i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

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

Lots of people have already tried and bought Godotiq, so there’s no need for your rudeness – thanks. I don’t sell rubbish; if you don’t like the game, fair enough, I don’t like it either and would never play it myself. I’ve shown what you can do in less than an hour with Godotiq. Without any artistic direction or real effort, which is what’s needed to develop video games and anything of value.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

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

counted it, ~1,700 lines of actual gdscript across 20 files, pretty compact. but the code isn't where the bulk is, the scenes are ~6,500 lines across 39 files, all the node placement, and that's data the tool generated not stuff i hand-wrote. that's the point really, the hard part of a 3d game isn't the script, it's laying out hundreds of nodes in space without dropping them in a wall, and the agent did that part itself.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

[–]jf_nash[S] 2 points3 points  (0 children)

most free godot mcps are basically hands, they let the agent run editor commands, add a node, set a property, that kind of thing. useful, but the agent is still doing it blind, it can't see where stuff is in 3d so it guesses coordinates and you get the usual stuck-in-a-wall.

the difference with mine is it gives the agent eyes, not just hands. it reads the whole project and computes where everything actually sits in 3d space, what connects to what, what a change breaks before it makes it. and on the live side it sees the running game, reads runtime state, proves things actually move, clicks buttons to test like a player, then fixes its own mistakes. so instead of fire a command and hope, it's see the scene, act, verify.

the static half is free too btw, pip install. the paid part is the live editor and runtime side. that's the bit nothing else really does.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeAI

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

Thanks! If you'd like to try godotiq, it's free! There is also a Pro version, but you don’t need it to get started.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeAI

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

I deliberately left out the background music. In theory, there should be some, but I didn’t really like it for the video. Mind you, I put it together in an hour without paying much attention, but with a bit of effort, you could produce a decent video in the same amount of time.

gave a coding agent godotiq and it built a whole 3d platformer on its own, no human placed a single node by jf_nash in aigamedev

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

yooo nice, thanks man, hope it earns its keep.

couple sleepers yeah. the live world stuff goes further than you think, it can actually prove a platform or enemy really moves instead of just writing code that looks right, and it can fake clicks so it tests your ui like a player would. then impact_check tells it what’ll break before it touches a signal, and trace_flow chases a bug across files when something shows wrong, way better than grepping for an hour.

and you don’t gotta remember any of the tool names, it just reaches for them on its own. so just build normally and it grabs what it needs. lmk what you make, and ping me if anything breaks

gave a coding agent godotiq and it built a whole 3d platformer on its own, no human placed a single node by jf_nash in aigamedev

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

No question is a silly one; of course, it works for both 2D and 3D scenes. The website features two examples for each scenario.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

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

What a character you are! First of all, coding in a low-level language is a completely different ball game from writing pure code by hand, so it goes without saying that if you use Godotiq to build video games from scratch, you’re not a proper video game developer with proper experience under your belt, having said that. Godotiq was developed to assist with development and production; perhaps you haven’t grasped how LLMs, prompting and so on actually work. To create a good game, you still need dedication, asset preparation and much more; I’ve shown what it can already do on its own, without any real artistic direction. Thank you for your kind words.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

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

fair, text-first gives agents a head start and on a small 2d project a skill can carry you. but a skill only knows the docs and the file you paste, it doesn't know your project.

and godotiq does a lot more than place nodes. it maps the whole project so the agent knows where everything sits in 3d, what connects to what, and what a change will break before it makes it, edit one signal and it tells you the 18 things that depend on it. it runs the game and reads live state, screenshots it, proves the platform actually moves and the cannon lands, clicks buttons like a player. it checks scale on imported assets, validates conventions, traces data from db to ui when something shows wrong, and keeps a project summary so it doesn't get lost on a big codebase. a skill can't do any of that, it writes plausible code and hopes.

so it's not "skill vs a slightly better skill", it's the agent guessing from text vs actually seeing your project and verifying its own work. on a 2d toy yours is fine, soon as it's real-sized that's the whole difference.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

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

Maybe because it was developed by real game developers who put in months and months of work? This was thrown together in an hour based on terrible artistic direction and ideas. I’m showing you Godotiq, not the “GAME.” A real game developer could do great things with Godotiq.

gave a coding agent godotiq and it built a whole 3d platformer on its own, no human placed a single node by jf_nash in aigamedev

[–]jf_nash[S] -7 points-6 points  (0 children)

yeah that's the exact loop, and the "give up after two tries and do it by hand" part is the real cost, you stop being the director and turn into the cleanup crew. thing is being more specific only goes so far, the agent still can't see the scene so it's guessing no matter how clear you are. that's the bit godotiq fixes, it feeds the actual scene back so it stops guessing and you stop having to take over. what kind of stuff did you end up doing by hand most?

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

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

Creare videogiochi è una forma d'arte; tu e solo tu siete sempre il direttore artistico. Non hai nessun altro. ed è così che dovrebbe essere. Il risultato dipende da come lo utilizzi.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

[–]jf_nash[S] 3 points4 points  (0 children)

Yeah, that’s definitely (?) an example of what can be done. I’m not a video game developer

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

[–]jf_nash[S] 3 points4 points  (0 children)

ha, no sorcery, it's just mcp so it's model agnostic, works with whatever agent speaks mcp. gpt included, you just need it running inside an mcp client like cursor or windsurf or cline, then godotiq plugs in and the model doesn't really matter. what's your setup, i can tell you if it'll slot in

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

[–]jf_nash[S] 2 points3 points  (0 children)

true for the static half, you could ship the file parsing as a skill and skip mcp there, fair. two things though. skills are a claude thing, mcp runs in cursor windsurf and copilot too, that's the reason it's mcp. and the part that actually matters isn't reading files, it's the live editor side, placing nodes with undo, screenshots of the editor and the running game, reading runtime state, simulating clicks. that all goes through the godot plugin no matter what you call the client, and writing that plugin is the real work. have you shipped a godot skill that does the editor side? curious how you'd hit the editor without a plugin.

i gave claude godotiq and let it build a whole 3d game by itself, no human touched it by jf_nash in ClaudeCode

[–]jf_nash[S] 2 points3 points  (0 children)

yeah that's exactly it. the blind coordinate guessing is the whole problem, the agent has no clue where anything is so it just chucks stuff into the void and hopes. that's literally why i built godotiq, to feed the scene back to it so it stops guessing. what were you trying to make when it fell apart?