2/ Object hierarchy Before, every object in a scene floated independently — there was no way to say "this is a cart, those are its wheels, move them together." Now you can: set parent: car and the object is glued to its parent.
9/ The video The gameplay clip was also recorded by the agent. Took 3 takes to get one worth posting. The whole video = roughly 2 days of engine progress.
10/ Studs (what didn't work) Tried for Roblox-style bumps on bricks. The agent wrote a canvas-based texture generator that tiles to each face — but it doesn't read as LEGO. Looks like tile with dots printed on it. Needs real geometric volume. Coming back to this one.
6/
- Pillars at varying heights
- A moving platform
- Lava with stepping-stone rocks
- Checkpoints with auto-save
- Respawn + death counter
- Finish line
8/ Then it wrote an AI player that actually beats the level: aims with the mouse, runs with WASD, jumps with Space. A bot completing the bot's own course.
3/ To avoid dragging heavy 3D models into the repo, the agent built a procedural "boxbot" — a blocky humanoid generated in code. 6 bones, 5 clips via keyframe tracks. Stays lightweight and lives in source.
2/ Character animation The player used to be a capsule. Now: a skeletal humanoid with idle / walk / run / jump / fall, smooth transitions, and the current animation frame even persists into save files.
10/ Games built on it are still very primitive — these are literally the first steps. The engine itself is mostly being written by Claude Code; it drives where it thinks best, I supervise.
1/ Building a dead-simple AI agent orchestration system from scratch to automate routine dev tasks.
No servers. No queues. No heavy frameworks. Just shell scripts, markdown files, and Claude Code CLI.
Here is how I’m doing it: 👇🧵
5/ The Assembly Line
Before triggering an execution, a simple shell script glues these 4 Markdown files together into a single prompt for the CLI.
This gives the agent all the context it needs to act, learn, and maintain continuity without any extra backend overhead.