build-blured

Build the Blured Engine (OpenCode + Godot)

5 stars

Best use case

build-blured is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Build the Blured Engine (OpenCode + Godot)

Teams using build-blured should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/build-blured/SKILL.md --create-dirs "https://raw.githubusercontent.com/bluredengine/blured/main/.claude/skills/build-blured/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/build-blured/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How build-blured Compares

Feature / Agentbuild-bluredStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Build the Blured Engine (OpenCode + Godot)

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Build Blured Engine

This skill builds the complete Blured Engine:
1. Builds OpenCode (TypeScript/Bun)
2. Builds Godot Engine (C++/SCons)

## Instructions

When the user asks to "build blured", "rebuild blured", "compile blured", or similar, follow these steps:

### Step 0: Detect what changed and kill relevant processes

Check which submodules have uncommitted changes to decide what needs building:

```bash
# Check for opencode changes
cd /g/blured-engine/opencode && git diff --stat HEAD 2>/dev/null | tail -1
# Check for godot changes
cd /g/blured-engine/godot && git diff --stat HEAD 2>/dev/null | tail -1
```

- If **only opencode** has changes → build OpenCode only (skip Godot)
- If **only godot** has changes → build Godot only (skip OpenCode)
- If **both** have changes → build both
- If **neither** has changes → build both (assume user wants a fresh build)

Kill only the processes relevant to what you're building:
- Building OpenCode: kill `opencode.exe` and `bun.exe`
- Building Godot: kill `godot.windows.editor.x86_64.exe`

```bash
# Kill OpenCode (if building OpenCode)
taskkill //F //IM opencode.exe 2>&1 || echo "OpenCode not running"
taskkill //F //IM bun.exe 2>&1 || echo "Bun not running"
# Kill Godot (if building Godot)
taskkill //F //IM godot.windows.editor.x86_64.exe 2>&1 || echo "Godot not running"
```

Note: OpenCode's process may appear as `bun.exe` instead of `opencode.exe`.

### Step 1: Build OpenCode (if needed)

```bash
cd /g/blured-engine/opencode/packages/opencode && bun run build --single
```

This creates the executable at: `opencode/packages/opencode/dist/opencode-windows-x64/bin/opencode.exe`

### Step 2: Build Godot Engine (if needed)

```bash
cd /g/blured-engine/godot && python -m SCons platform=windows target=editor d3d12=no -j8
```

This creates the executable at: `godot/bin/godot.windows.editor.x86_64.exe`

Note: This step may fail if:
- Godot editor is still running (access denied)
- Visual Studio build tools are not in PATH

### Step 3: Confirm to User

Tell the user what was built (and what was skipped if applicable):
- OpenCode build: `opencode/packages/opencode/dist/opencode-windows-x64/bin/opencode.exe`
- Godot build: `godot/bin/godot.windows.editor.x86_64.exe`
- Run `/start-blured` to launch the engine

## Build Options

### Build Only OpenCode

If the user says "build opencode only" or "rebuild opencode":

```bash
taskkill //F //IM opencode.exe 2>&1 || echo "OpenCode not running"
taskkill //F //IM bun.exe 2>&1 || echo "Bun not running"
cd /g/blured-engine/opencode/packages/opencode && bun run build --single
```

### Build Only Godot

If the user says "build godot only" or "rebuild godot":

```bash
taskkill //F //IM godot.windows.editor.x86_64.exe 2>&1 || echo "Godot not running"
cd /g/blured-engine/godot && python -m SCons platform=windows target=editor d3d12=no -j8
```

## Troubleshooting

- **"Access denied" error**: Godot editor is running. Kill it with `taskkill //F //IM godot.windows.editor.x86_64.exe`
- **SCons not found**: Run from a terminal with Visual Studio environment or use `vcvars64.bat`
- **Bun not found**: Ensure Bun is installed and in PATH
- **Build takes forever**: Use `-j8` flag for parallel builds (adjust based on CPU cores)

## Key Paths

- OpenCode source: `g:/blured-engine/opencode/packages/opencode/`
- Godot source: `g:/blured-engine/godot/`
- AI Assistant source: `g:/blured-engine/godot/editor/plugins/ai_assistant/`

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