itself is built with TypeScript, Vite, and Three.js. To run it yourself you need Rust and Node 20 or newer, then start the server with cargo and the client with npm. The project's own notes are candid about its rough edges: one large client file that has only started being split up, some dead code left over from retired game features, and placeholder balance numbers still awaiting real testing. It is released under the MIT license.
A small browser MMO game, notable for being built almost entirely by AI coding agents.
Mainly Rust. The stack also includes Rust, TypeScript, Vite.
MIT licensed, free to use, modify, and distribute for any purpose including commercial use.
Setup difficulty is rated moderate, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.