DIDE
DIDE is the editor for DEngine: a code IDE and the scene and content editors in one window, for macOS on Apple silicon and 64-bit Windows. The code half is built. It has Monaco, language servers for C, Slang and CMake, git, CMake builds, a test explorer and debuggers on both platforms, AI with providers you configure, plugins, and the Andare, Disegno and Trama tools inside it.
Where it stands
The code IDE is done. The game editor is half built.
DIDE is built in phases from a written specification, each one closed before the next begins.
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Phase 1a
The code editor
Done
Monaco, files and search, a terminal, language servers for C, Slang, TOML and CMake, themes, and git with blame, merges and worktrees. Its exit test was a day of DEngine work without VS Code.
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Phase 1b
Build, debug and AI
Done
CMake presets, tasks, a test explorer and lldb debugging. AI with your own providers: inline completion, chat, and an agent whose edits you review. Plugins, and the Andare, Disegno and Trama suite inside the IDE.
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Phase 1c
Windows and release
Done
A DbgEng debugger with visualizers and crash dumps, GPU capture, a Tracy profiler view, installers and an updater.
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Phase 2
Editing a running game
Done, on a mock engine
An editor protocol with generated code, the viewport and camera, picking, gizmos, the hierarchy and inspector with undo, play-in-editor, multiplayer play-in-editor and input replay. Tested against a stand-in engine until DEngine serves the protocol itself.
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Phase 3a
Assets
In progress
An asset browser, importers and their settings, references, bundles, viewers and a node-graph framework, then materials, prefabs and packaging.
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Phase 3b–3d
World, animation, audio and more
Planned
Terrain, foliage, lighting and navigation; animation clips, IK and state machines; sound, input maps and a UI editor; a material graph, sequencer and Steam tools.
Capabilities
What it does.
Engineers who want DIDE to fit into the workflow they already have.
- 01
A code IDE built on Monaco, with language servers, git, CMake builds, tests and debugging
- 02
Debugging on both platforms: lldb on macOS, and DbgEng with crash dumps on Windows, plus GPU capture and a profiler view
- 03
AI with your own providers, including an agent whose changes you review before they land
- 04
Edit a running game: pick, move and inspect anything in the world, with undo, play-in-editor and input replay
- 05
A plugin host with permissions, and Andare, Disegno and Trama built in
Specification
What it’s built with, and when.
Pulled from the repository each time this site is built.
- State
- In development
- Discipline
- Developer tooling
- Shape
- Developer tooling
- Started
- Oct 2026
- Last change
- Oct 2026
- Commits
- 361
- Rust
- Tauri
- TypeScript
- Monaco
- C
- Direct3D 12
- Rust 64%
- TypeScript 28%
- C 6%
Next
Put DIDE in your pipeline
Ask about hooking it up to the repositories and agents you already run.