Wicked Engine support is now live in CodeWorks.
CodeWorks is a visual scripting framework that lets you build game logic by connecting simple parametric statement nodes — no engine-specific scripting knowledge required. Under the hood, CodeWorks maps your node graph to a YAML intermediate layer and auto-generates the correct LuaAPI calls for your target engine.
Wicked Engine is now one of those engines.
What this means for you
Visual scripting, native output — Design logic in CodeWorks, get clean Wicked Engine–compatible Python scripts out the other side.
No API memorization — CodeWorks handles the engine-specific call signatures. You handle the game design.
Same workflow, new engine — If you've already used CodeWorks with Godot, GameMaker, Unity, or Unreal, you already know how to script for Wicked Engine.
Parametric nodes — Tweak values, swap behaviors, iterate fast — without touching raw code.
Why Wicked Engine?
Wicked Engine is a powerful, open-source, physically-based renderer with a growing indie and research community. It deserves proper visual tooling. Now it has it.
What's next?
We're continuing to expand engine support and refine the node library. If there's a specific Wicked Engine API module or workflow you want covered first — tell us in the comments or community hub.
CodeWorks. Script visually. Ship for any engine.
