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plinth

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A member registered 12 days ago · View creator page →

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Oooooh, that's cool, thanks I'll take a look!

Question for my fellow AI-assisted devs out there. I've been struggling with modeling since, tbh, I suck at it. I use Godot and have tried modeling with primitives, CSG, and Blender. Trenchbroom has so far been the only thing I've really managed to learn well (which is great for level design). I've struggled to get Claude to help me with modeling, he usually produces pretty terrible models. We've gotten better, I've found that having him extract the geometry from reference images, and then building the model iteratively through conversation seems to work best. I'm working on a car model lately, and I had to throw away his initial draft and start with just the chassis. Then slowly mold it through diagrams and conversation. He an one-shot simpler models (like a basket and some yard shears), but more complex is a real struggle. Just wondering what y'all do for your 3D games. I'm going for a low-poly PS1-esque aesthetic. I think, in the end, my best bet is to just buckle down a learn a tool myself. It'll save me lots of time and tokens, and gives me something to do while Claude Code is doing what Claude Code does best: code. But, I'll probably wait till after the game jam. Has anyone had success with using AI to build good looking 3D models?

Here's the fun I've been having with Claude lately...


Gosh, I should learn to read, thanks for pointing that out. And appreciate the welcome. Cool. That is what I am trying to do. My first game was about traveling through the solar system. I decided to switch gears and make a game about mowing lawns for your summer vacation (an old idea I had, but drastically different from anything I've done so far). Thanks for hosting this game jam, looking forward to finishing this and sharing. And seeing all the other great submissions!

Hey, game jam newb here. I couldn't find a clear answer for this anywhere, but my assumption had been that for a game jam you're not supposed to begin work until the date that submissions open (I guess meaning that's when the game jam actually starts). But, what does that mean? I decided to work on a game idea that had sat on my backlog for 10 years. In some future game jams I might want to re-use some code or assets from other projects. What is allowed/not allowed? I've seen some people (admittedly) started on their prototypes before the date submissions opened for this jam. I assumed that at the very least starting actual work building the project, writing code, creating/generating/gathering assets, would probably go against the spirit of a game jam, so I waited. But, now I'm wondering... what are the assumed "rules" if they aren't specified in the actual game jam rules? I'm good either way. I am on schedule, but I constrained my project plan to what I believed was achievable in a 2 week period. Thanks!

Godot 4.5 compatibility renderer + Claude Code (Opus 5 has been working well for me).

download free here

Hi there, I'm a long time aspiring game dev, finally releasing my first "game". It is a little simulation (only about 30 AU in radius) about kicking back, relaxing, and letting autopilot fly you through the solar system while you enjoy the vistas. It uses real orbital mechanics to calculate the route, and time compression to ensure you can get there in minutes instead of years. One day, I hope it will be much more!