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(1 edit)

i also built 2 utilities in the course of building the game for adding more languages than just C/C++/C# under Unreal Engine 5's Web game capabilities

polyitch (polyglot): a utility for suggesting and compiling other less-used languages and aiming them at WASM and compiling them to WASM in a form compliant with grafting them to a JS game that's already being converted thru UE5 for itch.io consuption,

polyasset : same idea as polyitch/polyglot but for recommending and then implementing less-used file formats and asset types.

The thinking goes something like : maybe everything comes out of the other end of a WASM-compile anonymously as machine code BUT it engages the persona(e) of the LLM's differently if they are asked to "think in Rust" or "think in Go" or ... "think in Malbolge" (??? see the line count of the game!)

...and so you would get sneaky creative behavior out of Claude or Grok that would otherwise not be a distinct flavor.

and the same from polyasset