47 pointsby kalcode3 hours ago9 comments
  • lantry2 minutes ago
    I have also been using LLMs (mostly claude code) to develop a game with Rust and Bevy, and it seems to work very well. The strictness of rust seems to really help them get the code right, and the ECS architecture seems to make it easy for them to reason about how things work (because they only need to hold a few systems and components in context at a time).
  • qwertyastronaut2 hours ago
    What is it about the space industry life that makes us developers adore it so much? :p

    X4 Foundations just got a big update if you’re looking for a game built around this industry sandbox idea.

    • zipy12410 minutes ago
      Ooooh didn't know it had an update! Thanks for posting.
    • natebc42 minutes ago
      https://store.steampowered.com/app/4382310/Warp_to_Sector_On...

      I came across this recently ... hints of Tradewars from the good old days.

    • aliasxneoan hour ago
      Really wish they would spend a cycle or two on the automation/economy side. I know they've been really into combat lately. It's one of those games where the scale is exhilarating and then you spend hours cursing at the screen as the NPCs completely ignore all of the logistical rules you painstakingly setup.
  • dangoodmanUTan hour ago
    throws away spec doc for my own

    Are we all having this idea?

  • digilypse43 minutes ago
    I just started working on some similar stuff, it’s been a dream forever but I never had time for the payoff to feel worthwhile. Would love to hear more about your Claude workflow and experience with Bevy, did you consider Godot?
    • kalcode27 minutes ago
      I did! I am more familiar with Godot but just ran into performance issues and then switched off their node scene straight to their rendering API, which made me feel like I abandoned Godot at that point. I am sure it could be optimized more but I want to worry less about chucking rendering and more scaling the economy simulation the further it went out, thus the more things to render, the harder it was for Godot.

      Bevu/Rust just made it easier to brute force that scaling, since they have smaller footprints (overhead?)for each thread/process spawning.

  • hersko2 hours ago
    Neat idea!

    I think it would be cool if you can host a simulation and enable online viewers. Have the simulation accessible from a website (god-mode disabled of course), and have an agent generate some sort of newspaper or news bulletin of interesting things that happen.

  • sulam2 hours ago
    It’s fun to see projects like this that seem largely unlocked by LLM assistance, and probably wouldn’t even get started if it weren’t for them. I know the hype cycle for LLMs seems to have hit its peak already, but I am fully convinced we are still in the early days of what we’ll be doing with them in software development. The only problem I see with projects like this is that there could be so many of them. Personally I’ve built at least 5 things that I had thought would be fun, but realistically I just didn’t have the time. Now I do, and if they only scratch my personal itches, that’s okay.
    • kalcode44 minutes ago
      Yup, lots of stuff I'd love to dive into that having an assistance coder makes way more approachable on nights or weekends to get things done.

      And yah, ideally there should be tons more! The shift will be interesting.

  • nixpulvis17 minutes ago
    Not using big_space :(
  • thomascountzan hour ago
    Reminds me of SpaceTraders[1]

    [1]: https://spacetraders.io/

  • spacecadetan hour ago
    You might also like my AI written zero player game/sim: https://github.com/derekburgess/simcraft

    The whole thing originated years ago to see what LLMs were capable of. Just spent a chunk of my Fable access hacking away at it. Is it intended to be 100% realistic, no. Its more art, tho I do try to lean into physics...