DIDE Get in touch

In developmentRust · Tauri

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.

  1. 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.

  2. 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.

  3. Phase 1c

    Windows and release

    Done

    A DbgEng debugger with visualizers and crash dumps, GPU capture, a Tracy profiler view, installers and an updater.

  4. 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.

  5. 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.

  6. 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.

From the project’s issue tracker: 16 sprints closed, the 17th under way.

Capabilities

What it does.

Engineers who want DIDE to fit into the workflow they already have.

  1. 01

    A code IDE built on Monaco, with language servers, git, CMake builds, tests and debugging

  2. 02

    Debugging on both platforms: lldb on macOS, and DbgEng with crash dumps on Windows, plus GPU capture and a profiler view

  3. 03

    AI with your own providers, including an agent whose changes you review before they land

  4. 04

    Edit a running game: pick, move and inspect anything in the world, with undo, play-in-editor and input replay

  5. 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.

This site isn't finished. Anything on it may still change, and none of it is binding until the site is live.