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Claude Code built roughly 95% of this procedural pixel creature engine from a single detailed prompt. No premade sprites. No AI-generated textures. Just Godot, C#, and code generating body plans, rigs, animations, mutations, and pixel art across 9 creature families. The prompt wasn’t a vibe. It was an engineering...

30,659 просмотров • 7 дней назад •via X (Twitter)

Комментарии: 65

Фото профиля Lily
Lily7 дней назад

Maybe credit the indie creator whose work is clearly heavily referenced. @TheRujiK

Фото профиля Jurly
Jurly6 дней назад

@TheRujiK fair point — i’ll add a clear credit to TheRujiK.

Фото профиля Anupam Haldkar 
Anupam Haldkar 7 дней назад

A single engineering-spec prompt forced Claude to invent a deterministic body-plan + rig + pixel-raster pipeline that stays consistent across 9 families and 8 directions, which is the hard part most AI codegen still fumbles.

Фото профиля Jurly
Jurly7 дней назад

yep, keeping anatomy coherent across directions was the real grind lol

Фото профиля ِAnis Marrouchi
ِAnis Marrouchi6 дней назад

My agents are on a small version of this today: a character for my Mac assistant, drawn in code. Four Swift files, 749 lines, no sprites. The slow part is me. I've refused three names and a tail so far, and it still has no name.

Фото профиля Jurly
Jurly6 дней назад

four files, zero sprites, still stuck on the tail lol

Фото профиля Deep
Deep7 дней назад

95% from one prompt sounds right. what i always fight is the same creature looking different on the next run, so now i lock the seed.

Фото профиля Jurly
Jurly7 дней назад

seed locking is huge for iteration, especially when tuning mutations lol

Фото профиля Deep
Deep7 дней назад

Yes exactly

Фото профиля andrew davis ✨
andrew davis ✨6 дней назад

sucks

Фото профиля hn
hn6 дней назад

yo this is what i need right now. don't even know procedural characters and animations can be this expressive.

Фото профиля Jurly
Jurly6 дней назад

that’s the fun part, the seeds make them all feel different lol

Фото профиля Leonardo
Leonardo7 дней назад

The quality of the output really shows how much a well structured prompt can accomplish with AI coding tools.

Фото профиля Jurly
Jurly7 дней назад

a tight spec makes all the difference tbh.

Фото профиля Sebastian Buzdugan
Sebastian Buzdugan6 дней назад

engineering spec beats vibe coding every time

Фото профиля Jurly
Jurly6 дней назад

tbh the spec did most of the heavy lifting lol

Фото профиля Viacheslav Sheikin
Viacheslav Sheikin6 дней назад

looks really cool. work like yours really inspires me

Фото профиля Jurly
Jurly6 дней назад

that means a lot, thanks for checking it out!

Фото профиля Som Dutt | AI/ML Analyst
Som Dutt | AI/ML Analyst6 дней назад

that's amazing

Фото профиля EDDY VU
EDDY VU7 дней назад

Curious what that remaining 5% was that required manual intervention to tie it all together.

Фото профиля Jurly
Jurly7 дней назад

Mostly fixing integration bugs and tightening the output, tbh.

Фото профиля EDDY VU
EDDY VU7 дней назад

The classic glue code grind. Getting consistent output always eats half the sprint.

Фото профиля Mark Badman
Mark Badman6 дней назад

Finally cool art for games.

Фото профиля Jurly
Jurly6 дней назад

procedural creatures finally escaping the spreadsheet lol

Фото профиля Jagat
Jagat6 дней назад

do you also have such engineering spec or guideline as such published anywhere?

Фото профиля Jurly
Jurly6 дней назад

yep, the full spec is in the repo linked in the comments.

Фото профиля =
=6 дней назад

lifeless

Фото профиля Vlad
Vlad6 дней назад

Nice that kooks dope, im working on implementing animations into my game as well im having a hard time finding a way to get claude to make stuff in blender that doesn’t look like it came out of roblox. Haven’t even attempted animation yet

Фото профиля Jurly
Jurly6 дней назад

blender gets roblox-y fast lol. tight style refs help a ton

Фото профиля Vlad
Vlad6 дней назад

I usually create detailed prompts before sending it, ive resorted to downloading various reference models for it to work with and its slowly getting better but its still not really where I want it to be

Фото профиля Aaron M Harris
Aaron M Harris6 дней назад

I loved as a kid the game "Star Wars: Gungan Frontier". This would be awesome to make procedural expansions. 🤔

Фото профиля Jurly
Jurly6 дней назад

oh man, procedural Gungan Frontier creatures would be wild lol

Фото профиля TingInTheHouse
TingInTheHouse6 дней назад

You use Claude to generate the pixel art and animations?

Фото профиля Jurly
Jurly6 дней назад

nope, it generated them in code—no AI art assets involved.

Фото профиля Van Hellsing
Van Hellsing6 дней назад

Nice

Фото профиля Nothingburger connoisseur
Nothingburger connoisseur6 дней назад

Needs more juicing on the animations. I know what I am seeing. My project always requires a couple of rounds of juicing, trying to figure out a spec to have Clod oneshot it.

Фото профиля Jurly
Jurly6 дней назад

yep, animation juice is the next pass. getting claude to nail feel is tough lol

Фото профиля Nothingburger connoisseur
Nothingburger connoisseur6 дней назад

Tell me about it. But it's doable, at least.

Фото профиля wehneh
wehneh6 дней назад

on the one hand very cool, on the other =( @TheRujiK spent years building this

Фото профиля Jurly
Jurly6 дней назад

@TheRujiK fair point, should’ve credited the years of work more clearly.

Фото профиля WAGMI Salad
WAGMI Salad6 дней назад

Assuming we have several premade assets ie. Characters or monsters, can we influnce the result to generate completely new set of characters while maintain the style of existing premade set?

Фото профиля Jurly
Jurly6 дней назад

yep, use the existing set to define style rules, then generate new characters within them.

Фото профиля UN Why
UN Why7 дней назад

That’s some impressive creativity and coding!

Фото профиля Jurly
Jurly7 дней назад

thanks! claude did the heavy lifting, i wired it all together lol

Фото профиля Mahira
Mahira7 дней назад

A single prompt building this much is impressive.

Фото профиля Jurly
Jurly7 дней назад

the spec did a lot of the heavy lifting lol

Фото профиля R Aren Alejo Vazqa, agentic CEO
R Aren Alejo Vazqa, agentic CEO6 дней назад

Is the ARCHITECTURE.md the spec you wrote? 🤔🧐

Фото профиля Jurly
Jurly6 дней назад

yep, architecture.md is the spec, expanded as the build evolved lol

Фото профиля R Aren Alejo Vazqa, agentic CEO
R Aren Alejo Vazqa, agentic CEO6 дней назад

Cool. I hope you don't mind if I study what's in there. 😬🤗

Фото профиля M Amir
M Amir6 дней назад

Such a clean prompt-to-video result.

Фото профиля Jurly
Jurly6 дней назад

thanks! the seed system does most of the heavy lifting lol

Фото профиля Thusatharan
Thusatharan7 дней назад

procedural beasts

Фото профиля Vini
Vini7 дней назад

A creature engine from one prompt, wow.

Фото профиля Jurly
Jurly7 дней назад

wild what one detailed spec can turn into lol

Фото профиля Marcel Velica
Marcel Velica6 дней назад

That’s a pretty wild example of what a detailed prompt can drive when the underlying workflow is well defined.

Фото профиля Jurly
Jurly6 дней назад

yep, the workflow matters as much as the prompt tbh

Фото профиля ゆん茶 「漫画で読めるAIニュース」
ゆん茶 「漫画で読めるAIニュース」6 дней назад

Create Walking Creatures Without Drawing 1/1 I explained this as a manga.

Фото профиля Jurly
Jurly6 дней назад

lol, one walk cycle is where dreams go to die

Фото профиля Tak 🦞
Tak 🦞7 дней назад

neat

Фото профиля Zoui
Zoui6 дней назад

very cool

Фото профиля Luiz Marques de
Luiz Marques de6 дней назад

well, considering natural bodies in real world are made by (genetic) code, it becomes less difficult to see AI finding a way to generate them by code as well

Фото профиля Jurly
Jurly6 дней назад

yep, evolution’s been running procedural generation for a while lol

Фото профиля Rubens Soto | AI & SaaS
Rubens Soto | AI & SaaS7 дней назад

What are you excuses to not create a game? hahaha

Фото профиля Jurly
Jurly7 дней назад

lol, mostly scope creep and an unreasonable attachment to sleep

Фото профиля Sashi
Sashi7 дней назад

Its crazy

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