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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... show more
42,558 просмотров • 1 год назад •via X (Twitter)
Комментарии: 11

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?

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

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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.

This is so impressive Chris 🤯

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

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

That's actually pretty clever. Thanks for sharing

@RayFernando1337 I wonder how this extends beyond game dev

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

Beautiful. Thanks for sharing this gigabrain move
