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htdt
searching Neon…
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1.
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by
htdt
6mo ago
The two-tier loading is exactly that — ~128 common classes always visible as one-liners, full docs loaded on demand. The agent does sometimes pull the wrong class, but since each task runs in a forked context, a bad lookup doesn't casc
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htdt
6mo ago
Give it a couple of model upgrades :)
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by
htdt
6mo ago
On 3D from primitives — I think that hits a wall fast once you need anything organic. If you don't want a private API, TRELLIS 2 is worth a look — I experimented with it and the quality is surprisingly good.
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by
htdt
6mo ago
Thanks! Good point on unit testing — I haven't gone in that direction yet honestly. The current approach is selective: the decomposer identifies genuinely hard elements (custom physics, procedural generation) and those get dedicated te
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by
htdt
6mo ago
The LLM costs are hard to pin down exactly since I run it on a Claude Max subscription, but based on token usage I'd estimate it's in the low single digits — probably around $1–3 for a full game generation run if you were paying A
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by
htdt
6mo ago
They are for 2D — classic animated sprite sheets with numbered frames. 3D models are static for now. The video model switch should help with smoother 2D animation between frames.
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by
htdt
6mo ago
Gemini with some tricks for grid alignment and background removal. Not perfect yet, planning to switch to a video model for animated sprites.
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by
htdt
6mo ago
Fair enough on the writing, I do use LLMs heavily, including for writing. That's what made a solo project of this scope possible at all alongside a full-time job. The generated skill files aren't meant to be human-readable, they&#
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by
htdt
6mo ago
Bold of you to assume I'm not making this with passion, I've been yelling at LLMs for a year straight, that's basically the 80s experience with better coffee
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htdt
6mo ago
That was actually my starting point — generating Three.js output that looked okay-ish but broke the moment you touched anything. Godot gives you a real engine with physics, scene trees, which is why the output is more robust even if it'
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by
htdt
6mo ago
That's exactly the failure mode this project exists to solve. The core issue is Claude Code has no way to see what it's producing — code compiles fine but assets are floating, paths lead nowhere, layouts are garbage. It even told
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htdt
6mo ago
Assets are a big chunk of the pipeline — generates 2D art with Gemini, converts to 3D via Tripo3D, handles sprite sheets and background removal. Animation is the main remaining gap. Haven't looked into Bevy but will check it out, thank
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by
htdt
6mo ago
Fair point, these demos are essentially raw single-run output, not cherry-picked or polished. The goal was showing the pipeline works end-to-end, not producing a finished game. I'm planning to do a proper full game with more iteration
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by
htdt
6mo ago
Good point, I haven't tried C# yet and will after this comment. The original reasoning: GDScript is the default path in Godot, nearly all docs and community examples use it, and the engine integration is tighter (signals, exports, scen
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Show HN: Claude Code skills that build complete Godot games
(github.com)
337 points
by
htdt
6mo ago
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205 comments
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by
htdt
6y ago
Thank you! In my case each note is quite long (about 1 page), so total number of them is only about 20, folders are not needed. Also there is a quick search by typing title. But in general it's a great idea, I will look into it.
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Show HN: Mininote – fast as native app, serverless sync via Google Drive
(mininote.js.org)
3 points
by
htdt
6y ago
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2 comments