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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 次观看 • 7 天前 •via X (Twitter)

65 条评论

Lily 的头像
Lily7 天前

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

Jurly 的头像
Jurly6 天前

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

Anupam Haldkar  的头像
Anupam Haldkar 7 天前

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.

Jurly 的头像
Jurly7 天前

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

ِAnis Marrouchi 的头像
ِAnis Marrouchi6 天前

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.

Jurly 的头像
Jurly6 天前

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

Deep 的头像
Deep7 天前

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.

Jurly 的头像
Jurly7 天前

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

Deep 的头像
Deep7 天前

Yes exactly

andrew davis ✨ 的头像
andrew davis ✨6 天前

sucks

hn 的头像
hn6 天前

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

Jurly 的头像
Jurly6 天前

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

Leonardo 的头像
Leonardo7 天前

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

Jurly 的头像
Jurly7 天前

a tight spec makes all the difference tbh.

Sebastian Buzdugan 的头像
Sebastian Buzdugan6 天前

engineering spec beats vibe coding every time

Jurly 的头像
Jurly6 天前

tbh the spec did most of the heavy lifting lol

Viacheslav Sheikin 的头像
Viacheslav Sheikin6 天前

looks really cool. work like yours really inspires me

Jurly 的头像
Jurly6 天前

that means a lot, thanks for checking it out!

Som Dutt | AI/ML Analyst 的头像
Som Dutt | AI/ML Analyst6 天前

that's amazing

EDDY VU 的头像
EDDY VU7 天前

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

Jurly 的头像
Jurly7 天前

Mostly fixing integration bugs and tightening the output, tbh.

EDDY VU 的头像
EDDY VU7 天前

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

Mark Badman 的头像
Mark Badman6 天前

Finally cool art for games.

Jurly 的头像
Jurly6 天前

procedural creatures finally escaping the spreadsheet lol

Jagat 的头像
Jagat6 天前

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

Jurly 的头像
Jurly6 天前

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

= 的头像
=6 天前

lifeless

Vlad 的头像
Vlad6 天前

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

Jurly 的头像
Jurly6 天前

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

Vlad 的头像
Vlad6 天前

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

Aaron M Harris 的头像
Aaron M Harris6 天前

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

Jurly 的头像
Jurly6 天前

oh man, procedural Gungan Frontier creatures would be wild lol

TingInTheHouse 的头像
TingInTheHouse6 天前

You use Claude to generate the pixel art and animations?

Jurly 的头像
Jurly6 天前

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

Van Hellsing 的头像
Van Hellsing6 天前

Nice

Nothingburger connoisseur 的头像
Nothingburger connoisseur6 天前

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.

Jurly 的头像
Jurly6 天前

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

Nothingburger connoisseur 的头像
Nothingburger connoisseur6 天前

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

wehneh 的头像
wehneh6 天前

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

Jurly 的头像
Jurly6 天前

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

WAGMI Salad 的头像
WAGMI Salad6 天前

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?

Jurly 的头像
Jurly6 天前

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

UN Why 的头像
UN Why7 天前

That’s some impressive creativity and coding!

Jurly 的头像
Jurly7 天前

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

Mahira 的头像
Mahira7 天前

A single prompt building this much is impressive.

Jurly 的头像
Jurly7 天前

the spec did a lot of the heavy lifting lol

R Aren Alejo Vazqa, agentic CEO 的头像
R Aren Alejo Vazqa, agentic CEO6 天前

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

Jurly 的头像
Jurly6 天前

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

R Aren Alejo Vazqa, agentic CEO 的头像
R Aren Alejo Vazqa, agentic CEO6 天前

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

M Amir 的头像
M Amir6 天前

Such a clean prompt-to-video result.

Jurly 的头像
Jurly6 天前

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

Thusatharan 的头像
Thusatharan7 天前

procedural beasts

Vini 的头像
Vini7 天前

A creature engine from one prompt, wow.

Jurly 的头像
Jurly7 天前

wild what one detailed spec can turn into lol

Marcel Velica 的头像
Marcel Velica6 天前

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

Jurly 的头像
Jurly6 天前

yep, the workflow matters as much as the prompt tbh

ゆん茶 「漫画で読めるAIニュース」 的头像
ゆん茶 「漫画で読めるAIニュース」6 天前

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

Jurly 的头像
Jurly6 天前

lol, one walk cycle is where dreams go to die

Tak 🦞 的头像
Tak 🦞7 天前

neat

Zoui 的头像
Zoui6 天前

very cool

Luiz Marques de 的头像
Luiz Marques de6 天前

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

Jurly 的头像
Jurly6 天前

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

Rubens Soto | AI & SaaS 的头像
Rubens Soto | AI & SaaS7 天前

What are you excuses to not create a game? hahaha

Jurly 的头像
Jurly7 天前

lol, mostly scope creep and an unreasonable attachment to sleep

Sashi 的头像
Sashi7 天前

Its crazy

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