| ▲ | arcatek 6 hours ago |
| Isn't Godot a little ill-designed to work well with LLMs? for example I ended up a couple of times with incorrect tres files, and letting the llm generate IDs feel a little fragile. |
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| ▲ | operatingthetan 6 hours ago | parent | next [-] |
| I have taken many stabs at it and Claude will produce stuff but the output is very far away from useful. E.g. "I've created a road and beautiful trees" and what I see is a mess of colors and shapes. |
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| ▲ | ogig 6 hours ago | parent [-] | | I concur it's bad at directly visual concepts, your prompt is akin to the svg pelican. What I do is asking him for procedural algos, automatas, quadtrees, layered noises, and rig those into the game. Yes, it can't "make the next gta", but with a reasonable scope and knowing what it does best, it has been very easy for me to produce satisfying results. | | |
| ▲ | operatingthetan 5 hours ago | parent | next [-] | | My problem is I don't really have video game engineering experience. I was going off a concept that a different AI nailed with video creation and was trying to replicate it in the game engine. | |
| ▲ | cyclopeanutopia 5 hours ago | parent | prev [-] | | Would you care to show a few pictures? | | |
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| ▲ | ogig 6 hours ago | parent | prev | next [-] |
| I had very few issues, sometimes I had to direct CC to the godot docs and we could keep moving. Specifically the tile configuration was a "read the docs" moment. All the functionality is available through code, so nothing CC can't reach afaik. Is there any LLM oriented game engine? |
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| ▲ | kowbell 6 hours ago | parent | prev [-] |
| Are any LLMs suited at directly modifying game scene/asset/prefabs for any engine? |
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| ▲ | jaggederest 2 hours ago | parent [-] | | Bevy is a great engine for LLM-based games because it's 100% code. I'm toying with a few things in it, one of them is an entire-planet economic simulation, and it scales well up to a million dead tiles and 10k-50k live tiles on Apple Silicon, pretty impressive. |
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