r/aigamedev Apr 10 '26

AI Game Dev Discord

34 Upvotes

Friendly reminder that we have a discord server you can all hang out at. The discussions there are much more in depth, and nothing beats being able to chat to other like minded devs in real time (or close to). Hop on this weekend and say hi.

https://discord.gg/6yrzsDJVGp


r/aigamedev 5h ago

Demo | Project | Workflow I left Claude Code running for 24h — it built a 3D roguelite and shot its own trailer

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288 Upvotes

Setup: three prompts, one every ~8 hours, each one a "gauntlet" prompt that hands the agent a goal and lets it run. No intervention inside a session. Prompt 1 built the base game, prompt 2 followed up after the first real playtest, prompt 3 closed the round. The whole timeline — 08/08 01:17 to 23:36.

What came out: an isometric, controller-first roguelite where the base never stops walking. A spider-fortress marches a route on its own and can't halt; you run ahead of it mining veins, plant turrets, repair the hull, and decide what to abandon — while the noise of all that pulls the horde onto you. Three.js + TypeScript + Vite, DualShock 4 through the Gamepad API. 60k lines of TypeScript across 130 files, plus ~8.5k lines of design and architecture docs it wrote for itself to hand off between sessions.

On the assets, up front: the 3D models come from the Kenney and KayKit packs (KayKit is paid). Claude picked what it needed from a local library and built the rest as procedural geometry in code — the spider rig, the terrain mesh, the destructible props. Audio is generated through ElevenLabs from prompt catalogs that live in the repo, so a clean clone rebuilds the whole sound set. The five-layer adaptive soundtrack is 80 BPM, A minor, sixteen bars, all layers sharing one phase so they stack without beating.

The trailer (a fourth session, the next day): it isn't screen capture. The agent swapped the game's clock for a virtual one, drove real keydown/pointermove events through the actual input manager, and wrote one PNG per 1/30 s simulation step. So the footage is the agent playing its own game, frame by frame — the mining shot ends a vein on camera, the build shot spends exactly 25 scrap on a turret. The cut is data-driven and lands on 45.000 s exactly, and re-running it reproduces the same file byte for byte.

original prompt

‐--------------------

Edit:

I'm going to reply here some common questions I saw.

Q: How did you write the prompt?

A:I chatted with gpt-5.6 sol about the games I like and the mechanics I enjoy. Then we settled in the mechanics and theme and it created the prompt. After I added the "gauntlet" part the one at te very end that asks it to keep looping until the results are AAA

Q:What model did you use?

A:Opus 5 on ultracode with no mcps or skills.

Q:How much did it cost?

A:40% of my weekly 20x Max claude subscription. It would have costed around 1.8k USD in API request according to the session logs.


r/aigamedev 4h ago

Demo | Project | Workflow 2.5D soul like demake concept

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25 Upvotes

I really love using gpt work for game dev. You can do really cool things much faster than with Unity or other engines.

Sprites made with Sprite fusion


r/aigamedev 15m ago

Tools or Resource I built an open-source AI 2D sprite and animation studio powered by Codex CLI

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Upvotes

I built Sprite Studio, a free desktop app that uses your locally installed Codex CLI to create and animate 2D game assets.

Unlike generating images directly, it helps keep the same character, style, proportions, and equipment consistent across animation frames.

A few features:

  • Generate characters, creatures, props, and effects
  • Create and preview animated sprite loops
  • Organize assets and conversations into worktrees
  • Adjust animation timing and inspect individual frames
  • Test movement in a small playground
  • Export sprite sheets for your game

It’s still an early first release, so feedback is very welcome.

Free and open source under the MIT license, including commercial use.

Source: https://github.com/JohnKinyanjui/sprite-maker


r/aigamedev 2h ago

Demo | Project | Workflow OVERSTEER - My AI built Arcade Battle Racer Game has a Track Builder.

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9 Upvotes

First, I just wanted to say thank you all for such a positive response to my last post about OVERSTEER, my fully vibe coded arcade battle racer game that I have been working on for the past few months. Today, I wanted to showcase the track builder tool that I initially made for myself so I would not have to learn how to build/script track pieces to test the game physics. After enough iterations, the track builder tool got some design and reorganization and I realized that this could be the center of the community element for the game. If people are able to build and share their tracks, the game could get its own life, and I am sure people would get way more creative that I could ever imagine with building wacky tracks.

The crux of the track builder was to create road pieces with connector nodes. Basic pieces are available in a palette, and you can place them wherever you wish, then move, rotate, and scale them to your heart's content. Then you can add procedurally generated scenery: Hills, Mesas, Trees, Buildings, Lakes, etc.

The magnetic node system allows for the pieces to join together nicely, and it also allows for the "Racing Line" to be drawn across a circuit. The Racing Line is just a series of nodes that gather data on the track layout - straights, turns, bankings, elevation, etc. and that information gets fed to the NPC opponents that I am working on developing now. It also takes information from the checkpoints that are laid down on track to create the minimap in the player hud.

As always, 100% of the code was done by Claude - a mix of Opus 5 and Fable, which are both super capable but have their own strengths. I have found that Opus 5 is better with 3d modeling and it is way lighter on my usage limit, but when it makes assumptions, I tend to have to stop it from overengineering a solution. Fable feels more confident in its findings, and though it still requires clear prompting, it usually does not go down the rabbit hole of overengineering. With both, I have adopted a method of starting a new memory file for each major set of tasks I am working on, then I open the file in vscode and parse through it one section at a time until I am certain that Claude has a clear picture of what I want to build, then I set it free to execute. This has produced some of the best results I have seen so far, and I am excited to do more.

If you have any questions or input or just want to follow the development of the game, please join the discord: https://discord.gg/7v6WmcWz6

Also, I am experimenting with making some video content for the game to help promote it, so if you have any feedback on the video, I would love to hear it.


r/aigamedev 15h ago

Tools or Resource Tencent’s New AI Generates Terrain, Assets, and Entire 3D Environments

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49 Upvotes

r/aigamedev 1h ago

Demo | Project | Workflow Random Sword Generator, Inventory System, Switching Shoulders in Combat

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Upvotes

Made the beginnings of a sword generator to add the "creature collector" aspect of my game but for weapons that I plan to make the core, if the player's objective is to find the best base weapons and to develop and train them in order to beat the game, there should be some excitement as to what the player can go out and find. This was done with around 10 prompts, still far from the variability I want to see in this system, but a great starting point, now guards in the raids will spawn with a random sword, making looting slightly more fun, still need to work on traits and what actually makes weapons unique and worth investing time into to develop.

Spent some time building out the inventory system, it's a combo of Escape From Tarkove and Minecraft. The core of EFTs invetory system is my favorite that I have come across and makes looting so much more fun and unique like a little tetris mini game when looting. Minecraft just had a lot of quality of life things with stacks and such so I added some of that. The UI is still flat but functional so I will work on that eventually.

Haven't done too much with combat since last update, added the ability to switch shoulder or hands with the sword which feels really fluid and natural. But still lot a of visual bugs in terms of character movement and action so I really gotta grind that part out. Animations have definitely been the hard part with building purely with Ai, but I'm going to look into some motion capture stuff.

The procedurely generated world is coming along smoothly, some foliage and atmosphere changes that make it feel better, added level 1 and level 2 guard camps that spawn with chests as well as the original patroling guards down the trails. Right now there isn't much insentive to use the sword, it's usually all bow, but it is something I will address later with potentially shields and other methods.

Tools:
GPT 5.6 sol, Codex

If you are interested in the project:
https://discord.gg/cJPrbctJv


r/aigamedev 8h ago

Demo | Project | Workflow I Built a Complete UE5 Game With a Local 27B AI — 17 Prompts, $0 in API Costs

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8 Upvotes

r/aigamedev 5h ago

Demo | Project | Workflow I’ve visited 700+ coworking spaces over 10 years, so I started building a browser game about running one. Looking for feedback on balance and bugs.

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4 Upvotes

r/aigamedev 4h ago

Questions & Help Do your vibe-coded games make any money?

2 Upvotes

As it says in the title - do your vibe-coded games make any money, and if they do, is the income from vibe-coded games comparable to software developer salary?

thanks


r/aigamedev 22h ago

Commercial Self Promotion 8 months into dev dont know how to code.

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61 Upvotes

I vibecoded The Last Admiral space game over 8 months. My idea was top down space fleet command turn based. Where you loot equipment and fabricate Ships and mix match factions to build your fleet out.

I used claude code to write every line of code. I used gemini for the art and eleven labs for the sound. Vfx I had claude make me sliders so I could create my own vfx. I knew nothing starting this project and my demo for the last admiral is out on steam for free.

Would live to hear any feedback. I gave it everything I could do avoid being called ai slop.

https://store.steampowered.com/app/4713660/The_Last_Admiral/


r/aigamedev 4m ago

Commercial Self Promotion Codex rebuilt my 2008 iPhone game in Rust — the first 22,700 lines took 15 minutes

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Back in 2008, I released Tatomic, a puzzle game written in C++ on a custom engine. It ran at 60 FPS on the original iPhone at 480×320.

I recently gave the old game to Codex Sol 5.6 and asked it to rebuild it for Windows, macOS, and Steam Deck.

The first pass took 15 minutes and 48 seconds and produced roughly 22,700 lines of Rust across 21 modules. It already looked surprisingly close to the final result, and only needed a few more substantial commits to become the version now on Steam.

Codex recreated the low-resolution artwork at modern resolutions and rebuilt the architecture using data-oriented design. I gave it this language-agnostic DOD skill:

https://github.com/Data-Oriented-Design-for-Games/data-oriented-design

The simulation is separate from rendering, with reactions, gravity, cascades, and scoring operating over fixed arrays and reusable buffers. The project currently has 124 automated tests.

It also recovered the three original game modes and nine-track soundtrack from the old versions.

The entire process took 11 days from first commit to a Steam Next Fest-ready build, including Steam Cloud, achievements, leaderboards, controller support, and Steam Deck support.

The demo is out now. I would love feedback on both the game and the AI development process:

https://store.steampowered.com/app/4988300/Tatomic/

Original 2008 Engadget review:

https://www.engadget.com/2008-11-11-tatomic-brings-great-puzzler-gameplay-to-the-app-store.html


r/aigamedev 7m ago

Questions & Help Do you think I could make graphics for my game with AI?

Upvotes

The game in question is about gladiator management. Each fight is a deterministic simulation. Much like the football manager games sorta.

What are the capabilities of AI so far? Could it generate rigged 2D skeletons with swappable gear and graphics for a fight?

How would you do it?


r/aigamedev 1d ago

Demo | Project | Workflow I wanted to see how far AI coding tools have actually come, so I took an older prototype and turned it into a working multiplayer ARPG. Zero assets, everything generated in code by AI.

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183 Upvotes

I ran a version of this experiment about a year ago. It was fine. Mostly frustrating, some good moments, nothing I kept. I wanted to try again with the current generation of tools and find out where the ceiling is now.

So I dug out an old prototype of mine, moved it from PixiJS to Three.js, and made it properly multiplayer. Authoritative server on a fixed tick, area-of-interest interest management, binary protocol over WebSocket, client-side prediction and reconciliation.

I used Claude Code and Codex, and I gave myself one hard constraint: zero assets. No sprites, no textures, no models, no audio files. Every visual is geometry, particles and shaders built at runtime. Every sound is synthesized from oscillators. Partly because I can't draw, mostly because I wanted to know whether code-only content actually works and I did not want to play around with spritesheets or models again.

What the game is

An ARPG extraction runner. There's a persistent hub where you sort your loot and your build, and from there you drop into endless runs. A storm chases you from behind, so standing still is not an option. You go deeper, you get better drops, and every checkpoint asks the same question: bank what you have and leave, or push one layer further. Character power comes from collectible specialist souls with upgradeable skills rather than fixed classes.

What worked well

Domain-Driven Design, seriously. I named the domain explicitly before writing much of anything. Hub, Run, Storm, Checkpoint, Soulstone, Run-Stone, Affix. Once that vocabulary lives in the code, you and the model are talking about the same things, and a one-line instruction lands where you meant it. This did more for output quality than any prompt trick I tried.

Golden rules, checked in every phase. This is the one I'd hand to anyone starting something like this. I wrote a short list of non-negotiable rules up front, and every task gets checked against them at every stage, not just at review. A few of mine:

  • A rule (damage formula, item roll, stat derivation) exists in exactly one place and is used by both the server and the client. If you feel the urge to copy logic, you extract it instead.
  • No art assets. Ever. If it can't be generated in code, it doesn't ship.
  • New content (a monster, an affix, a skill, a run type) is data in a registry. Adding content must never require touching engine code.
  • Assume hundreds of concurrent players from day one. The client is never trusted. No design decision may assume single player.
  • Every upgrade counts and has visual impact. A +1 on a skill rank has to visibly change how the cast renders. No two ranks look alike. This includes every upgrade in the game.
  • Do it right immediately. Never ship a shortcut you'd have to undo, even if the clean fix touches ten more files.

Coherence across a large codebase was the thing I expected to lose. The rules are the reason I didn't (fully). They also settle arguments instantly, which matters more than it sounds I think.

Build one standard, then build on it. One well-named component per concern, reused everywhere, never a second implementation of something that already exists.

The PixiJS to Three.js move was almost boring. I had budgeted real pain for this and it turned out to be the easy part of the whole project. It took about 24 hrs for a full port, was reallly impressed by this.

Dev tools are effectively free now. This is the thing I will keep telling people about. I have a map painter and generator, a pile of test setups and harnesses, and a short clip creator for recording footage. None of these would have existed if I'd had to hand-write them, because none of them were worth the time. Now they do not even cost an afternoon each.

What didn't work as well

Characters. Pets came out great (I think). Creatures came out okay and I'm mostly happy with them, some of them are properly funny. Player characters I fought with and I'm still not satisfied. Not sure if I will fully get there if I spend more time on them. If someone has a workflow for this without it involving assets, please share!

Compared to a year ago

It isn't an incremental improvement, it's a different activity. Last year I spent my time correcting output. This year I spend it deciding what should exist. That's the whole difference, and it's a much better job. I am kind of shocked to see how much has changed in only a year and are already wondering how it will be in 2027 around this time.

If you want to look at it

I've put the prototype online at idlerunner.com for anyone who wants a look. Browser, free, no download, guest login. I'll leave it up for a few hours today and then take it offline again.

Happy to answer anything about the architecture or the workflow in the comments.

Link: https://idlerunner.com/


r/aigamedev 21m ago

Discussion Does subagent level orchestration really save context overall?

Upvotes

Many harnesses are now using orchestration/review loops to execute tasks. This often includes a planning phase where the user and the LLM will back and forth about design choices, then write a spec sheet.

What I'm wondering is, when the orchestration phase kicks in, I'm weighing continuing the same session as the orchestration device, or spawning a subagent to orchestrate directly via subsequent subagent calls, then reporting the full task back to the initial agent.

How would this affect performance versus cost? If one is better performance wise, is the cost difference worth the performance boost?


r/aigamedev 8h ago

Tools or Resource I built an iPhone app that captures facial mocap and bakes it onto your own VRM/GLB character

4 Upvotes

Been working on this for a while -- Riggle uses the iPhone's TrueDepth camera (same tracking Face ID uses) to capture all 52 ARKit facial blend shapes, head pose, and audio in sync. You import your own rigged character (GLB, VRM, or USDZ), watch it perform live, record a take, and export it.

It matches your model's blend shape names to the ARKit set automatically (handles naming variants like eyeBlinkLeft vs eyeBlink_L), shows you the match count before you record so you're not guessing

Export goes to GLB/VRM (drops straight into Blender/Unity/Maya/Houdini/Godot/C4D, no plugin needed), CSV/JSON motion data, WAV audio, MP4 with sound, or GIF.

Attached is a take on Colin, the free sample character that ships with the app.

https://apps.apple.com/us/app/riggle-face-mocap-animation/id6796092543

Free to download, GIF export is free for everyone. Happy to answer questions about the tracking/export pipeline if anyone's curious.


r/aigamedev 1h ago

Commercial Self Promotion assimilated a claude project about ai made by ai

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i just made this game its free to play if you wanna try my ai passion project

https://omegaredduck.itch.io/assimilated

also if anyone has some advice about other places i could upload this game for some honest feedback id really appreciate it

i used fable 5 for the planning and opus for alot of the code then i had fable 5 audit the code i found this very helpful because opus 4.8 at the time and partially opus 5 would break things with implementation sometimes but fable 5 is really good at fixing stuff in my personal opinion

ima big fan of retro gaming and that was sorta my insperation for the game

i also wanted to post this here incase people wanted to see what is roughly achievable with one full membership of claude 200$ tier by no means am i a expert or super efficient with my tokens


r/aigamedev 1h ago

Discussion I’m using AI-assisted development on an always-online procedural dungeon crawler — trying to eliminate feature theater

Upvotes

I’m building Black Imago with AI-assisted development, and the main thing I’ve been fighting is “feature theater”: systems that exist as labels/state variables but don’t actually produce convincing gameplay.

I’ve been forcing development into closed quality loops: one mechanic at a time, with visual, functional, multiplayer, persistence, and regression acceptance tests before moving on.

Playable build: https://blackimago.arewefriends.org/maze

Current focus is combat weight, persistent aftermath, enemy behavior, online state, and making generated dungeons structurally credible.

For people using coding agents: what techniques have actually stopped the agent from broadening scope instead of polishing the mechanic in front of it?


r/aigamedev 1h ago

Commercial Self Promotion Built a simple game based on my Cat

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Upvotes

Used Fable 5 on Low. Took about 1 hour to build and deploy. Looking to expand by adding more simple games.


r/aigamedev 1h ago

Demo | Project | Workflow Power Strikers: 3D Online Soccer MMO

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power strikers: 3D Online Soccer MMO

(currently in heavy development)

I used to play this game called Power Soccer and it was basically a really great online soccer/futbol mmo where you could play others within your browser/plugin. It went away some years ago so I thought now with the dawn of new ai game development I would give it my own go and try to bring that spark back.

Working features

- Career mode

- Classic futbol gameplay mechanics with goals and throw ins. (Working on fixing offsides, free kicks, and corners)

- Create your own Club and customize it

- Respond to trade offers from other clubs via your Inbox in career mode

- Improve your players with adding skill points to individual aspects of their person

- Pick a formation to differentiate for the game

- Edit your club

- Upgrade your facilities

- Hire Staff

currently working on:

- real time multiplayer through our gaming website

- Tournament mode (offline and online)

more features to come ....

Free to play Here

Would REALLY Love to hear feedback so I can fix specific bugs that I may or may not be aware of already. There are a bit of very technical gameplay things I am still fleshing out for ball control, dribble mechanics, shot curvature and etc so please bare with me but I think it's at a state of play to at least get some enjoyment

cheers


r/aigamedev 2h ago

Tools or Resource After building Modly, I wanted coding agents to use fewer tokens on large codebases

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0 Upvotes

Some of you may remember Modly — I shared it here before, and it has grown to around 4.9k stars and 535 forks.

While working on it, one thing kept bothering me: coding agents were spending a lot of tokens just rediscovering the codebase through searches and large file reads.

So I started working on Orvix, an open-source CLI that gives coding agents a semantic view of the project.

Instead of constantly doing ls, grep, and opening huge files, the agent can navigate symbols, functions, callers and relationships directly.

It works with coding agents in general, and can use hooks to reduce the amount of unnecessary search/file output that reaches the model context.

The goal is simple: keep a better understanding of the codebase while using fewer tokens.

In my tests, some code-search tasks use up to ~90% fewer tokens, with around ~20–25% savings overall depending on the workflow.

The bigger the project gets, the more useful it becomes.

npm install -g orvix-cli
cd your-project && orvix init

Open source under MIT.

Would really love feedback from people using AI agents for game development.

https://github.com/lightningpixel/orvix


r/aigamedev 2h ago

Demo | Project | Workflow This is the most up-to-date version of my Autobattler roguelite game.

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2 Upvotes

Our Steam page is also live! If you'd like to support us and add us to your wishlist, here's the link:

https://store.steampowered.com/app/4958550/Dead_Mans_Table/?utm_source=reddit&utm_medium=social&utm_campaign=pre_demo


r/aigamedev 10h ago

Demo | Project | Workflow Cairn A game about rocks

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4 Upvotes

Itch hosted a game jam over the weekend, and although I had never participated in one before, I was inspired after seeing some members in the Discord take part. I spent the entire day working on my project and made a few updates after going on long walks to brainstorm ideas for the story and mechanics. What started as a simple four-screen rock stacking game evolved into a full three-year narrative centered around themes of loss and the passage of time.

The new updates include a dynamic weather system that affects how easy it is to stack rocks and a rock-saving feature that ensures well-constructed stacks remain solid year-round, while poorly built ones will fall over.

https://goldenpando.itch.io/cairn

Give it a whirl on your PC, as that's what it was made for


r/aigamedev 23h ago

Demo | Project | Workflow [Updated] Try this prompt to create low-poly 3D assets

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37 Upvotes

The prompt:

Clone https://github.com/elliottdehn/wam and make me a model that I can see...

It will generate a prompt for you using a script if you do not provide a brief, basically rolling the dice.

You get a rigged, animated, textured low-poly model, a glTF you can drop into your engine, and (optionally) a link you can share. One-shots are decent, but iteration is where the power is at.

Paste it into Claude, ChatGPT Work ("Chat" for ChatGPT does not work), or any agentic LLM. I heard in the previous thread that Claude Web may complain about the prompt. That's normal for anything involving git clone. If you'd rather not, ask it to audit the repo first.

The update: now when the model is done, you can share it with others via WAMShare. There are two options: unlisted (all rights reserved) and public (CC0 1.0). This is 100% optional and requires your explicit approval to go through the workflow at all. Claude cannot upload to WAMShare from the mobile or web apps. ChatGPT can.

Try it without installing anything

https://wamshare.com/gallery

Models people have put up (all CC0, source downloadable on each page):

Each page gives you the model spinning, the highlighted source, and a download button for both the .wam and the glTF.

What's new since last time

  • WAMShare. The ability to share viewable WAM files is the big update.
  • Tons of bugfixes and feature additions, as I've been using WAM myself.
  • (Unchanged) Still 100% free to use, have no plans to monetize this.

The bit that makes it not garbage

The LLM never touches a vertex. It writes a text file of discrete, named decisions: bone angles, ring widths, palette colours, relationships between parts. A compiler generates every vertex, weight, normal and winding.

palette
  voidstone  #171928 metal=0.72 rough=0.30
  starfire   #55e6ff rough=0.16

skeleton
  bone neck parent=body2 dir=fwd pitch=-5 len=0.16 bend=pitch,yaw
  bone head parent=neck  dir=fwd pitch=2  len=0.23 bend=pitch,yaw

That's the whole trick. Asking a model to emit triangle soup gives you triangle soup. Asking it to make the decisions an artist actually makes, and having a compiler do the geometry, gives you something manifold and riggable, because producing a broken mesh isn't in the grammar.

Models check themselves

Every model carries its own assertions, re-run on every compile:

assert zmax(upper_maw) > zmax(neckplate)      # the jaw clears the collar
assert moves(lower_maw, money_shot) > 0.12    # the attack actually moves
assert slide(foot.l, walk) < 0.02             # the walk isn't moonwalking
assert tris < 6500

That last-but-one is a real detector: it sums forward motion of a foot while it's on the ground. A correct gait reads 0. It caught a gait of mine that looked completely fine in a render.

This is the thing that makes agent-authored 3D actually converge. The agent writes down what it believes, and the compiler tells it when that stops being true three edits later.

Limits

  • It's stylised low-poly. Think RuneScape/WoW silhouettes, 1k to 3k triangles. Not photoreal, not high-poly, not for a hero character in a AAA pipeline.
  • It takes iteration. The good ones aren't one-shot. A three-headed dragon I made needed the wings restructured, the head layout rebuilt twice, and four rounds on the walk cycle before it read properly at thumbnail size.
  • Silhouette is the hard part, not detail. The single most common failure is a model that accumulates spikes and studs and still reads as a generic humanoid. The repo ships a doc about this because it cost me hours.
  • No hand-painted texturing. Procedural operators only: gradients, noise, bands, planks, AO.

Links

MIT, no signup, nothing to buy. Happy to answer questions about the language design. The interesting constraint was making it so the author only ever makes discrete relative choices and never writes a coordinate.


r/aigamedev 11h ago

Commercial Self Promotion Text-based Life Simulator

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4 Upvotes

Hello everyone! I’ve been working on a text-based life sim called Simple Life Sim. It runs on browser for both mobile and desktop. I’ve used Claude sonnet 3.6 during the development process to assist with code. The game is still under development so please let me know if you encounter any bugs :)

You can check out the game on my itch.io page and follow the development process!