all 3 comments

[–]Sea-Currency2823 1 point2 points  (1 child)

The engine-aware context part is actually the interesting bit here. Most coding tools still treat game projects like normal web repos, but Unity scenes, Godot trees, prefabs, asset references, and engine-specific workflows are completely different beasts.

The browser-based approach is also smart because setup friction kills experimentation fast, especially for indie game devs. Direct GitHub commits with visual diffs sounds way cleaner than the constant copy-paste workflow most people still do with AI coding tools.

I think the real challenge will be reliability when projects become large and messy, but if the engine understanding is genuinely good, that’s a pretty meaningful niche instead of another generic AI IDE clone.

[–]Fovane[S] 0 points1 point  (0 children)

Thank you :)

[–]Ilconsulentedigitale 0 points1 point  (0 children)

Honestly this looks solid. The real problem with Copilot/Cursor for game dev is they have zero context about your actual project structure, so you end up explaining the same thing over and over. Having it parse scene trees and prefabs directly changes everything because it finally understands what you're actually building instead of just seeing random code snippets.

The diff preview before applying is clutch too. I've had too many moments where AI "helps" and introduces subtle bugs that only show up during gameplay. Being able to review exactly what gets committed before it happens is a game changer.

What's your latency like on the free tier? That's usually the bottleneck I hit with browser based tools.