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cyber_kinetist | 5 days ago
> I experimented with Rust/Bevy and Unity before settling on Godot. Bevy’s animations and visuals weren’t as crisp, and Claude struggled with its coordinate conventions - likely a combination of less training data and Bevy leaving many core features, like physics, to the community. Unity was a constant struggle to keep the MCP bridge between Claude and the editor healthy. It frequently hung, and I never figured out how to get Claude Code to read the scene hierarchy from the editor. Godot’s text-based scene format turned out to be a huge advantage - Claude can read and edit .tscn files directly.
Didn't expect Godot to be the most friendly game engine for LLM usage! I think it's because of various factors - Godot has been used quite a lot in recent years so there are various code examples on the Internet, and its scene file format (.tscn) is very concise enough for LLMs to write and edit directly (Unity has its own YAML-based format but it's very unfriendly for human consumption, and Unreal stores its core assets in binary files)
singron|5 days ago
The linter in the article that detects duplicate uids is interesting. Obviously the article is about creating a bunch of harnesses for the LLM to be productive. I wonder how many problems can be transformed like this from something LLMs just can't do reliably to something they just need to burn credits for a while on. The LLM probably can't tell if the games are fun, especially with it's rudimentary playtesting, but who knows.
MrGreenTea|4 days ago
cleak|4 days ago
bdashdash|4 days ago
Im personally finding it a lot of fun to work this way.
cleak|4 days ago
I'll have to give MonoGame another try. I was a big fan of XNA up until its deprecation. I went all in on OpenTK for a while, and in hindsight MonoGame would've been the better choice.
amunozo|4 days ago
KolibriFly|4 days ago
lgvld|4 days ago
doctorpangloss|4 days ago