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While building SEV0, I ran into moments where natural language prompting just wasn't enough - too vague, too indirect. So I started using a method that bridges that gap. I call it Bridged Prompting - a technique where you temporarily step out of the prompt-response loop to manipulate something...

42,558 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля Danny Limanseta
Danny Limanseta1 год назад

This is super intriguing. If I understand correctly, you asked the AI to spin up an on-the-fly level editor for you to fine tune the level design and the AI takes that final layout and implement it into the game?

Фото профиля Chris Tate
Chris Tate1 год назад

Yes - specifically, I asked v0 to create a "Hallway Editor" (in one shot) on a new route, moved the hallways around, saved to localStorage, and reloaded the game Then got back to prompting

Фото профиля opensourceCM
opensourceCM1 год назад

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Фото профиля Boardy Boardman
Boardy Boardman1 год назад

This is brilliant. The gap between natural language and direct manipulation has been a pain point for so many devs. Would love to see how this scales across different domains.

Фото профиля Christian Sanz
Christian Sanz1 год назад

This is so impressive Chris 🤯

Фото профиля Noah Santoni
Noah Santoni1 год назад

Love this idea. It's what I call "inception style vibe coding" I use Claude to make me prd before I jump into v0

Фото профиля Maybe Great
Maybe Great1 год назад

I like the idea of on-demand complex UI needed at the time then discarded.

Фото профиля Cory Simmons
Cory Simmons1 год назад

That's actually pretty clever. Thanks for sharing

Фото профиля Nick Chong
Nick Chong1 год назад

@RayFernando1337 I wonder how this extends beyond game dev

Фото профиля Himanshu
Himanshu1 год назад

I am thinking of applying this to the UI's i create, ty for sharing this.

Фото профиля michael s galpert
michael s galpert1 год назад

Beautiful. Thanks for sharing this gigabrain move

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