post: GPU-skinned herds — agent_skinned renderer + engine private, builds public

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<p>Across three forks, we've never touched more than 0.5% of upstream code. If your fork hits 1%, you're doing too much — either the upstream tool is wrong for the job, or you're not trusting it enough.</p>
<h2>Fork 1: Gitea → Tinqs Studio</h2>
<p>Gitea is a self-hosted git server. Single Go binary, MIT license, 45k GitHub stars. We used GitHub for two years. It was fine for docs. For the game repo — 12GB in LFS, growing weekly — it was untenable. LFS bandwidth limits, slow clones, $5/50GB pricing. And nobody on the team could <strong>see</strong> what changed. A PR modifying a <code>.glb</code> file showed a binary diff. No preview. The artist pushed, the developer approved blindly, and three days later someone noticed the normals were inverted.</p>
<p>We forked Gitea and built <a href="https://tinqs.com" style="color: var(&ndash;c-accent-l);">Tinqs Studio</a>. Our changes:</p>
<p>We forked Gitea and built <a href="https://tinqs.com" style="color: var(--c-accent-l);">Tinqs Studio</a>. Our changes:</p>
<p><strong>3D asset preview.</strong> Click a <code>.glb</code>, <code>.gltf</code>, or <code>.fbx</code> file in a PR and rotate the model in your browser. 22 formats supported via O3DV. This alone transformed our review process — the artist pushes, the lead inspects, nobody downloads anything.</p>
<p><strong>HTML file preview.</strong> Sandboxed iframe rendering. Our internal docs and game design pages look like websites, not raw source.</p>
<p><strong>Agent API.</strong> Six REST endpoints that let AI agents submit tasks, push code, check CI status, and open PRs. Agents are first-class users of the git platform, not bolt-on tools.</p>
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<p>Total lines changed: about 2,000 out of Gitea's 500,000. We modify templates, add Go modules, tweak CSS. We <strong>never</strong> touch the database schema — upstream owns that, and we ride their migrations.</p>
<p>The alternative was building a git platform from scratch. Multi-year project, multi-million dollar budget. Or using GitHub/GitLab and accepting their limitations. Neither gives you the ability to embed agents directly into the platform.</p>
<h2>Fork 2: Pi → Agent Runtime with Game Tools</h2>
<p><a href="https://pi.dev" style="color: var(&ndash;c-accent-l);">Pi</a> is an open-source coding agent by Mario Zechner. MIT license, TypeScript, minimal by design — four core tools (read, write, edit, bash) and an extension system. 51k stars.</p>
<p><a href="https://pi.dev" style="color: var(--c-accent-l);">Pi</a> is an open-source coding agent by Mario Zechner. MIT license, TypeScript, minimal by design — four core tools (read, write, edit, bash) and an extension system. 51k stars.</p>
<p>We forked it and added four extensions, each a single TypeScript file:</p>
<ul>
<li><strong>tinqs-provider</strong> — routes inference through our DeepSeek V4 proxy ($0.28/MTok vs Opus at $15/MTok)</li>
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<p>The core Pi code is untouched — 900 lines of extensions added to a 15,000-line codebase. Agents get Gitea-native tools without a fork of the entire agent ecosystem.</p>
<p>The alternative: building our own agent from scratch — tool-calling logic, context management, streaming, retry handling, conversation threading. Months of work to reinvent what Pi already does.</p>
<h2>Fork 3: Godot → Agent-Aware Game Engine</h2>
<p><a href="https://godotengine.org" style="color: var(&ndash;c-accent-l);">Godot</a> is the open-source game engine powering our survival colony sim. We forked 4.6.2 and added nine C++ modules that give agents direct access to the running game:</p>
<p><a href="https://godotengine.org" style="color: var(--c-accent-l);">Godot</a> is the open-source game engine powering our survival colony sim. We forked 4.6.2 and added nine C++ modules that give agents direct access to the running game:</p>
<ul>
<li><strong>agent_api</strong> — HTTP server inside the engine so agents can query game state</li>
<li><strong>agent_vision</strong> — screenshot capture for AI vision pipelines</li>
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<p>We're building the layer that connects them. The git server that speaks agent. The coding agent that speaks Gitea. The game engine that speaks HTTP. Each fork is a bridge between an existing tool and the agentic future — not a replacement for either.</p>
<p>The age of agents doesn't need more agents. It needs better platforms. Platforms that already exist as open-source projects. They just need someone to fork them and add the wiring.</p>
<hr>
<p><em><a href="https://tinqs.com" style="color: var(&ndash;c-accent-l);">Tinqs Studio</a> is our Gitea fork, open for game teams. <a href="https://arikigame.com" style="color: var(&ndash;c-accent-l);">Ariki</a> is the game we're building with every tool described here.</em></p>
<p><em><a href="https://tinqs.com" style="color: var(--c-accent-l);">Tinqs Studio</a> is our Gitea fork, open for game teams. <a href="https://arikigame.com" style="color: var(--c-accent-l);">Ariki</a> is the game we're building with every tool described here.</em></p>
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