Recent submissions

Comment · 7 days ago
Main reason at the start was blatant curiosity of what the pros and cons would be and if AI could manage it!

Since the games systems were already well defined - aka generating a race, tight budget per tick, automated tests - and it can all be replayed and compared. So every tick things happen, we can compare the hash with output of Lobster, prove the game has been ported cleanly. With lobster we can play hundreds of games in a few seconds to test, check balance etc. So the performance boost was worth it already.

When I realised that was possible I decided to give it a go and see what other benefits! Having it run on android, faster tests, faster generation. And now moving to voxels for units so I can generate their art more reliably. Realising no engine gives a lot of freedom, and planning to release it as an RTS engine to build on now

No optimisation plugins or anything. Just tight control of claude. Every time something slow; tests, load time, unit generation (creating the art) - I solved it architecturally doing a deep dive and rework to solve the issued - new tooling etc

Comment · 7 days ago
I use AI a lot these days, but I was still beyond impressed that not on could Claude make a game in a day that was finished enough to enjoy - but it could remove the whole game engine too and port it to Android. Love or hate AI, I'm really enjoying being able to finally make a game of my own without the intense time sink it would have needed a year ago...aka 3-6 months ago.
Comment · 8 months ago
Thanks! It's a fun demo of Bare Native, Zork everywhere!

Powered by Bare Native, demonstrating "server" side rendering from the main Bare process rendering a Window and WebView cross platform. Compiles for MacOS, Windows, Linux, Android and iOS.

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