Describe a game. Arcwright builds it in a real engine, and proves it works. Built by a non-coder directing Claude Opus 5.5 agents. New UPDATES every day.
Claude Opus 5.5 and I built a game engine in 2 weeks. This is what it renders now.
Fox Three. A scene from Night Shield, my jet game made in Arcwright.
The missile, the jet, the storm, the slow-mo launch: all built and rendered inside the engine. No outside 3D software.
This is how Claude Opus 5.5 checks its own work inside our engine.
One command shows a model from every side: the final render, the wireframe, and a normals map. The hitboxes and the skeleton can be drawn on top.
#gamedev#indiedev
@domo_yoro_ showing it with the camera zones and then without is such a good way to explain it. do you hand place every zone or do they snap to the room edges?
@EGVroom the yellow gbc is the perfect test unit lol. how does it hold up on the original screen with no backlight? mode 7 smear on that lcd must be wild
Early step toward real physical reactions.
A shot character used to go limp the instant it was hit. Now it buckles, the hands go out to catch the fall, and the muscles let go limb by limb.
Full active ragdolls are next. Built with Claude Opus 5.5. #gamedev
@Zenity07 walking up to whiterun's gate in a ten day old engine is nuts. we're building our own engine with claude too so this one hits home. what's been the hardest part so far, reading the file formats or getting it to render right?
@DivineStudi0s a bokeh blade slider in a photo mode is a deep cut, love that. freezing it mid fight with all the leaves hanging in the air is going to make for some sick shots
@OzAshborne her reflection following the dash across the water is such a nice touch. also that heart creature running the shop is gloriously creepy lol
Our hitboxes covered only 33-44% of each character. A zombie in a jacket is wider than the capsule under it, and hands had no hitbox at all.
Now every character's hitboxes are fitted to its own body: 85% coverage, plus hands and neck.
Built with Claude Opus 5.5. #gamedev
@EmptyCansLab oh that holds up really well, you can still see the far wall of the well from down there. kinda want to try this for sewer drains now lol
@ericnofsinger fair, that's exactly where we're headed. next up is hit reactions while they're still alive, so where you shoot actually changes the fight
A round in slow motion, in our own engine. It hits, a red mist sprays out, and the hole shows up in the wall behind.
Arcwright is in Early Access. Still rough around the edges, getting better every day.
Built with Claude Opus 5.5. #gamedev