Attempting a Game

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Attempting a game — derekrodriguez.dev

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&ldquo;Build and ship a computer game&rdquo; is on many a programmer&rsquo;s bucket list, mine<br>included. However, I am quite cognizant of the reality that most people who<br>claim &ldquo;if only you could make game X with Y&rdquo; don&rsquo;t know what they&rsquo;re talking<br>about, because even if they are a programmer, they haven&rsquo;t worked in the game<br>industry or even in consumer software. Yours truly is guilty on all counts.

While I am far from the first to be pushing the frontier on using LLMs to<br>attempt to generate games, it does seem that 5.6 Sol at xhigh effort is at a<br>threshold where it can work on ambitious feature sets within a single prompt<br>without collapsing under the weight of its own slop, if you cast the right<br>spells steer the model through one small chunk at a time and pay down tech<br>debt as you go with regular codebase audits.

Games seem particularly interesting because quite frankly, instead of the<br>typical priorities you&rsquo;d need in B2B-SaaS land, &ldquo;game feel&rdquo; is king and<br>whatever your code looks like is secondary. I&rsquo;d assume intimate knowledge of a<br>codebase usually goes hand-in-hand with honing game feel, but what if you can<br>just run enough experiments with a cheap model once you&rsquo;re mostly<br>feature-complete? Of course, you need to have the wisdom to know that the<br>change you&rsquo;re tweaking isn&rsquo;t gonna be a major refactor…

Perhaps this is just a bout of psychosis, but I have been really, really<br>impressed by 5.6 Sol. I had been collecting notes on Inverse Kinematics<br>and combined them with notes on other locomotion papers like this one<br>and it produced an IK system that plays quite well with Box3D.

I think I want to FAFO. But don&rsquo;t get it twisted, the point here isn&rsquo;t to say<br>&ldquo;I&rsquo;m making a game engine&rdquo;, but it is to say &ldquo;if video games are all about<br>feel, then a vibed engine should be perfectly suitable for experiments in game<br>feel, no?&rdquo;. I&rsquo;m not gonna run towards anything too groundbreaking, but over<br>the course of the past few days, I have been very, very impressed with how<br>much I could get done with my own engine cobbled together from open-source C++<br>libraries.

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