Proving the promises
Evil Engine's design promises now live in Lean, so a decision that breaks one fails the check. Here's how it's set up, and what it caught.
Diary entries from the workshop, newest first.
Evil Engine's design promises now live in Lean, so a decision that breaks one fails the check. Here's how it's set up, and what it caught.
I cleared out the first version of Evil Engine to start again on a handful of rules. Here's what those rules are, and what's been built on top of them since.
Converting Garry's Mod's models, textures and materials into Evil Engine's own formats, and checking the result against what Garry's Mod itself loads.
An experiment: laying out web pages inside Evil Engine, styled with Tailwind classes, and checking every line against what Firefox draws.

Garry's Mod, Skate 3 straight off a PS3 disc, Kerbal Space Program and Subnautica all mount through the same core now, with every file readable.
Before the restart, the first Evil Engine got to 838 commits. It read Garry's Mod's content into Godot and had a sandbox you could actually stand in. Here's what it could do.
Evil Engine's first commit wasn't an engine at all. It was a creature creator for the crawler, with procedural legs and a ragdoll.
sourcegd, a little Godot 4.5 project that reads Half-Life 2's VPKs, lists every model inside them and shows you whichever one you pick.