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Meta’s renewed commitment to jemalloc

https://engineering.fb.com/2026/03/02/data-infrastructure/investing-in-infrastructure-metas-renew...
262•hahahacorn•3h ago•107 comments

The “small web” is bigger than you might think

https://kevinboone.me/small_web_is_big.html
233•speckx•4h ago•88 comments

Mistral Releases Leanstral

https://mistral.ai/news/leanstral
19•Poudlardo•48m ago•2 comments

My Journey to a reliable and enjoyable locally hosted voice assistant (2025)

https://community.home-assistant.io/t/my-journey-to-a-reliable-and-enjoyable-locally-hosted-voice...
270•Vaslo•8h ago•88 comments

Language Model Teams as Distrbuted Systems

https://arxiv.org/abs/2603.12229
51•jryio•4h ago•16 comments

Why I love FreeBSD

https://it-notes.dragas.net/2026/03/16/why-i-love-freebsd/
294•enz•10h ago•121 comments

Nvidia Launches Vera CPU, Purpose-Built for Agentic AI

https://nvidianews.nvidia.com/news/nvidia-launches-vera-cpu-purpose-built-for-agentic-ai
67•lewismenelaws•1h ago•42 comments

AnswerThis (YC F25) Is Hiring

https://www.ycombinator.com/companies/answerthis/jobs/CNdatw5-founding-engineering-lead
1•ayush4921•47m ago

Show HN: Claude Code skills that build complete Godot games

https://github.com/htdt/godogen
79•htdt•5h ago•25 comments

Launch HN: Voygr (YC W26) – A better maps API for agents and AI apps

52•ymarkov•5h ago•30 comments

Apideck CLI – An AI-agent interface with much lower context consumption than MCP

https://www.apideck.com/blog/mcp-server-eating-context-window-cli-alternative
101•gertjandewilde•6h ago•91 comments

Polymarket gamblers threaten to kill me over Iran missile story

https://www.timesofisrael.com/gamblers-trying-to-win-a-bet-on-polymarket-are-vowing-to-kill-me-if...
1152•defly•9h ago•757 comments

Starlink Mini as a failover

https://www.jackpearce.co.uk/posts/starlink-failover/
136•jkpe•13h ago•134 comments

On The Need For Understanding

https://blog.information-superhighway.net/on-the-need-for-understanding
44•zdw•4d ago•16 comments

Corruption erodes social trust more in democracies than in autocracies

https://www.frontiersin.org/journals/political-science/articles/10.3389/fpos.2026.1779810/full
607•PaulHoule•10h ago•308 comments

US Job Market Visualizer

https://karpathy.ai/jobs/
360•andygcook•6h ago•280 comments

Home Assistant waters my plants

https://finnian.io/blog/home-assistant-waters-my-plants/
225•finniananderson•4d ago•117 comments

Cert Authorities Check for DNSSEC from Today

https://www.grepular.com/Cert_Authorities_Check_for_DNSSEC_From_Today
73•zdw•23h ago•133 comments

Lazycut: A simple terminal video trimmer using FFmpeg

https://github.com/emin-ozata/lazycut
125•masterpos•9h ago•41 comments

AirPods Max 2

https://www.apple.com/airpods-max/
148•ssijak•8h ago•275 comments

Kona EV Hacking

http://techno-fandom.org/~hobbit/cars/ev/
102•AnnikaL•5d ago•59 comments

Launch HN: Chamber (YC W26) – An AI Teammate for GPU Infrastructure

https://www.usechamber.io/
18•jshen96•4h ago•4 comments

Lies I was told about collaborative editing, Part 2: Why we don't use Yjs

https://www.moment.dev/blog/lies-i-was-told-pt-2
165•antics•3d ago•92 comments

MoD sources warn Palantir role at heart of government is threat to UK security

https://www.thenerve.news/p/palantir-technologies-uk-mod-sources-government-data-insights-securit...
528•vrganj•9h ago•210 comments

Speed at the cost of quality: Study of use of Cursor AI in open source projects (2025)

https://arxiv.org/abs/2511.04427
76•wek•4h ago•32 comments

The bureaucracy blocking the chance at a cure

https://www.writingruxandrabio.com/p/the-bureaucracy-blocking-the-chance
59•item•1d ago•84 comments

Comparing Python Type Checkers: Typing Spec Conformance

https://pyrefly.org/blog/typing-conformance-comparison/
81•ocamoss•9h ago•29 comments

Palestinian boy, 12, describes how Israeli forces killed his family in car

https://www.bbc.com/news/articles/c70n2x7p22do
648•tartoran•3h ago•187 comments

Where does engineering go? Retreat findings and insights [pdf]

https://www.thoughtworks.com/content/dam/thoughtworks/documents/report/tw_future%20_of_software_d...
69•danebalia•5d ago•24 comments

Even faster asin() was staring right at me

https://16bpp.net/blog/post/even-faster-asin-was-staring-right-at-me/
94•def-pri-pub•9h ago•46 comments
Open in hackernews

Show HN: Claude Code skills that build complete Godot games

https://github.com/htdt/godogen
77•htdt•5h ago
I’ve been working on this for about a year through four major rewrites. Godogen is a pipeline that takes a text prompt, designs the architecture, generates 2D/3D assets, writes the GDScript, and tests it visually. The output is a complete, playable Godot 4 project.

Getting LLMs to reliably generate functional games required solving three specific engineering bottlenecks:

1. The Training Data Scarcity: LLMs barely know GDScript. It has ~850 classes and a Python-like syntax that will happily let a model hallucinate Python idioms that fail to compile. To fix this, I built a custom reference system: a hand-written language spec, full API docs converted from Godot's XML source, and a quirks database for engine behaviors you can't learn from docs alone. Because 850 classes blow up the context window, the agent lazy-loads only the specific APIs it needs at runtime.

2. The Build-Time vs. Runtime State: Scenes are generated by headless scripts that build the node graph in memory and serialize it to .tscn files. This avoids the fragility of hand-editing Godot's serialization format. But it means certain engine features (like `@onready` or signal connections) aren't available at build time—they only exist when the game actually runs. Teaching the model which APIs are available at which phase — and that every node needs its owner set correctly or it silently vanishes on save — took careful prompting but paid off.

3. The Evaluation Loop: A coding agent is inherently biased toward its own output. To stop it from cheating, a separate Gemini Flash agent acts as visual QA. It sees only the rendered screenshots from the running engine—no code—and compares them against a generated reference image. It catches the visual bugs text analysis misses: z-fighting, floating objects, physics explosions, and grid-like placements that should be organic.

Architecturally, it runs as two Claude Code skills: an orchestrator that plans the pipeline, and a task executor that implements each piece in a `context: fork` window so mistakes and state don't accumulate.

Everything is open source: https://github.com/htdt/godogen

Demo video (real games, not cherry-picked screenshots): https://youtu.be/eUz19GROIpY

Blog post with the full story (all the wrong turns) coming soon. Happy to answer questions.

Comments

RomanPushkin•2h ago
Upvoting this! And thanks!
bhu8•2h ago
Great work but why not use C# instead of GDScript?

LLMs are really good at C# (and tscn files for some reason), so that solves the "LLMs suck at GDScript" problem. Also, C# can be cheaper in terms of token usage (even accounting for not having to load the additional APIs): one agent writes the interfaces, another one fills in the details.

Saying this because I had really enjoyed vibecoding a Godot game in C# - and it was REALLY painful to vibecode with GDScript.

htdt•1h ago
Good point, I haven't tried C# yet and will after this comment.

The original reasoning: GDScript is the default path in Godot, nearly all docs and community examples use it, and the engine integration is tighter (signals, exports, scene tree). C# still has some gaps — no web export, no GDExtension bindings.

But you're right that from the LLM side, C# flips the core problem. Strong training data, static typing for better compiler feedback, interfaces for clean architecture. The context window savings from not loading a custom language spec could be significant.

Main thing I'd want to test is whether headless scene building — the core of the pipeline — works as smoothly in C#. Going to experiment with this.

andai•22m ago
Don't all of these advantages also apply to humans? :)

This always puzzled me about Godot. I like Python as much as the next guy (afaik GDScript is a quite similar language), but for anything with a lot of moving parts, wouldn't you prefer to use static typing? And even simple games have a lot of moving parts!

pragmatic•52m ago
I don’t think the web output works with c# currently.

Be happy to find out I’m wrong.

andai•20m ago
I think it worked in the previous version.

The way unity solves this is with some kind of proprietary compiler. They translate the C# into C++, and then compile that into webassembly.

Whereas others (incl. Godot) need to ship the .NET runtime in the browser. (A VM in a VM.)

It makes me sad that Unity doesn't open source that. That would be amazing.

lemming•2h ago
This actually produces more impressive results than I expected. My understanding was that models are quite poor at spatial reasoning/understanding, so I'm surprised it can generate such good assets. Do you use different models for the 3d generation?
tyleo•2h ago
What is the development loop like with this? There’s a lot of folks successfully building games with agents already on the AI gamedev Discord server. So I’m wondering if there were some shorter paths to your goal. You might want to exchange notes with folks there.
chaosprint•1h ago
Interesting. But if you claim "prompt in Godot game out", how do you deal with assets? I think assets pipeline is one of the most challenging parts in game dev. Is there anything similar but for Bevy?
htdt•1h ago
Assets are a big chunk of the pipeline — generates 2D art with Gemini, converts to 3D via Tripo3D, handles sprite sheets and background removal. Animation is the main remaining gap.

Haven't looked into Bevy but will check it out, thanks.

vblanco•1h ago
There is not much need for this. I already use claude code with godot to build serious projects, and you only need to point the bot at godot + sourcecode folder, and use C#, then it works like a charm.

Nice set of prompts and skills tho, im grabbing them for personal use.

tpxl•1h ago
Can you expand on how you do this? I've gotten into gamedev a couple of times, but never got around to completing anything. Something like this might just do the trick.
vblanco•1h ago
First of all, you dont do one prompt to do the entire game, but "decent" style vibecoding where you do things little by little controlling the bot.

Godot whole engine is text based. This means you can just let claude rip through the assets and files just fine. It basically just works.

The thing that is critical is to make some documentation about the axis systems and core classes (the one on OP project is pretty good, ive grabbed it) and then you set your claude.md to point at the godot source code so that the bot can doublecheck things.

Ive been playing with multiple engines, and godot is by far the best one to use with the AI. Unreal engine is too heavy on binary files that coding tools cant parse, and Unity is closed source which leaves the bot with no reliable documentation or way to check what the game apis are doing. Godot is small enough that the bot can understand it and works fine for games that arent too complicated.

Im using it to build a spiritual remake of daggerfall as a procedural open world rpg, right now its at 60.000 lines of code, quite advanced. I got it running on a steamdeck at 60 fps even with 4 kilometers of draw distance with thousands of trees and procedural terrain thanks to doing tons of custom shaders and a few engine edits.

mattfrommars•36m ago
incredible. And this was all using $20 plan from Claude or do you pay extra for Claude bandwidth?
hmokiguess•1h ago
I saw the demo video, in all honesty, they felt really lifeless to me. The snowboard one was the one that most caught my attention but then the mechanics, and movements of the character, made it seem like it's really bad physics. Do you have a published game I could try rather than these demos? I'm curious
htdt•1h ago
Fair point, these demos are essentially raw single-run output, not cherry-picked or polished. The goal was showing the pipeline works end-to-end, not producing a finished game.

I'm planning to do a proper full game with more iteration and publish it as a playable build, not just a video. That should give a much better sense of actual quality ceiling.

andreagrandi•1h ago
Context: I've been using agents (both Claude Code and Codex) for my daily work and for personal projects, but always in domains where I had some knowledge and I'm currently happy with them.

I tried using Claude Code to build an RPG game with Godot and GDScript, using free to use assets: a total failure :/

The game was supposed to be many implementation steps long but I asked Claude to first produce a one area demo, so I could test the assets and choose the one I liked. First it produced some garbage using the assets randomly. Then it tried to copy from an existing demo but it had not idea where a door or a path were and at a certain point it even admitted it with something like: "I can't design an usable and nice area: I either make it functional and ugly or I copy and adapt the existing demo but I will have no clue about what is what"

I've never even attempted to develop games before so I'm sure I don't even know the basic concepts, but this use case definitely didn't work for me.

Maybe it could generate the code of the game if I provided the full design?

htdt•1h ago
That's exactly the failure mode this project exists to solve. The core issue is Claude Code has no way to see what it's producing — code compiles fine but assets are floating, paths lead nowhere, layouts are garbage. It even told you as much.

Godogen closes that loop: after writing code, it captures screenshots from the running engine and a vision model evaluates them. That's the difference between "compiles but broken" and "actually playable."

And yes — providing design docs helps a lot. The pipeline generates those automatically (visual reference, architecture, task plan), but you can provide your own and customize the skills to match your vision.

guitarlimeo•1h ago
Nice work, must have been a pain to get Godot's formats working with Claude. As another commenter suggested the demo videos don't do any justice to this project - yeah it's the magic that you can generate playable (wouldn't say complete myself) games with a single prompt, but the quality of those is exactly why people are so put off by AI slop. If this was a better harness that acted more like a tool I think it would be seen as more useful.

Btw: Have you looked at Tripo3D models' topology? Is it still so bad that if you want to make small edits you have to retopologize the whole thing first?

FWIW as a disclaimer I'm making my own game not using AI since I value learning the skills myself, but I am interested to see how fast AI tools adopt to gamedev. For now they've been more of a false shortcut in anything else than prototyping and semantic search ("I need to achieve this visual effect, what algorithms should I look up").

twelvevaginas•35m ago
“Real games” the most incomplete bullshit you ever saw passed off as a game.

The starting points of Three.js examples are more of a game than anything here.

Stop saying AI is building games when it can’t even build a standard web page to match a mockup.

mattfrommars•33m ago
This is incredible piece of work. I was looking into .claude folder and skim reading it. One thing stood out to me how large it is.

If I'm not mistake how Claude Code or AI agent work, they need everything in 'context' and few tricks to reduce the context size. Sure, but given the number of files you have, how much of the context is consumed by all those claude files vs actual user input?

rybosworld•16m ago
I think this is a cool tech demo. But the commonality I see in all of these "let the agent run free" harnesses is that the output is never something I would want to use/watch/play.

I think minimizing the amount of human effort in the loop is the wrong optimization, and it's the reason we end up with "slop".

It's the dream of a lot of people to have a magic box that makes you things you can sell, or enjoy for personal leisure. But LLMs are not the magic box. And there may not ever be a magic box. The sooner we can accept that the magic box isn't in the room with us, then the sooner we can start getting real utility out of LLMs.

TLDR: Human taste is more important than building things for the sake of building them.

avaer•15m ago
How does this stack up against something like Tesana [1], which is also Godot based? Would it be accurate to say that it's like "Tesana but local"?

[1] https://tesana.ai/