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vblanco 6 hours ago

First of all, you dont do one prompt to do the entire game, but "decent" style vibecoding where you do things little by little controlling the bot.

Godot whole engine is text based. This means you can just let claude rip through the assets and files just fine. It basically just works.

The thing that is critical is to make some documentation about the axis systems and core classes (the one on OP project is pretty good, ive grabbed it) and then you set your claude.md to point at the godot source code so that the bot can doublecheck things.

Ive been playing with multiple engines, and godot is by far the best one to use with the AI. Unreal engine is too heavy on binary files that coding tools cant parse, and Unity is closed source which leaves the bot with no reliable documentation or way to check what the game apis are doing. Godot is small enough that the bot can understand it and works fine for games that arent too complicated.

Im using it to build a spiritual remake of daggerfall as a procedural open world rpg, right now its at 60.000 lines of code, quite advanced. I got it running on a steamdeck at 60 fps even with 4 kilometers of draw distance with thousands of trees and procedural terrain thanks to doing tons of custom shaders and a few engine edits.

mattfrommars 5 hours ago | parent [-]

incredible. And this was all using $20 plan from Claude or do you pay extra for Claude bandwidth?

vblanco 4 hours ago | parent [-]

I use the 100 plan, the 20 dollar plan is more of a trial, you run out of that in no time. With the 100 model i use it both for work (graphics rendering) and this which i do part time. Ive captured a few screenshots here <https://imgur.com/a/RJIcKqM> .

eudamoniac an hour ago | parent [-]

The 60,000 lines of code that just works bro!:

The screenshot:

mattfrommars an hour ago | parent [-]

that's reasonable I think if he isn't using any kind of game framework.