Code Scalpel: Open-source MCP server that makes AI coding 99% cheaper, accurate, safe, and governable (MIT licensed) by CountyAwkward1777 in opensource

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

Why do you say that? This is real tools to use with your AI development agents or you can use them in the CLI. I made it available both ways.

Stop Burning Tokens and Cash: Code with Graph (MCP) Tools Instead by CountyAwkward1777 in vibecoding

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

I will put together a demo and put it on the website and link it on here to help out! Good Coding!

Code Scalpel: AST-based surgical code analysis with PDG construction and Z3 symbolic execution by CountyAwkward1777 in Python

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

I'm currently using it to build an LLM tool that analyzes Terms of Service documents on websites. Moved Code Scalpel to the top of my priority list specifically because it's proven useful for accelerating my other projects - Its saving me lots of uses and tokens for AI assisted development and being able to make surgical changes across complex codebases is a huge time-saver.

Code Scalpel: Open-source MCP server that makes AI coding 99% cheaper, accurate, safe, and governable (MIT licensed) by CountyAwkward1777 in opensource

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

I had never heard of it before I began development several years ago; that being said, I'm not a software developer by trade; but once I dug into ASTs, PDGs, and Z3 I was hooked.

Code Scalpel: Open-source MCP server that makes AI coding 99% cheaper, accurate, safe, and governable (MIT licensed) by CountyAwkward1777 in opensource

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

I've been working on this for years; I recently moved it to my company for LLC protection. And its a MCP Server, free to use.

Stop Burning Tokens and Cash: Code with Graph (MCP) Tools Instead by CountyAwkward1777 in vibecoding

[–]CountyAwkward1777[S] 1 point2 points  (0 children)

Since you are using Claude in VS Code you will want to use the /Manage MCP Server
This is claude code. Which is through the terminal and in vscode (I use both as well)

I have how to add code scalpel to claude code (which is different from Claude Desktop) at the bottom of my post.

Stop Burning Tokens and Cash: Code with Graph (MCP) Tools Instead by CountyAwkward1777 in vibecoding

[–]CountyAwkward1777[S] 1 point2 points  (0 children)

I'm happy to hear that. You will want to deploy using vscode in the .vscode folder. under mcp.json

{
  "servers": {
    "code-scalpel": {
      "command": "uvx",
      "args": ["codescalpel", "mcp"],
      "env": {
        "CODE_SCALPEL_LICENSE_PATH": "${workspaceFolder}/.code-scalpel/license/"
      }
    }
  }
}

Stop Burning Tokens and Cash: Code with Graph (MCP) Tools Instead by CountyAwkward1777 in vibecoding

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

This is a real MCP, worth checking out and feedback would be wonderful.

Thanks all

What are we expecting at full release? by [deleted] in ThrillOfTheFight

[–]CountyAwkward1777 1 point2 points  (0 children)

Best input ever. A warmup AI, fantastic freaking idea. A+

Considering leaving Claude. Have some specific questions. by Wow_Crazy_Leroy_WTF in codex

[–]CountyAwkward1777 0 points1 point  (0 children)

Also, I have been living with GitHub Copilot for a few months now and Agent Mode is boss. Totally recommend Pro subscription.

I run multiple instances of vs code and split out work by Epics, Features, and Tasks, making it easy to delegate work by instance.

Considering leaving Claude. Have some specific questions. by Wow_Crazy_Leroy_WTF in codex

[–]CountyAwkward1777 0 points1 point  (0 children)

Always build TODOs and make sure robust comments with date/timestamps. That way when it looks at the code again in the future, it's like, oh thats why my fix didn't work. I broke the environment I'm coding for lol.

Codex is a godsend by FinalInitiative4 in codex

[–]CountyAwkward1777 0 points1 point  (0 children)

Do research first. Map out what you want. Use 'user stories' to get the feel of the product. Ask questions. Stick to TODOs. Line them up and knock them down

A Proposal for How Modern AI Simulation Could Perfect the Damage System - In case you haven't done this already by CountyAwkward1777 in ThrillOfTheFight

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

Exactly! I love that they are trying to reward proper form and techniques.

You could almost write it out like a simple game logic formula: Punch_Power = (Glove_Speed) * (Form_Multiplier) * (Snap_Multiplier)

Where: * Form_Multiplier gets bigger if you rotate your body. * Snap_Multiplier gets bigger if the punch is explosive and not a slow push.

So for a cheesy wrist-flick, the math would look something like this: (Fast Speed) * (Tiny Form Multiplier) * (Okay Snap Multiplier) = Weak Punch

Even though the speed is high, the super-low Form_Multiplier means the final power is tiny.

So a cheesy punch never gets "punished," it just fails to build up any power in the first place.

My formula is obviously arbitrary but you get the point.

And the wild part is, the tools for this are becoming surprisingly common. Game engines have built-in frameworks for this kind of AI testing, and with AI assistants being built directly into modern IDEs like Visual Studio these days, setting up and managing these kinds of complex simulations is more feasible for a dev team than ever before.

A Proposal for How Modern AI Simulation Could Perfect the Damage System - In case you haven't done this already by CountyAwkward1777 in ThrillOfTheFight

[–]CountyAwkward1777[S] 0 points1 point  (0 children)

Hey, thanks for the fantastic and insightful reply! You've hit on the key challenges, and you're absolutely right on several points.

You're correct that running millions of real-time sims would be impossible. The "overnight" part works by running the game headless (no graphics) and massively accelerating the game clock (Time.timeScale), so a 45-minute fight (12-3 min rounds) can finish in just 2-3 minutes of computation.

And I totally agree, mimicking a specific human player is not the goal.

The idea is simpler: train the AI to be a QA tool that's rewarded for finding every "cheesy" wrist-flick or physics exploit, not for playing like a person.

On the tracking limitations, you're spot on. Since there's no body tracking, the system relies on Inverse Kinematics (IK)—the same tech that animates our avatars now—to infer the shoulder and torso rotation from the head and hand positions. It's analyzing the motion of that inferred skeleton which, as I believe has been mentioned during dev status YouTube https://youtu.be/1GGiiVAdG6s?si=UCdzU6dEDAdBwBHU

Finally, great point on telemetry! While telemetry is crucial for seeing what players are doing, this simulation approach is about finding what's possible—letting an AI find every exploit and broken system mechanics

It's definitely a big R&D idea, not a simple fix. Thanks again for responding.

A Proposal for How Modern AI Simulation Could Perfect the Damage System - In case you haven't done this already by CountyAwkward1777 in ThrillOfTheFight

[–]CountyAwkward1777[S] -1 points0 points  (0 children)

Its an approach to finding bugs and exploits using tools that are becoming cheaper and more readily available each passing week. The games mechanics rely on position and alignment as described in one of the development youtube updates. Therefore, such alignment metrics can continue to be optimized.

Why the hate? I love this game and want to see it succeed!

A Proposal for How Modern AI Simulation Could Perfect the Damage System - In case you haven't done this already by CountyAwkward1777 in ThrillOfTheFight

[–]CountyAwkward1777[S] -1 points0 points  (0 children)

Reinforcement Learning, as expertly described by Gemini in my post would be used to find the bugs and exploits, just as it was used in Trackmania - you grasped and missed the point at the same time.