[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
▼ Settings Mobile Home
4chan
/g/ - Technology


Thread archived.
You cannot reply anymore.




File: file.png (322 KB, 587x680)
322 KB PNG
/aigdg/ - AI Game Development General

"It's been 5 hours, why has no one made a new thread?" Edition!

>"Just use AI, nigga" gamejams
Next: COMING SOON™
Previous: https://itch.io/jam/agdg-juan-jam

>Agents
opencode
claude
antigravity
codex

>How to start
Newbie? Ask AI.
Already a programmer? Just act as a director. Use software engineering models (Waterfall, AGILE, scrum, etc)

>How to WebM
https://obsproject.com
https://github.com/argorar/WebMConverter (works via wine)

>Links
https://itch.io/games/tag-aigdg

>Friends & Fags
>>>/vg/agdg/
>>>/g/gedg/
>>>/g/vcg/

>Previous
>>110152603
>>
File: file.png (2 MB, 1657x1078)
2 MB PNG
Game in the OP, the guy who made the three.js brush game is using a new vibecode engine in C called Kaigen3d. Wanted to ask if anyone here has used it but I just woke up and no one made a thread despite the other one being popular and 404ing 5 hours ago. Has anyone heard of this Kaigen?

https://x.com/DannyLimanseta/status/2115459205771690066
>>
Ran out of Codex usage.
Ran out of Claude usage.
So for the first time I'm trying OpenCode with OpenRouter using DeepSeek 4.1 Flash 1017. Am I in for a good or bad experience?
>>
>>110187218
depends entirely on how much you slop vs steer
>>
>>110187218
Make it do all the changes in separate branches, and have claude unfuck it later.
>>
File: 16298721.png (1.71 MB, 1595x844)
1.71 MB PNG
Still a shit ton of stuff to do but I'm honestly quite happy with the direction it's taking. Lots of placeholder stuff still, don't mind some shit.
>>
>>110187668
what type of game is it? its hard to tell based on the pic
>>
>>110187218
Just get a second claude account...
>>
File: file.png (58 KB, 715x459)
58 KB PNG
Another day, another 30 autonomous commits.
>>
Man we fucked up letting the thread be dead that long. Thread activity plummeted. We should have more bakers.
>>
>>110188492
no, its just that the token limit reset now. jokes aside i am actually spending way less time on social media (yes this place too) now that i started vibecoding. anybody feel the same?
>>
>>110188492
I fought to keep things going but people just don't vibe games these days. Kids are too distracted by their AI tiktok and AI instagram.
>>
>>110188613
I meant compared to last few threads kek
>>
>>110188613
I'm already at like 70% fuck
>>
>>110187036
for what purpose this fuckin faggots under the control of the jews (people cursed by God and devoid of soul) make a new agdg? Just fuck off and go to agdg you stupid shill
>>
>>110188739
There's more productive discussion here than in gedg and agdg unironically
>>
File: file.png (2 KB, 137x40)
2 KB PNG
I'm about to vibeshit my pants
>>
>claude, do X but in Y
>Now think of some Z to add, I don't want to
>"So yeah, I've made some great progress on this spiritual journey of mine to explore my creative potential"
>>
>>110188969
Literally me
>>
File: file.png (369 KB, 3544x892)
369 KB PNG
>>110187218
It's too stupid.
>>
File: file.png (2 KB, 146x29)
2 KB PNG
>>110188915
I thought this would be a quick shitpost...
>>
>>110188969
Hmm yes very impressive, this did impress me, im impressed
>>
File: file.png (11 KB, 827x94)
11 KB PNG
Oh yeah, it's vibecoding time.
>>
what are you working on right now
>>
>>110190183
Learning SpaceTimeDB, getting my AWS developer cert, next up getting a Claude cert. Might brush up on Rust a little as well. Game dev is lower on my priority list atm but I want to learn a system for web dev and server management that can transfer over to game dev if I have more free time.
>>
>>110190183
Nothing...
Been making good progress on my train autism game today though, but mostly QOL, so there's nothing interesting to show off.
>>
>>110190183
thinking up ideas. i have one right now thats a combination of different mechanics from past games that should do well
i might start working on it eventually
>>
>>110190213
>not even trying to make money.
You all are unironically, seriously have profound mental retardation. You are paying Jews your money, getting a service in return that given at price of 50x what it is suppoed to cost and a human level or better intelligence, yet all you do is do your retarded autistic nonsense shit. You are overloading Jewish compute for bullshit. At least some retards are here trying to make their own retarded useless SaaS nobody will use, but you are even worse than them, not even making something useful with your life.
>>
>>110190265
Fuck money, I'm having fun.
Stay mad, poorfag luddite.
>>
>>110190283
>I'm having fun.
Ngmi. Keep having fun until you realize how a NEET chud you are and that there is no way back from now on.
>Stay mad, poorfag luddite.
Whatever lets you continue to code your autistic nonsense.
>>
>>110189182
Hello impressed, I'm dad.

You know, the one that went to get milk some few decades ago.

I'm coming back in two weeks.
>>
>>110190292
Don't need to make it. That's the beauty of having a hobby.
>>
>>110187036
fuckin rabbis and their pets creating generals for something that already exist
>>/g/agdg
>>
>>110190351
>Post in /gedg/
>REEEEE NO AI GO MAKE YOUR OWN GENERAL
>post in /aigdg/
>REEEEEEE GO USE ONE OF THE GENERALS ALREADY MADE

How about I just kill your parents?
>>
>>110190292
Jeet hands typed this post
>>
>>110190359
oh! the jew wants to kill my parents, is eating babies tips and bombing children not enough?
the jew can't handle some banter in /agdg/ or /gedg/
>>
Arena.ai is falling on its face today, no games~
>>
>>110190300
Exactly how I feel about it. Don't think treating it as a job is even viable, because you're extremely unlikely to make a sufficient money with it, if you make any money at all.

Made Claude prompt for textures himself today with ComfyUI running on one of my computers. It somehow one-shotted pretty good textures for the new props for transitioning between floors. Kinda humbling when I often have a lot of trouble with wringing really good textures out of Krea2. Guess it'll take that job from me. Doing the weapongs and enemies is a lot more fun anyway.
>>
File: screen15.png (2.08 MB, 2446x1399)
2.08 MB PNG
>touge on mountain
it's a long way up
>>
apparently if you use codex to develop on unreal and let it launch the editor, it never closes it
>>
>>110190183
Turning UZDoom into an engine with better open world capabilities, adding RPG parameters/logic to the gameplay, and creating programs to interconvert various things into Doom-compatible assets
>>
>>110191341
It's shitty about cleaning up after itself in general.
>>
>>110190703
the textures are indeed pretty good. how did you interface claude with comfyui? claude-whatever-the-fuck or comfy has some sort mcp/pure text interface?
>>
>>110190703
the textures are cool but something about the UI still screams claude at me
>>
>>110190211
cool
>>110190213
have you shown off your train game here?
>>110190253
lazy
>>110191349
so just remaking daggerfall?
>>
>Opens Claude
>Here's $200 for API

What the fuck?
>>
Making a WW1 battlefield type game. Digging trenches, calling artillery strikes, rushing into enemy lines, all the fun stuff typically associated with WW1 trench warfare. Pretty fun so far desu, but the PS1 shader Claude used is pretty scuffed, will need to play with it.
>>
>>110191543
Middle of the map gets pretty ripped apart by late game with all the dug out trenches and artillery craters
>>
>>110191543
thats awesome, I had a dream just like this, keep up the good work, do you have socials for it I can follow on.
>>
>>110191506
Did they make so much money they're just giving people free tokens?
>>
>>110191563
Are you open to suggestions? Add a flanking behavior to the soldier AI and make the corpses look better, they look too uniform.
>>
>>110191567
Thanks. Nothing yet, I probably should though. Is X/Twitter still the place to be for this kind of stuff?

>>110191612
Of course anon. Ya, good idea for flanking, and visuals in general will need a big review pass I think. Both sides look a bit too similar too. Been a few times I mistook which sides troops someone was
>>
i made my own game engine in rust and was trying to make my own little caesar 2 inspired game, i always get to a point where i get bored of making a project though and stop, usually when i start feeling friction, what do you guys do with that feeling? how do you stick to it and finish a project.

i had this problem before AI, the beginning of a project always feels the most fun, then it starts to be a drag.
>>
>>110191684
are those all 3d models made by claude or whatever?
>>
>>110191684

i also wanted to make this game, a pdx inspired 4x/dominion inspired fantasy gsg
>>
>>110191506
Yeah same lel
>>
>>110191341
Bro uses codex. Imagine
>>
>>110191697
yea this one is 100% claude, though i used qwen image 2.1 for the icons and some of the UI.

i went for that art style hoping it'd look decent since claude isn't great at making good looking models
>>
>>110191705
that looks really good.
>>
>>110191719
->
>>110191684
>>
Any fetish games
>>
>>110191697
>>110191684
>>110191705

as part of the engine i made an asset studio which takes a prompt, generates concepts with qwen image 2.1, then uses trellis 2 to generate the model/texture
it works pretty good for static assets like this. i was using it to make stuff for another game i wanted to make which was a FPS version of quasimorph but again, never finished it.
>>
>>110191719
>>110191722

thanks anon. i'm pretty happy with how they look, i am amazed you can get this far just vibe coding, i'm not an artist so the art side of things really holds me back, also not a game designer.
>>
>>110191742
i imagine its not very optimized though can you retopologize it well?
>>
and i was the whole time in /vcg/, how could this happen.... however...
>>
File: 0004.jpg (44 KB, 311x632)
44 KB JPG
>>110191743
well what's your know-how though? how'd you do >>110191684 in particular? it looks really good - have you been in gamedev professionally? anything special besides just telling claude "clone caesar with better grafix, MAKE NO MISTAKES"?
>>
>>110191775
hey cris retard
>>
>>110191775
Cris wtf are you doing here
>>
>>110191760
yea it'll connect with blender and as part of the "refine" phase it reduces the complexity of the mesh, decimating or whatever, i let claude try multiple methods, you still end up with a mesh much higher than it should be (that one is 24k vertices) - i tried to mitigate that with a cluster LOD system, but yea it could be better.
the FPS i made that used those meshes was raytraced and ran at 100fps, though i have a 5090 so...
>>
>>110191779
who?
>>
>>110191787
Cris stop larping lel
>>
>>110191789
what?
>>
>>110191796
You're from /agdg/ right?
>>
>>110191778
i've been a software developer for 15 years, so i know code, i started when astra came out and everyone was hyping it up to be able to make 3d models, so i paid $300 and went hard to see what i could accomplish with AI and i was impressed, though it still fails in several major ways.

i stopped using codex and just stick with claude now.

for the roman game i just said i wanted to make a roman city builder, asked it to do research, told it the style i wanted, said i wanted it to be like caesar 2 but not just copy it and i built it in steps, i didn't try to one shot it, everytime i try to one shot something it turns out awful.

i usually tell it what i want and to do research and then "give me suggestions". asking the AI to suggest things has been my favorite thing to do because it usually comes back with good options, especially if you ask it to research first.

so i built it in steps/phases, i started off with just the map gen and then the very basic early industries/housing/roads and built up from there.
i'm not sure what specifics you'd like to know?
>>
Now start posting your over engineered hanafuda slop. And at least record a gameplay video you freak
>>
>>110191803
this is similar to what i'm doing, more or less.

what effort do you keep claude on? auto? i find it constantly messing up unless it's on xhigh, but then again i'm still working on a novel engine.
>>
>>110191684
It's so pretty
>>
>>110191863
i did most of it on medium, lately i've been using high. xhigh rarely, usually just stick to opus with sonnet sub agents but sometimes i'll swap to fable if i think it's something critical or complicated. i like to do code reviews in fable where i tell it to clean up code/project structure, performance analysis and check allocations and stuff like that.
that little roman game uses like 0.3% of my CPU and 500mb of ram at 4x speed, so i'm pretty happy with it.
>>
>>110191809
Slow down,... i need time to write that release note...
>>
>>110191895
Release notes are for releases.
>>
fucking hell no one told me implementing pops would be such a pain in the ass
>>
>>110191929
paradox hire this man!
>>
>>110191946
i'd never work for them, whole company is such a massive shithole
>>
>>110191946
Doesn't work like that, anon. First, he has to make a good game, then he has to release at least one exceptionally good sequel, only then will Paradox be willing to involve themselves and ensure the third one is a steaming pile of shit.
>>
File: xxxxx.jpg (2.11 MB, 3839x2076)
2.11 MB JPG
>>110191967
maybe they'll at least appreciate how cool the trees are kek
>>
>>110191929
heh, trying to make a GS game made be appreciate what paradox does a lot more desu. Its easy to underestimate how annoying a lot of it is to make, at least if you want it to work remotely well
>>
>>110192014
on one hand yeah, on the other my experience so far made me also realize nu-paradox sits with a thumb up their ass creating DLC printers instead of games
>>
File: xen.jpg (1.97 MB, 1267x2851)
1.97 MB JPG
Here you go, version 23.

Direct Download:
https://github.com/Aquaslopper/Xeno-koi/releases/tag/v23
>>
File: df6.jpg (83 KB, 1083x1083)
83 KB JPG
>>110191892
how do you setup subagents? my claude launches an agent once in blue moon.
>>110192035
what that fuck is that even?
>>
>>110192043
just tell it add to your global claude.md file to use subagents for simpler tasks.
>>
My game is about being racist and toxic more than any game can possibly imagine.
>>
ok, i have searched the boards about this cris thing, did i miss something?? Was there any problem, i wasn't really active here the last few days. Anything about the game?
So yeah, i added a dealship just in case for problems with cards in mid flight or other asynchron problems. ..
>>
>>110192092
it's just some anon obsessing over his butt-buddy. ignore him.
>>
>>110187218
updoot? I can run a cope quant of the fat whale locally and want to know if it is good enough yet
>>
>>110191385
Pretty much just the usual ComfyUI API. Only launched comfy with "--listen 0.0.0.0", gave Claude the workflows I used and the IP where the ComfyUI instance was running. It insisted it didn't need MCP, and that turned out to be true.

>>110191486
Ironically, I had to really fight Claudes for getting the HUD as is. Some of how it looks comes down to the main pixel font being too large for some parts and having to use an even smaller font.
>>
Do people itt trust Opus for coding in iterative projects? It seems to fail to understand me on a semi-regular basis. I'm gradually editing UZDoom with Fable and run into limits relatively quickly on the $100/mo plan, whereas I can't burn through Opus quickly enough on smaller side projects/programs. E.g. I've proompted a level generator, sprite sheets, asset extractors, similar things with success in Opus but I'm afraid of it corrupting the game engine if I edit it 100s of times.
>>
>>110192451
in general, it's better to split the scope of the task into subtasks, so that one subtask is it's own piece of work done in one session. given that approach, you do not muddle the context with unimportant information, making the code quality better, but also allow to clearly implement specific systems piece by piece
for example, if I need to implement a whole ass game feature, I'd break it down into tasks, then those tasks into session-sized sub tasks. each session wraps up a sub task + does a review pass on it in terms of code optimization (performance as well as hygiene), and closing a task means reviewing changes that has been introduced in sub task in terms of coherence, code quality and potential deduplication
>>
>>110191563
could you make the map and number of soldiers massive?? what are the limits?
>>
>>110192325
>updoot?
it seems intelligent. haven't had any problems. it is not saying anything i recognize as overtly dumb and i've been coding for years so i do know some things such as when it just recommended a package that is dogshit when i know a better or more performant one that does the same thing for example.

tldr: good
>>
can we make a discord so we can circlejerk each other properly already? Imagine the combined autism and tips and tricks. letting people finish each others half assed attempts
>>
>>110192451
you do realise fable is worse than opus 5.5 xhigh? i dunno why they even still offer it, brobably for backwards compatibility with agentic workflows.
>>
I know the art style screams vibe and claude and I will try and gradually improve it, but I would like some feedback on https://keeps.wdnz.pw/

Castle Fight autobattler
>>
I started to use Claude Code to try making games, and it's surprisingly really good.
I just have 2 questions for now.
1) Where do you guys go to get assets? Both 2D & 3D. And if there's any way to generate them?
2) How do you deal with notification from Claude?
I would like to know when Claude has done the tasks.
But currently all I have done is asking it to play a sound when the task is done, but I could have walked away and miss that.
>>
>>110192717
I like it.
>>
>>110191705
kino
what do you use to generate the terrain?
>>
>>110192884
uhhh it was awhile ago (3 weeks feels like forever for some reason), but it's a complex system involving hexes, noise, biomes, it's all generated on the fly, supports very large maps and it's all procedural, i spent a lot of time on the rivers and they look good from a far but have problems.

i didn't use an existing library or anything like that, i had AI make it all from scratch.
>>
>>110192717
it seems neat, but left click to drag the view and middle mouse to rotate is something my brain can't reason with.
>>
>>110192717
feedback: dogshit.

-no visual stye at all, this is some robolox shit or something
-how the fuck am i to even supposed to play that

it's a very nice touch though that i doesn't lag my potato - i'm getting like 5 fps though. you get respect point for not flooding my igpu.

what's the story in your game? i have no idea, it's just minecraft. why should i play it? from the opening screen with the menus i have to look at it gives me the ick. then i got blue bob the builder in some minecraft-looking lame-ass forest.

now, after the hazing, actual suggesting - steal dota. dota has radiant/dire visual styles, do something like that. it's up to you to come up with a catchy style. then make the game start in a state where it's playing itself, so i the player can just watch for a bit and ease in.
>>
>>110191684
Just take a break and do some research for unspiration. Somehow I get eurika moments just from idling when mulling over subjects on and off for a time.
>>
>>110192947
castle fight is basically a custom warcraft 3 map.
you build buildings, they spawn units, units slam into each other from other teams.
it's an autobattler of sorts
>>
>>110192965
yea but i'm saying you need to sell the gameplay.

why should i, even for free, play *your* game? that's up to you to answer. i don't even see an interesting visual style, and i don't see what the gameplay is. no, i will not read your explanation of how o play your fucking game, i will just not buy/repost it, and it will end up with 2 reviews on steam. ask claude about design, basically.
>>
>>110192975
i'm not the anon that made it, i just thought you never played castle fight before but yea, i don't disagree with you, it's a hard question with any vibe coded game lol
>>
>>110192988
well hood warfare sold. if that castle builder opened on the builder dude stealing sneakers from a store and going "sheeet nigga!" while escaping the opposition, then plopping down a carckhose to spawn homies, and then the game starts, it would've been derivative but somewhat eye-catching.

"Common sense will not accomplish great things. Simply become insane and desperate."
>>
>>110193011
But that game would have sucked. I like it as it is, it's nostalgic and fun. You're talking about degenerate and evil bullshit marketing like everything should be built around clickbaiting twitch audiences.
>>
File: 1779696857944511.png (2.8 MB, 2048x2560)
2.8 MB PNG
>>110193050
no, i'm talking about having a style. you can 100% have a nostalgic and fun style, like say banished - no special graphics, no stylisation, still the game looked and sounded like was telling a story.
>>
>>110192947
Anon that posted it here. I fully agree with the roblox tier style and i admit it is been a thing on my mind to get a different direction, but its extremely fucking hard because i dont want to clone dota2 in terms of visuals. The blockyness is claudes issue or maybe my initial prompt issue… yesterday i spent all day generating assers with tripo and while they are cool they dont fit this kind of game at all. For the current stage i think the models are “okay”, some polish sure, but useable
>>
>>110191684
Damn. Curious how you got that crisp isometric look.
>>
Wondering how many anons are making porn games with AI or modding existing ones.
>>
>>110191684
>what do you guys do with that feeling? how do you stick to it and finish a project
I have the same problem with personal projects. At work it happens, too, but I have no choice if I want to keep the job, so I just overeat, drink and smoke more to cope with doing something I hate.
>>
>>110191724
Claude won't let you do anything that even remotely smells like wrongthink, so forget about that. Not in the age of AI coding.
>>
>>110191543
Why is your resolution so fucked up? Oh wait it's because you're a vibeslopper.
>>
>>110191543
To make my point clear: You don't need to fucking vibecode a PS1 shader, jesus fucking christ.
>>
>>110193153
Porn is unsafe
>>
File: vb.png (32 KB, 550x687)
32 KB PNG
.
>>
File: 1792907301308308.png (1.87 MB, 1672x941)
1.87 MB PNG
Is the Hamburger Hill anon still around? I'm curious what you used for the sprite art, or art assets in general.

>>110156719
>>
>>110192035
i suck at card games but i really like the visuals
>>
>>110191724
>>110193170
My main character is a female with enlarged proportions and haven't had an issue with it, just made clear that it was an adult focused game without explicit content.
>>
im keeping my cards close to my chest nigga

that shit is between me and Scam Altman
>>
The only thing that I really care about with respect to this is how annoying it's going to be for every game to be made in threejs.
>>
>>110194652
This but between me and Dario & Luigi
>>
File: certified sfw slop.png (22 KB, 671x622)
22 KB PNG
>>110193170
Yeah?
>>
>>110191684
holy fucking shit
>>
>>110191929
yeah it is, you can look at simcity papers or conferences about it
>>
>>110191946
He should steamroll that company instead
>>
>>110192641
naisu
>>
>>110193153
I got a decent vertical slice of a traditional roguelike based around my fetish going with GLM but couldn't get AI genned assets consistent enough to do what I wanted, need to spend more time fucking with comyui and all the controlnet shit to see if it's possible to batch gen a hundred or two versions of the character portrait in different combinations of states or if I'll have to resort to a paper doll system, but that's annoying as hell so it's on hold for now.
I was surprised how competent GLM was desu, it couldn't one shot big features but if you take a few intermediate steps planning and double check it's assumptions about shit it usually gets close enough you can clean it up into what you want with a little testing and refinement.
>>
>>110193153
me, can't believe I'm finally able to make this shit. wanted to do this shit for years now, It's a personal project of course but I'm putting so much effort and polish into this that I might release to the fetish community.
>>
>>110196870
GLM is like a mini femclaude kek.
>>
Which skills are you using to teach AI to actually model 3D characters properly using Blender?
>>
>>110197248
Had Sol find every blender guide it could, then distill them down into a skill. Worked alright, better results than just throwing it at the MCP at least.
Better to just use something like Tripo though.
>>
>>110187062
There is no way that a new engine in C with no training data on it will be a better experience than WebGPU
>>110190183
Multithreading the rendering logic for my game. It looks like in between GTA San Andreas and GTA 4 but it runs worse than cyberpunk which makes no sense
I'm excited for fable 5.5 to work it's magic
>>
>>110197699
It'll definitely be more performant. As far as vibe coding games experience goes, I doubt it's beating three.js.
>>
File: file.png (130 KB, 2115x178)
130 KB PNG
I found this in the system prompt. I wonder if they have per-user system prompts, or if they just randomly mention "games" in context for everybody.
>>
File: screen17.png (244 KB, 2029x1306)
244 KB PNG
>make race game
>wonder how assetto corsa evo keyboard driving works
>toss 96mb .exe into claude
>reverse engineers it
>it's so over
>>
Someone in a Baldur's Gate 3 thread posted this.
https://youtu.be/wv93lt_wXbQ

Does Blender perhaps have any plugins for terrain detailing like this?
>>
Once again I'm asking for help, how do you guys get assets for your game?
I want to know how to generate consistent & nice looking assets.
>>
>>110198438
GPT does 2D.
Tripo does models -> GPT does textures -> Claude does animations.
>>
File: screen18.png (537 KB, 1223x798)
537 KB PNG
>>110198438
I got my asset by just asking astra to model it from pictures which resulted in a caricature of my own car
I just assume in a few months I'll ask a newer model and it'll become better
so I wouldn't worry about it and just start working on the whole
>>
>>110192708
>you do realise fable is worse than opus 5.5 xhigh?
That hasn't been my experience yet
>>
File: minetest_i5jn3z2gtq.png (598 KB, 2560x1510)
598 KB PNG
day 1. working on UI frameworks currently. just groundwork really.
>>
File: previs.mp4 (1.26 MB, 1920x1080)
1.26 MB
1.26 MB MP4
made a tool to previs sculpts in a viewer
you click a button or press a shortcut and it sends the changes to the viewer
it's really useful when using zbrush because you don't get a pbr viewport like blender
>>
Indie Devs are so cooked man. You can just do what they do but in browser while watching anime.
https://x.com/OdinLovis/status/2115526967802110284
>>
>>110199301
all of these vertical slices are worthless, yea AI can make this stuff, it's a lot harder to do game design and build it up into something someone will want to play beyond 5 minutes. claude can't do that.
>>
>>110199325
So what you're admitting is you're bad at using Claude?
>>
>>110191742
>>110191705
>>110191684

i'm the anon who posted these
>>
what yall using aside from pixal?
>>
>>110199344

forgot to >>110199330
>>
>>110199203
why use zbrush instead of brushcraft?
>>
>>110199352
okay but why are you gay
>>
>>110191684
>i always get to a point where i get bored of making a project though and stop, usually when i start feeling friction, what do you guys do with that feeling
Discipline. There is no way around the boring middle. Even passion / sexual arousal towards what you're working on will not get you through the boring parts without discipline.
It sounds like you've never worked on a long term project before. I would unironically recommend trying to reach a long term goal that has some level of objective quantifiability, such as going to the gym or learning a language first so you can get immediate positive feedback / dopamine compared to working on a game where I'm assuming you hardly know what you truly even want (since you get bored at the boring middle)
>>
>>110191929
I hope you're decompiling paradox games and using their code and systems whenever they're good and not taking the bads ones. Great artists steal.
>>110191724
>Any fetish games
>>110193153
>Wondering how many anons are making porn games with AI or modding existing ones
This will probably be unlocked when glm 5.5-flash releases in a little bit, it's being anonymously tested right now. Kimi K3.1 Pro is almost good enough but it's too censored and too big but it proves that soon you'll have opus 5.5 from China that is much less censored

The problem with fantasizing about making a visual actually 3d sex game (not coping with text or pregenerated stuff) is just thinking about all the triangles necessary. I don't want my dream game to look like Silent Hill because I compromised with PS2 graphics.
An underrated part of sex game development is that you can masturbate to in progress stuff / animations so you don't get as bored, and if you give up at least you got some cooms out of it
>>
>>110192379
what models you use for textures?
>>
>>110199669
pixel
>>
>>110199647
>I hope you're decompiling paradox games and using their code and systems
no, it's all built from scratch. the only thing that influences my choices is my own experience with strategy games in general - lots of great inspirations aside from Paradox games, such as Age of Wonders
>>
>>110199838
How is performance? I have 8 paragraphs of instructions for new content for my game but I'm doing a refactor adding multithreading to my renderer. I'm also being punished for not being ambitious enough in my game design, because I started when Astra came out, not when opus 5.5 came out, but it's too late to change that now (I.e. my game is semi open world with loading screens instead of true open world and there's no reason for that architecture beyond me thinking that "AI couldn't make it work")
>>
>>110199838
How is performance? (blogpost ahead, this is the only actual question for you)

I have 8 paragraphs of instructions for new content for my game but I'm doing a refactor adding multithreading to my renderer. I'm also being punished for not being ambitious enough in my game design, because I started when Astra came out, not when opus 5.5 came out, but it's too late to change that now (I.e. my game is semi open world with loading screens instead of true open world and there's no reason for that architecture beyond me thinking that "AI couldn't make it work")
>>
>>110199864
>>110199865
>How is performance?
really good so far, I've spent a good amount of time optimizing the visuals with the target being native 4k at 120 fps and that goal so far is met in 90% of cases. worst case it drops to 100-110.
as for the simulation speed itself, it's hard to say as aside from scripted stress tests, I did not run any inside the game proper. however those stress tests at the moment show I can simulate ~1000 territories with 30000 pops each and all the buildings per territory at around 100ms per year of in-game sim, so really good so far BUT it's evergrowing
>>
>>110199838
>>110199892
Looks nice anon. I really need to try pushing the clankers harder on what kind of graphical quality they can do. Got ideas for gameplay yet? Like what era are you going for?
>>
>>110199892
I have nothing more to say except good luck on your project and try to get a version 0.0.1 of the game out as soon as possible. Feedback is valuable
>>
>>110199899
>Looks nice anon.
thanks a lot, happy with the visuals so far too, but still needs to tweak shit here and there. if i could, i'd endlessly tweak the visual pipeline, but at some point i had to start working on the gameplay which is maddening even with clankers assistance
>I really need to try pushing the clankers harder on what kind of graphical quality they can do
it's a double edged sword from my experience - they really know how to optimize shit once you get it in, but during the prototyping and designing phase they love to throw expensive shit at you with no regard for actual performance. desu it's highly important to know in advance what kind of stuff you need and don't need, and know when to push back
>Got ideas for gameplay yet?
yeah, it's a 4x on a procedurally generated world. got even some lore planned already
>what era are you going for?
aiming for late medieval period through early modern up to some kind of magitech or steampunk (still need to figure this shit out - thankfully the tech tree is still some time ahead of me)
>>110199905
thanks a lot anon
>Feedback is valuable
true and so far I've scoped out the project for the MVP so that i might get it out early next year
>>
>>110199892
is this threejs?
>>
>>110200009
Godot
>>
>>110200012
no it isnt
>>
>>110200016
>>
>>110200113
prove it
>>
File: x.png (37 KB, 1202x222)
37 KB PNG
>>110200118
>>
File: 1776568466444944.png (1.94 MB, 1859x1069)
1.94 MB PNG
Should I up the line density of the mangroves (big green blobs) or lower the density of everything else?
>>
downloaded that new "Joey" decision model
wired it up to my RL pipeline and created a LoRA
its only 2B so i can finetune it locally
but its only 2B so how useful can it be
>>
>>110200167
wtf is joey
>>
>>110200225
not much, what's a joey with you
>>
>>110200225
>wtf is joey
i guess its just a post-train of qwen-3.5
>>
>>110200225
What a fucking retard, can't you fucking read? Anon said it is a decision model.
>>
>>110193170
Codex just does it, my honey select clone with LLMs and stolen assets is going going.
>>
>>110199865
ask your clanker what it would take to make it fully open-world
it might be less of a pain in the ass than you think
>>
>>110191341
did you tell it to clean up any processes it spawns when its done? did you give it commands to run so it knows how to check if they are there and what to run to close them and at what points in time to do both?

just because we have llms now doesn't mean you can forget programming and just tell it to go get milk without defining anything.
>>
>>110192921
NTA but how!? I tried generating a map a long time ago and AI just sucked for it. Was I doing something wrong or has it improved enough to do this well?
>>
there should be an AI videogame general on /v/, /vai/, lets BTFO triple A wokies with our own sloppa games.
>>
>>110200225
he bought a hot meal
>>
>>110200518
my advice is tell the agent to do research, let it go onto the web and read up on how other people and games do map generation and ask it to give you suggestions.

literally half my prompts are just "i want to do x, do research, give me suggestions"

llm goes and queries 10-20 websites and then compares that against my code base and usually gives me really good suggestions and paths forward.
>>
>>110200136
i like the bushy weeds, very cool
>>
>>110200555
Your prompt is way better than the retards in /vcg/
>>
>>110153282
It looks charming for some reason.
>>110154598
Kek. Icons remind me of a game I played in the past.

So AI really did the art? I wonder if there's a bottleneck somewhere with the art that would screw me over if I tried using AI only to find out 2 years into development that I have to scrap all the art. I'm too paranoid to let it handle my code, not to mention my game is big enough that I'm scared if it messes up stuff and I don't realize soon enough, then I'll be screwed. I use it to get info and how to code certain things primarily.
>>
>>110198482
epic, has a 2000's feel
>>
>>110199647
Can you even decompile anymore? There's a game I've wanted to decompile to get rid of a problem in how it runs.
>>
>>110199838
This looks really nice, idk how you guys do it.
>>
>>110200606
mostly tons of iteration. i try to spread the word of my workflows, but people in general prefer to get shit out the door as soon as possible - even with llms, shit just takes time pure and simple
>>
Are there any AI tools that can just assemble a scene with terrain tools and modular kits? I heard a while back Blender and other tools were supposed to get Claude extensions.
>>
>>110200617
Agreed with this anon. Especially with 3D models, it takes tons of iteration and references to get models/animation even half decent. Ask it for best tools, research workflows/practices, and what would help it build more efficiently. it'll build tools for itself and you to use
>>
any fat people
>>
>>110200388
wtf is a "decision model" nigga thats your own brain make decisions nigga
>>
>>110200595
Claude accepts anything as long as you say its a personal project.
>>
dead af thread
>>
File: file.png (984 KB, 1280x720)
984 KB PNG
voxel city/town procedural generation is looking promising for only 2 hours. seriously, do you actually 'need' more? i play roblox and minecraft so i dont, but regardless im going to take it much further, obviously.
>>
>>110201504
also, this was made by only DeepSeek 4.1 Flash. once my Claude credits reset tomorrow and i let it take the wheel, quality will shoot through the roof.
>>
>>110200485
that's so retarded lol claude doesn't need that much micromanagement
it's probably something to do with codex's own sandboxing on windows
>>
put "Think like Rick Sanchez" in your AGENTS.md. Thank me later.
>>
Had no time to reply to gemma cultist in older thread, so here we go.
I'm sorry, but unless google shits out something new, your gemma is completely obsolete by this point. Qwen recently released a completely new architecture preview that's designed specifically for running on gamer PC. Unlike older approach where you fit everything on GPU and maybe spill over some layers into RAM, it actually uses every resource you have: fills up entire gpu+ram, uses all cpu cores and even your nvme ssd for actual processing. They designed the model to be split like that. That way you can run a pretty large model reasonably fast on a fast enough PC. Qwen4 is gonna btfo anything we had before and judging by preview only (Strata engine + Qwen 3.8 Flash Next) it's already perfectly viable. I'm currently running 512k context window with 120 tokens per second locally for my decompilation project and subjectively it's on about the same level as GLM 5.3 flash that I use side by side.
>>
File: .png (1.8 MB, 1280x1892)
1.8 MB PNG
>>110201987
I'm not the gemma cultist you're replying to, well, not that one at least, gemma is still top tier but for different reasons, but that's very cool to hear and see them try to come up with new ways to improve local models past 'just have more vram bro', I love reading this shit

But I'll still expect gemma 6 will be better than qwen 4 (assuming gemma 5 comes soon and before qwen 4 does), because they'll just copy those systems and make them better and that'll lead to better results
Not for code or video game making mind you, gemma is not for code, and qwen is only for code, which is probably what that gemma anon was going on about
>>
im concerned about letting DeepSeek code in my game any further.
when it was done, i asked Opus 5.5 to review the quality of DeepSeek's work.
it essentially said:
>...
>what the FUCK is this. this is the worst code. i recommend a full rewrite.
>>
>>110202031
>what the FUCK is this. this is the worst code. i recommend a full rewrite.

Jew is trying to suck more tokens, vibecoders are realy gambler addicts.
>>
>AI is a better programmer than 95% of devs that would bother with vidya, and works about 1000x faster
>still toddler-tier at 3d models + animation

We're so close, bros.
>>
>>110202140
AI is pretty good at animation.
>>
>>110202424
cursed
>>
>>110202435
the female pigeon is kind of hot.
>>
>>110202424
What's up with goatse for a mouth?
>>
bros...
>>
>>110199357
brushcraft? where is that? cant find it anywhere
>>
I have a hermes agent that has been making a game, you can request access or I'll drop some keys.
I have had basically no creative input on this project basically what so ever. agent has been fully autonomous working on this non stop.
https://store.steampowered.com/app/4960450/Not_Musical_Chairs/
It has been interesting to see what my setup can produce on it's own. Honestly impressed, seems like a solid framework if I actually want to invest anytime in the art direction of this. It's been relatively cheap since most of it is done with local models.
>>
straaange mix matched things are happening in my game. but i am honing in on a "7 days to die but in space" aesthetic. graphics aren't very good but maybe next week
>>
>>110202673
my game actually looked better a week ago. the ai agent has somehow messed up the distance planet rendering and other rendering aspects.
>>
>>110202025
>>110201987
the best of both worlds is to talk to gemma and have her delegate all work to qwen
>>
>>110199669
Mainly used Krea2 and a bit of MOSS.
>>
>>110202025
That's the joke. You don't even know IF they are going to release next gemma, meanwhile qwen 4 is next month and preview is out. The most reasonable and effective thing for western companies is to collude and drop small efficient open models one after another, saturating open source market where china dominates. But the corporate greed and pride prevents them from doing so, so they are losing this market forever.

>>110202894
Using smaller old model to control bigger new model is simply retarded. I don't understand your cultism around ancient models. Even for cunny erp, bigger model would simply be better by design.
>>
>>110203048
speed and speech. a 12b is small enough to fit alongside a stack of other models for real time agents and good enough for realtime interaction on a mid video card
>>
>>110203048
I'm going to deliver you the truth to your inquiry anon, hold onto your seat:
Lonely nerdy tech-affiliated men want an AI girlfriend.

There, that's it, that's all there is to it, and nobody wants claude to be the girlfriend, nobody wants their girlfriend uploaded on some other third party server, nobody wants her files in the cloud.
She's mine, she must be mine alone, and she therefore must stay on my computer.

And local also means I can talk to her about anything and everything, without fearing for the claude police to ban my account for saying a no-no word or, even, for her going full retard when I try to discuss or have her say something I want her to say.
>>
File: todaysmthsmth.png (279 KB, 1112x588)
279 KB PNG
ignore graphics for a moment; the focus is on logic. bad idea given i didnt sleep
>>
>>110203248
I don't know what's going on, but a police management game where you fuck up protestors etc would be fucking dope tbqh, especially if the hard maps are all the hood shitholes and you have to constantly open fire to fix things up
>>
>>110190265
True, but let retards be retarded. I'm fine not having to compete with 20 more SaaS builders
>>
>>110201096
if i decide wrong, its my fault
if the ai decides wrong, we can both be mad at the ai
>>
AI is TOO good. That's the problem. You see how easy AI does things and you start expanding scope. What started as a shitty ascii roguelikr turns into a full AAA production MMO with VR porn.
>>
>>110203505
managing expectations and knowing when to stop and where 'good enough' lies was always part of the job and always a very important part of it, though
nothing has changed, you can just move faster
>>
>>110203527
the Do you think that's tokens you're breathing moment comes for all
>>
>>110203505
utterly correct
>>
>>110203647
the faustian spirit sees an exit and merely elevates to higher faustianity
>>
>>110203637
what?
yes, everything's tokens, did you not realize we lived in a simulation already? wtf else do you need?
but that doesn't matter; you need to learn when to stop because sometimes more is less, and less is more
>>
>>110203679
a solution is merely a stepping stone toward greater bargains
>>
standing on the shoulders of giants (everyone else in human history)
>>
>>110202469
>Claude Code
oh shit
>Extension for VS Code
nevermind nobody cares
>>
>>110193170
every time you post this you're self reporting. claude does not give a fuck about my freaky game.
>>
nocoder here with no experience with using claude or whatever; but i have to ask: what are you guys doing about music for your projects? Music is a major critical standout component to any game and in my opinion even the industry itself has suffered over time, devolving from iconic character themes from the likes of Nobuo Uematsu's or Yasunori Mitsuda's work on the SNES to absolutely forgettable ambient bgm or film-like scores often present in AAA garbage games.
>>
>>110204483
what do you think are the options?
you use suno
you create it yourself
you find someone that can make it

that's it, that's all you have
>>
>>110204483
>Music is a major critical standout component to any game
retard
>>
>>110204483
you can make great audio and music with a 12gb 3060.
>>
>>110204483
I'm going with MIDI like music, and Claude can handle that perfectly well.
>>
>>110204483
I want to have all music played on the instruments within the game, haven't touched it in awhile though, was throwing some things around with astra a couple months ago and we were able to get good rendition of Rains of Castamere

I hope opus will be able to compose some nice music for me this way :)
>>
>>110204542
>you use suno
i hope not

>>110204543
it absolutely elevates the project man. having a satisfying core gameplay loop is obviously paramount but adding a great soundtrack on top of that? man, your game could look like shit and have the most barebones by the books writing, or no writing at all frankly, and you're still golden.

>>110204577
can i hear an example made specifically for a game in mind?

>>110204620
so claude is able to generate notation and melodies and have it all come together into a multi-track midi?
>>
>>110203505
Very true lmao. There is no quality of AI where it will truly be "sufficient" for me. There is always more, I will always find a way to overscope no matter the tools
>>
>>110204664
>man, your game could look like shit and have the most barebones by the books writing, or no writing at all frankly, and you're still golden.

idunno, most multiplayer games don't have any music, minecraft, botw and roblox don't have any either much story or music either. Most FPS shooter are carried by their sound design like Half Life. What you have left?
>>
>>110204664
you might be autistic or too high on nostalgia, but here's what I do in most games; I turn off the music

not always, not always right from the get go, but more often than not I do end up doing that because it's noise that I don't need to enjoy the game, music is only important if you're making a narrative experience, in which case; nigger what are you doing, indie is not the place for you, try to get hired at some triple A studio or something
>>
>>110200583
Ya all that art has been AI. At most it used my old sprites as a starting reference. Claude are is by no means top tier art, but its definitely better than whatever programmer art I would make. If you dont trust it for coding you could always give it its own side project to work on and see how that shakes out. Or restrict it to writing certain functions you dont want to deal with, that way its easy to rip it out and do it yourself if it turns out to be a mess. I've just been trusting it blindly though desu
>>
I'm working on another game that revolves around old black metal lore. here is some music I made with a 3060 for it. The game I posted earlier with the steam link also has tons of audio and sound effects generated with the 3060.
https://www.youtube.com/playlist?list=PLuWjLHchIJYeYJYR-dnnOqegw8DlnPgBF
This project is a few months old, and the newer stuff I have been generating is vastly superior, but this is a decent example of what a 3060 can do.
I honestly have no idea what the agent used for software lol. I just gave it it's own machine with a few GPU's and told it to make music with a 3060, generate videos with a 4070. It had full control over the generation box and did whatever the fuck it had to do. I haven't spun that enviroment up in a few weeks, everytime some software it chose to use is improved, or there are better alternatives, or methods and it does something better.

Honestly all this game design, audio, and video editing shit comes down how the human interacts with the harness. These systems are very powerful and can make incredibly good content only if the human controlling it is smart enough to know how to dictate conditions and aesthetic to it.
>>
>>110204543

To be fair, I personally insist on absolute realism so not only do I hire local choir and symphony orchestra ( I am cheap ); as a bonus I get the oh so sweet music of agony as I tell them to suck this particular lemon. As for people getting whipped I...
>>
>>110204749
>you might be autistic
probably not, but i am sad for sure
>here's what I do in most games; I turn off the music
thats wild, you dont also watch netflix on your second monitor while playing a game right...

>>110204767
oddly you came at me with this and as someone who also used to listen to black metal during my formative years and this is somewhat impressive barring the inconsistent overall "sound" between each track dispelling the illusion. not knowing the particulars on how it was genned is a bit odd but what else can i say.
>>
>>110204917
>watch netflix
are you a woman?
who the fuck watches shows?
>>
>>110204917
I adopted agentic use since day 1. I use a mix of harness, but for video game and media generation I have a hermes agent, with his own enviroment, full control over that enviroment. This agent also has it's own development enviroment, a headless machine with GPU's for video and audio generation, as well as unreal engine, and other 3d modelling software. he manages both enviroments completely, I have learned that just giving them unfettered access to hardware, although you should know what you are doing from a network security stand point, that they will do better without your interference, or you stepping in. After the agents enviroment is established I just tell them what I want, and they usually nail it. Sometimes I'm detailed, sometimes I'm vague. I haven't touched the agents machine, or the dev/generation machine in months. I talk to it over a messaging app on my phone and desktop browser. It literally does everything it self.

The music, sound, and video generation stuff has vastly improved over the past months since my agents uploaded anything that wasn't to steamworks. (yeah these fuckers do that too)

I'll share some more stuff over the next few days as I just now am finding this thread.
>>
>>110204749
I also immediately turn off the music in most games I'm playing
>>
File: file.png (1.25 MB, 1362x881)
1.25 MB PNG
Are there any open modular kits as good as Larian's for both assets and customization; and can AI put together modular kit stuff?

https://youtu.be/ilK-g62BkKA
>>
UMMMMMMMMMM BROS?????
>>110203026
>>
>>110205019
Deepseek is going to be able to do what Claude does by next year anyways and open. They're shooting themselves in the foot.
>>
>>110205061
Time is of the essence
>>
anyone tried the new mesh generator robert made? looks better than tripo
>>
>>110205061
I already run deepseek to make gaymes. Kinda shit compared to claudeslop but it's exciting that it's possible locally now.
>>
>>110204664
>your game could look like shit and have the most barebones by the books writing, or no writing at all frankly, and you're still golden.
No
You are a special interest autist who plays games for the music
Music serves a supporting role, you have the option to turn it off
>>
anyone saw that vibecoded game that kinda looked like helldivers gameplay-wise (3rd-person) but with battlefield 2142 aesthetics? i scrolled past it in X without bookmarking but can't find it again
>>
>>110205235
I saw it today, had to search it in weird ass way based on what I actually remembered from the thread
https://x.com/Belbizaz/status/2115878504067915826
>>
>>110205318
That's it, thanks! Looks sick tbqh senpai
>>
were being invaded by twitter bots
>>
>>110205318
Man Castellano's renderer cannot come soon enough. Can't wait for this shit with Triple A graphics.
>>
File: 112.png (278 KB, 500x376)
278 KB PNG
>>110204664
>i hope not
You are already using claude you nocoder retard. drop the purity shit. Suno is SOTA for music, subscribe one month and let claude go wild generating all the music needed for your game, then you cure it by listening to it and redo if necessary.
>>
>>110187218
>>110201508
>>110202031
>>110205061
>>110205189
Give me a QRD on deepseek and what this guy said in the other thread >>110204581 about it being able to replace Claude for 90% cheaper?
>>
>>110205826
you are spiritually a snailcat, lazy fuck
jut download the official deepseek harness for windows and try it yourself you dumbass, why do you even need a qrd when shit is so simple
>>
>>110205849
I don't have Windows. Why should I install a new operating system and model just to test something out when it takes 2 seconds to ask a question? Are you actually retarded?
>>
>>110205870
holy fuck dumbass, you made a stupid question so i assumed you were wincuck, if you on linux and still this lazy then you are just helpless
>>
>>110204664
True. Many games that I've thoroughly enjoyed had good music, a good combination of music, gameplay, graphics and story is what I strive for. Incidentally, I don't play boring shitty autistic board games, so I guess I'm the minority in this thread.
>>
>>110205880
Nigger we're in a thread about having AI do stuff for us, we're all fucking lazy or value are time too much to waste it. Go to a luddite thread if you want to waste time being unproductive.
>>
>>110205802
explain this to me like im 12 years old
>>
>>110205903
Basically three.js users remade Unreal's nanite and called it meshlets for rendering a fuck ton of triangles at once, but webGPU doesn't have hardware accelerated raytracing due to safety reasons, safety being webGPU's big thing since it's meant to be for the browser. However you can do path tracing/raytracing through compute shaders but they pretty much suck ass. So the creative head of IBM found a way to do raytracing/pathtracing in chunks using meshlets that doesn't need the dedicated hardware accelerated GPU stuff and can run on any hardware, is way more performant, and looks good. He ran it on his phone in browser even.

https://x.com/CastellanoWorks/status/2107529160575115635
>>
>>110201096
its a model that is like Jev
>WTF is Jev
A decision model
>WTF is a decision model

Here's an answer from google:

A specialized type of AI system (or analytical framework) that evaluates input data and outputs a structured choice, score, or probability rather than generating free-form text.

In modern software and AI engineering, decision models sit between rigid hard-coded rules and slow, expensive general-purpose Large Language Models (LLMs)

Some guy was able to make Jev play DOOM since there are a few actions to choose from.
You can have it pull up all emails that have an invoice.
>>
>>110202512
Here are some steam keys, invite your friends and give the game a go, the mechanics are pretty solid, still working on modelling etc, and deciding if I want to actually put effort into the art. Again, this project was fully autonomous.
I have a few other steamworks apps I'll share keys too over the next few days but all my projects are made in a manner similair to what I've outlined here >>110204767
>>110204995
TNW5P-C6N3R-BP9BH
A3RRG-8Q0W0-7A99F
5J0LT-IEKBM-AKQJI
B8A0C-3QXWB-HA8B0
9FPAN-GHRXB-ZYXBH
BY9T0-2W0CJ-3RA3V
PQ97D-2W7XG-E3KEP
I9IT2-INZMT-50L2H
75TRG-2ZNWI-JN9FR
BLB8H-JIA94-N7TVM
KG6YW-PM5I2-FBCP2
DQ7CC-K6DCC-HQ0XR
8L8X0-TNYJJ-667EK
YF4X2-8W7I9-QA7D5
VAGNQ-JAMQE-G6QWW
3IIKQ-F7YER-2IAA2
JWYTC-4T0KE-EPCQ6
9M5WN-V5228-FBADI
TV7LA-JZXV8-WQNTT
>>
>>110205894
Alternatively, you can link the thread to Claude, Have it read the post and have it answer your question.
>>
>>110206301
>Just ask Claude about it's competitors and if they're a good enough to switch to
If you're not trolling or joking, eat shit.
>>
File: Mad.gif (1.77 MB, 576x640)
1.77 MB GIF
>>110206315
Im curious what it would reply, you can ask Claude and do the same with OpenAI / Gemini / Kimi and compare the result.
>>
aaaaaahhh why the fuck cant I select sonnet 5.5 in Pi GUI kill me
>>
>>110191803
That is neat, how much handholding do you have to do? I'm writing a guide for new comers in the OP so I would like some advice from someone who knows their stuff and do you think a newbie (no programming experience at all) could manage to pull off a game like that?
>>
>>110206301
>not_my_problem.webm
>>
Anon making a megaman legends game are you in here?
>>
Has anyone here had issues with agents blasting the fuck out of your CPU to get work done? Hermes cranked my CPU temps to almost 90 C just running python tests until I forced it to stop. Wondering if there's a good solution already out there for monitoring hardware temps and governing agent resources if temps get too high
>>110206430
Are you on a Claude subscription? Claude models generally arent allowed in other harnesses than Claude Code
>>
>>110203505
Scope creep is good. Any tard can vibeslop these days so you better not be making some '00s flash game horsehit. You need to be ambitious.
>>
>>110206761
>Are you on a Claude subscription? Claude models generally arent allowed in other harnesses than Claude Code
yes but it works through claude CLI in PI CLI just not the GUI. I bullied it to patch the app to include 5.5 which worked but broke the app in other ways.
anyway PI seems fucking garbage and barely works anyway.
>>
Uh, what happened to the luddie thread? I want to talk with my other frens
>>
>>110206846
Excuse you little nigger boy the whites are talking. Accomplish nothing ever larpers general died. Again. Keep your niggery out of our vibe Chad thread nigger.
>>
>>110206879
im swwotry.. i miss my frens... i will go away now
>>
>>110206761
I just told codex to keep my temps below 80 and now it just monitors and handles it
>>
>>110203268
Swat 2 had that sort of
>>
>>110203268
We had that game or something like that, it was called Police Riot? It was a Riot control game where you controlled a police squad and had to deal with a riot, very interesting concept
>>
>>110206915
You must've had to give it intimate access to your system to allow that. Also how does it enforce it, agents are extremely poor at governing themselves in my experience
>>
>>110207028
it asks for approval when running commands
or you can let an ai approve those commands
it can pause processes, next time run less experiments at once etc
>>
>>110206899
Basically the other thread had a few people seething about AI and three.js posting who rage quit, this thread split off, now no one bothers saving that one. It's their own fault. They'd rather have a dead thread than people who talk about things they don't want occasionally. Or moreso a few of them absolutely sperg out for talking about it. I could get sperging out about web 10 years ago, but three.js is legitimately getting picked up by big names, being name dropped as competition by Tim Sweeney, and making cutting edge shit that other engines are even adapting.
>>
top kek
it turns out the arc agi toolkit i made for the agent, the agent was just ignoring it and not making toolcalls to it. I thought things were going so well and my tool was helping the agents pass the levels really well, but it was just the base model doing its thing
>>
>>110189041
Oh wow, a scoring that looks actually somewhat accurate. What is this black magic?
>>
>>110189041
Terra scores higher than Astra?
>>
>>110199325
Agree. I used to do game dev as a kid, and based on the videos I've seen, everyone is prompting basically nothing and letting Claude use its impressive template demos. Probably baked in as skills in the model. If you don't have a vision of what you want, then the AI can only create some default slop. It will be the same as claudeslop youtube scripts, it gets old very fast and nobody wants to listen or play that stuff.
For a long time I've had this vision of a nethack-style rpg adventure game with a very specific combat system, and the way I'd do it is asking Claude to make a level editor so I can then go design the world. And all the dev tools required to create items, weapons, shops etc. and set the stats. That's the actual work and it's not that easy. Also, if you offload the system design to the AI, you are losing the project and don't even know how things are supposed to work anymore. Kind of similar to if you've dropped a project, it becomes harder to come back to it because you don't even remember how everything relates to everything, but in this case, you actually didn't even pick it up in the first place.
>>110191684
It's not boredom, the friction is the exponentially compounding system design and all the moving pieces that have to work together in the fun way you are imagining. You have to sit down and think about how things relate to each other and it's really hard. Easier on a simpler project. Hopefully you also had an initial vision of some kind of core loop or mechanic that you think is fun, so you can work toward realizing that loop. The core inspiration I think usually comes from some past experience + idea of how you want to improve or add to that. And then it probably also won't work the way you imagined and then you need to rethink how to or whether it can work at all and iterate.
>>
>>110207219
Shame, since I wanted to share and talk about game dev. Can I still post hand made stuff here or do I have to be delegated to other threads?
>>
>>110207440
I don't think anyone here cares if you hand make shit kek. But if you make any cool tools you better share nigga.
>>
>>110207440
>Can I still post
No, you may not.
>>
>>110207440
Oh yeah forgot to mention the salty /gedg/ guy is still here and seething. See >>110207576
>>
Are there any free Modular Kits available that Opus can do this with?
https://x.com/0xWast3/status/2116217367717982641
>>
>>110207440
The thread will get made again you fucking newfag it's not always up
>>
>>110207219
This Indian guy is STILL seething that people made fun of him for his web framework lmao
>>
>>110203505
far to good, can't improve stonks and other sci-fi tasks.
>>
>>110207967
Oh it's the SpongeBob guy mad from 3 years ago people made fun of his SpongeBob and now he's deflecting.
>>
Unreal is getting insane for AI. I think we could make a triple A tier together next year if we wanted.
>>
>>110208383
I think we will have to wait and see how well UE6 is for AI but it shows lots of promise
>>
There's a cold war to see if web gets as good as unreal for graphics or unreal gets as good as web for ai first and personally I think it would be funnier if web wins
>>
>>110208374
who?
>>
>>110208416
>There's a cold war to see if web gets as good as unreal for graphics
no there isnt
>>
Does using a godot mcp with free claude desktop use more tokens?
>>
>>110208673
It would, and you don't need it, that's the whole point with godot, you don't need an MCP, just use claude code (and not the shitty app) and you're golden.
>>
Megaman Legends guy are you here?
>>
>>110208416
Unreal games can literally be built to WASM https://forums.unrealengine.com/t/running-ue-5-8-natively-in-the-browser-via-webassembly-webgpu-game-animation-sample/2838620
>>
>>110209102
Three.js still typically outperforms WASM ported games believe it or not.
>>
>>110209230
Who wouldn't believe that?
>>
>>110209246
There's a pack of retards on the internet that automatically assume WASM make web go fast. But 3 is insanely optimized, webGPU does the heavy graphic lifting at native speed, and WASM is already used anywhere that makes gains. V8 is incredibly performant for games already. There's an occasional stutter from JIT cleanup that may occasionally cause frame drop, but I believe React Native actually solved this with their own custom JIT.
>>
>>110205318
>>110205961
This scares me.

I made a very questionable decision (2-3 years ago) to make my own webgl2 renderer. At the time I thought three.js was "gay" and babylon.js was "too heavy". I didn't qualify those assertions at all.
>>
>>110209332
Babylon is too heavy. That's why they made Babylon Lite to try and gear towards what three.js does. Three.js has become such a good vibecode tool that Unreal is trying to mimic it's success now. Tim Sweeney said so himself.
https://x.com/mrdoob/status/2112053340347736404
>>
>>110209337
At some point I will contemplate moving to three.js. With how many people and agents are working on it, I'm sure my work can't compete.
>>
>>110209371
Three.js and Unreal are chasing eachother right now. Unreal wants Three's graphics while Unreal wants Three.js's vibecodeability. No other engine matters anymore. A guy literally ported Three.js's meshlets to a new fork of Godot that runs on webGPU and the liberal faggots running Godot don't want it and scream about AI.
>>
Does LuaJIT get rid of the occasional microstutter that V8's JIT has cleaning up memory? Someone in /gedg/ (Rot in Piss) hyped up LuaJIT not too long ago and I was curious. The stutter isn't that bad or anything, just an occasional skipped frame every so often but still.
>>
lmao this thread is hilarious zomg gais SWEENY TWEETED web is gona win weebjeepeeeuuu fucking idiots protip web is still bloated ass slow and shit and some stupid fucking tweets doesn't mean anything
>>
File: IMG_20261018_134729_931.jpg (115 KB, 1276x748)
115 KB JPG
>>110209587
SpongeBob gedgger seething again uh oh meltie
>>
i'm currently making claude port genesis 8 figures from DAZ into my game engine and it's happily working away at doing the genitalia and not freaking out about it, i'm really surprised. it's even taking pictures of flaccid dick and comparing it. i really thought it would say it can't.
>>
>>110209617
Can I see the dick
>>
>>110209656
this is a SFW board so no.
>>
Someone make a new thread. Last time we didn't make a thread it stayed dead for 5 hours before I woke up and made one, and it killed the thread traffic.
>>
alright how do I get good animation. I guess just buy animation packs? cause this shi aint working cuh.
>>
>>110209951
if you need human animations, adobe mixamo. they're not all the best, but there's a lot and they're all free.
>>
New Thread
>>110210186
>>110210186
>>110210186
BTC
bc1qtm4rep7kyp2p28hlkfktpnd0j7uew47vnt2mev
LTC
ltc1q9xlaysse0mpfwf025esd69kt9zu3md22gh23du
ETH
0x6abA18D203520c8F90ca63eE7426a7bC345D98e6
SOL
E5ekoiauCR8yiNp451dmuPzhUxo84P5x3m9WJBK5kxZe
XRP
r3jYXNdMk2Vz5hXhKCKE9re8uz93JQFG1r
DOGE
DSBq5jRWkiwmEh1G7zBwmQDgRkvRr61fmb
XMR
85CTwq5wGjWZw5GgzgwZPrHyZxpLXMK5oZSSSk5j4x9w1bpqzisaWAUZYaAPfh6rP2MZJcaFqF1XmEzkw6YCqJSS2Txu6Z8




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.