Warp's founder hasn't written a line of code in six months. He still ships all the time.
In 20 mins Zach Lloyd (ex-Google, 65K GitHub stars on Warp) shows the loop where agents do the coding.
03:15 - the full dev loop and where humans step in
10:03 - a triage agent that splits easy and hard issues
11:46 - monitoring that feeds crashes back into the loop
13:57 - observer agents that improve agent skills
19:12 - human taste and deciding what to build
I've seen $500 courses that teach less than this.
Watch it first, then read the article below and make your agents fix their own bugs.
Claude Code vs Blender is getting f*cking ridiculous
One approach builds a jet engine by hand
The other turns a written description into a programmable 3D scene with rotating turbines, mechanical components, realistic materials, and cinematic camera movement
And the difference goes way beyond modeling speed
Traditional Blender workflow:
> MODEL individual mechanical components
> POSITION and assemble the geometry
> CONFIGURE materials, lighting, and cameras
> ANIMATE every moving mechanism
> REWORK the scene when specifications change
Claude Code + Blender Python:
> GENERATE geometry from parameters
> ASSEMBLE components programmatically
> CONTROL turbine rotation through variables
> AUTOMATE lighting and camera movements
> REBUILD variations by editing the script
The interesting part isn't that AI magically replaces Blender
It's that Claude Code can operate Blender through Python, turning repetitive manual work into a reproducible system
Want to test the difference?
Open Claude Code and ask:
"Generate a Blender Python script for a detailed turbofan engine with separate compressor and turbine stages, parameterized blade counts, independent shaft rotation, metallic materials, and a cinematic camera orbit
Keep the geometry modular and expose the main parameters so I can regenerate variations without remodeling everything"
Blender remains the rendering engine
Claude Code changes how you build and control the scene
Bookmark this workflow before your next 3D project
MOJANG AND ROCKSTAR WILL NEVER DO THIS COLLAB. SO I DID IT MYSELF IN ONE HOUR WITH REA + OPUS 5.5
i took minecraft apart, and an hour later i was throwing ender pearls at the cops in los santos
one free repo lets your AI agent open a game on your PC, find the exact code behind every item, cooldown and hit, and rebuild it in another game your way
here's how i crossed minecraft with GTA, step by step:
step 1 → install REA in one prompt: npx rea-agents setup, approve the plan, restart claude code
step 2 → open the jar: minecraft is java, so REA reads the bytecode straight away. no engine, no decompiler setup
step 3 → find the items: tell REA to search for pearl, sword and firework. it lands on the exact methods that own them
step 4 → prove it in play: 60 seconds of real gameplay while REA watches, and every cooldown and stack size gets confirmed
step 5 → write it down: ender pearl · 20 ticks cooldown · 5 damage on landing · stacks of 16. every number goes into SPEC.md with the proof next to it
step 6 → rebuild it in GTA: opus 5.5 writes the mod from SPEC.md only, with my own models. not one line of minecraft's code
step 7 → grade it: tests run against what REA observed. 4 claims passed, 1 got flagged as unknown
mojang made the items, rockstar made the city, and REA + opus 5.5 did the collab neither of them would sign off on
which two games should i smash together next? ↓