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Thanks for playing! Definitely looking into the perf stuff.

On the 3D: Claude and Codex turned out to be surprisingly solid with Three.js (react-three-fiber here), including the shader work. The thing that used to block AI-built 3D games was spatial reasoning and asset integration, and honestly both of those just... got good in the last few months. Opus 4.5 was the turning point for me, and 4.7 + Codex 5.5 finally feel viable for something like this.

The workflow is pretty involved.  ~40k lines of 100% agent-written code, 1500+ commits, usually 4-5 parallel Claude/Codex sessions going. One unexpected but welcome win: Claude built the whole FBX -> Blender -> GLB asset pipeline in Python for me. Still had to babysit it through Synty's per-model quirks (scale, orientation, animation clip indexes hiding in their Unity packages), but it got there.

Next experiment is trying the same workflow in Godot instead of building a bespoke engine every time. I tried that last year and the agents weren't ready.  Now I think the new models can probably pull it off.