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i've had claude quietly building me a web based mobile-first 2D top down pixel fantasy game powered by Three.js in the background for a few weeks now, it's jam packed full of stuff: - brawl stars style combat across 10 different weapons and play styles - gear layering and...

19,751 Aufrufe • vor 7 Monaten •via X (Twitter)

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I asked Garry Tan how to use meta prompting to get better at AI: "My partners at YC Jared Friedman and Pete Koomen showed me how to do this. You can take almost anything that you do all the time and just drop it into a context window. And then say, “Here’s a bunch of inputs and outputs." And maybe you also add a bunch of notes. And then you tell it, “Write me a prompt that can act as an agent that takes this input and makes this output over here.” You can do this for almost any type of knowledge work. And you can even introspect. "What are things you notice that I did to convert this from the input to the output?”. And then you can just start using the prompt. Initially, it’s going to suck. Because it’s just not that smart yet. But what’s funny is now, I also use it to Iterate my writing. You can be very direct, "I would never say that", "Don’t say it like this", or "Oh, you used the long word there, use the short word". Just speak to it conversationally. And then when you're happy with the output, you can use that new output to make a new prompt. "Based on this conversation, give me a better initial prompt that incorporates all the things we talked about." And you can do this with literally everything. And in theory, there’s so much it applies to that people do day-to-day. You could use it for tweets. You could use it for editing podcasts. You can use it for pretty much everything. I have a folder of prompts that I use all the time. My YouTube prompt is on v27 or something. I'll go through this process with all the different max models. I'll use GPT 5.2 Pro. I’ll use Grok. I'll use Claude. Then, I’ll take all the outputs from all the models and put them into Claude and say "Here’s my prompt, here’s the output from four LLMs, including yourself. Rate each response and tell me what the pros and cons of each approach are." And I usually say "give it to me in numbered form". And then you can agree with one, disagree with two, tell it three is this or that. And then after that, you say given all of this, synthesize it."

The Peel

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Day 18. Building the game I've dreamed of for 15 years with AI. I've learned how to build proper levels with AI. I take the design and the architecture, and AI helps me put it all together and check the balance. I made the first level of my game almost entirely by hand. I wanted to understand how it works and what I like, from how big the trees should be to how the textures tile. After a day digging around in the terrain tools it all made sense, and I could see how much of it could be automated by painting zones. Claude helped me a lot with the tileable textures. Matching the colors took a ton of iterations, and that was the hardest part of the whole level. For level two I took a different route. I built myself a simple HTML planner with a logical map of the level, where I place everything and design the layout. Painting a level and making it fun to play are two different jobs, so I kept the design for myself. We even made automated tests with Claude: 2D simulations that show which routes a player takes and how hard the level is. They're rough, but they give a real sense of how the level plays. Once the plan was ready, I handed everything to Claude, and 3-4 hours later I had a working level. It reused the patterns from my first level, scattered objects unevenly so nothing looks placed on a grid, and generated extra props whenever I asked. I showed it one example, it picked up what worked, and we turned that into a skill for the next levels. The video is a quick flight over level two, then how it got there, from my first sketch to the version I play now.

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