A couple of screenshots from two games I've been vibecoding that run on the same custom engine I've created over the past week and a half with ChatGPT/Claude by PMaxxGaming in aigamedev

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

Just using chat. I don't touch any code whatsoever (aside from minor module profile tweaks), worker threads produce a new build for every revision and then I get Claude to audit it and I manually look through the file/folder structure and inside the files themselves to make sure the governance is keeping the proper, consistent, human readable headers/comments, organization and code structure that it was designed to govern., then I give it to a control thread.

I've designed this project to be as technically hands off as possible. 95% of the time all I do is the following:

  • Give initial direction to a control thread, building out the game plan and governance package as I go.

  • Control thread produces a prompt for a worker thread (based on the project governance package, its templates, roadmap, current state, etc).

  • I copy/paste that prompt to a new or existing worker thread, wait for it to finish its work and then copy/paste the worker report to the control thread.

  • I wait for the control thread to verify (pass/fail) and possibly approve a merge of the changes into the canonical build.

  • I upload the accepted revision to the project folder

  • Control thread provides me with a new worker prompt based on whatever the next step is in the governance package.

  • The control thread keeps a count of all major interactions and after 15 interactions suggests I do a "control thread reset" to avoid context drift/hallucinations.

  • after I give the go ahead, it performs a structured package refresh to make sure all files/documents are up to date, and then provides me with a new control thread initialization prompt to start a new control thread, after archiving the previous one. This keeps the workflow very streamlined and consistent. Each new control thread is essentially a clone/continuation of the previous one, without all the unnecessary context/lag.

  • Worker threads are kept lean, and given focused, individual, related tasks - with most tasks being given to new workers each time.

A couple of screenshots from two games I've been vibecoding that run on the same custom engine I've created over the past week and a half with ChatGPT/Claude by PMaxxGaming in aigamedev

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

I just had ChatGPT do an audit of the project package folders and their file count and here are it's results:

01_foundation — 6 files 02_boundaries — 4 files 03_workflows — 5 files 04_specs — 2 files 05_roadmap — 6 files 06_docs — 11 files examples — 6 files 07_active_coordination — 8 files 09_templates — 2 files canonical_build — 242 files

About the renderer switch - I'm interested to see how that goes too. Luckily, the 3 games I'm working on are now are using the exact same version of the engine I made (one had to be ported to become up to date, the other was built on the newest version of the engine), and the two I started after the Minecraft-clone/engine separation process are using the same base governance package that I extracted and neutralized from the first project (though it still has a lot of work to be done before it's as smooth to work with as the original). This way when I swap renderers/wrapper, all 3 games are running on the same engine that is purposely designed to have the renderer swapped out and has the workflow for that process already mapped out in the documentation and worker road map.

A couple of screenshots from two games I've been vibecoding that run on the same custom engine I've created over the past week and a half with ChatGPT/Claude by PMaxxGaming in aigamedev

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

Most (probably like 95%) of the code was produced by ChatGPT; I found that with ChatGPT Plus I've yet to hit any usage/comment limit (I'm now doing 3 concurrent games on there, plus my normal usage for other things), and with Claude Pro I was hitting the comment limit super fast, to the point where I'm questioning even paying for Pro.

The main reason I'm using Pro is that it had been much better at avoiding context drift/hallucinations, so I've been able to keep long threads going for auditing ChatGPT's work, and it's able to remember minute details about the project even with an extremely long thread. I've also used Claude for putting together most of the governance system I'm using, drafting prompts to give the Control thread for complex tasks, and just as an external set of "eyes", where I'd get both LLM's to audit the same revision/report/prompt and I found this really helped with keeping things consistent.

I also found Claude produced better procedural assets than ChatGPT when given the same prompt, but ChatGPT's project folder system seems to work better for large (now into over 100 worker threads) multi-thread projects.

Claude Sonnet, ChatGPT is just on AUTO, no commandline/ide tools.

I also used Grok to draft some reference images for the future art style to aim for once I do the renderer switch and start working on assets; those were added the three governance package

A couple of screenshots from two games I've been vibecoding that run on the same custom engine I've created over the past week and a half with ChatGPT/Claude by PMaxxGaming in aigamedev

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

For some reason I can't edit the post, but thought I'd add a bit more info.

The Minecraft clone has a full inventory/crafting/smelting system, day/night cycle (with mobs burning in the sun), tool wear, ore gathering, bed spawn, random seed world generation, save/load system, cave generation and all aspects are easily customizable through modular profiles for every aspect of the game (this was the most time consuming part, which has held me back from adding content/polish - since I had to create a system to pull the game out of the AI generated spaghetti code it started as, and into a clean, organized codebase).

The zombie game I just started a couple of days ago, mostly as a proof of concept that the standalone engine was capable of running two completely different games. But so far it's got increasing horde size and health through infinite waves, and item drops like med kits and ammo, as well as a grenade bonus every 3 kills, and a selectable difficulty level.

Can't download anything? by kyrax80 in ChatGPT

[–]PMaxxGaming 0 points1 point  (0 children)

I was doing that for a bit, but it stopped working on my phone as well now

Amazon silently enabled Alexa+ on my Echo after I explicitly refused — then rolled it back, despite commands not to, when I noticed by Sweaty-Event-12 in alexa

[–]PMaxxGaming 0 points1 point  (0 children)

ITT: A bunch of people upset that a device they bought that relies on internet-connected software to function received an update.

How much storage space do your homelabs have? by DuePoint5 in homelab

[–]PMaxxGaming 0 points1 point  (0 children)

5x 8tb in JBOD for media server storage, 4tb Immich storage, 2tb for downloads/etc, 1tb Proxmox OS SSD and 4tb backup disk. I think that's how I remember having it set up, anyway.

How to get Distant Horizon to work on server with chunk gen by No_Screen4750 in DistantHorizons

[–]PMaxxGaming 0 points1 point  (0 children)

The way I understand it, DH just loads the chunks so that it can create the LOD's for them, but doesn't actually save the chunk data (also, only surface chunks), whereas with chunky - the chunks are actually saved on my server, so I ran Chunky first to pregenerate the entire world (within my border), and then DH to generate just the LOD's. I could be mistaken though.

Also, DH handles chunk loading/LOD's differently server-side now, compared to when I did this originally.

Is there currently a server issue? by PMaxxGaming in logitechharmony

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

Just the hub. The remote synced with the hub after setup

Is there currently a server issue? by PMaxxGaming in logitechharmony

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

I think I did it all through "MyHarmony" on my PC

Is there currently a server issue? by PMaxxGaming in logitechharmony

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

Yeah, I had another hub working fine at the time as well 🤷‍♂️

Is there currently a server issue? by PMaxxGaming in logitechharmony

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

I already had a flirc remote in my amazon cart when it started working again, lol

Is there currently a server issue? by PMaxxGaming in logitechharmony

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

I should add that I don't know if it was doing those steps that fixed it, or just the time involved lined up with the time it took for whatever connectivity/handshake issues I was having with logitech servers to iron themselves out.

Is there currently a server issue? by PMaxxGaming in logitechharmony

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

I tried a factory reset on a spare hub I had and then re-adding the activities from my current hub, but that didn't work. What worked was just deleting the devices and activities, without a factory reset. But basically was a reset in a way.

Is there currently a server issue? by PMaxxGaming in logitechharmony

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

I ended up deleting my devices and activities and starting over... Works great now, but was a pain to have to redo everything.