[HN Gopher] Show HN: Claude Code skills that build complete Godo...
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       Show HN: Claude Code skills that build complete Godot games
        
       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.
        
       Author : htdt
       Score  : 114 points
       Date   : 2026-03-16 16:07 UTC (6 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | RomanPushkin wrote:
       | Upvoting this! And thanks!
        
       | bhu8 wrote:
       | 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 wrote:
         | 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 wrote:
           | 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!
        
             | saint_yossarian wrote:
             | GDScript has static type hints now, it's still a bit basic
             | but continually getting better.
        
         | pragmatic wrote:
         | I don't think the web output works with c# currently.
         | 
         | Be happy to find out I'm wrong.
        
           | andai wrote:
           | 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.
        
             | empiricus wrote:
             | c# to webasm - should be 2 weeks of llm work :)
        
       | lemming wrote:
       | 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 wrote:
       | 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 wrote:
       | 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 wrote:
         | 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.
        
           | tayo42 wrote:
           | What handles making sprite sheets?
        
             | htdt wrote:
             | Gemini with some tricks for grid alignment and background
             | removal. Not perfect yet, planning to switch to a video
             | model for animated sprites.
        
               | tayo42 wrote:
               | Are they not animated?
        
               | htdt wrote:
               | They are for 2D -- classic animated sprite sheets with
               | numbered frames. 3D models are static for now. The video
               | model switch should help with smoother 2D animation
               | between frames.
        
       | vblanco wrote:
       | 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 wrote:
         | 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 wrote:
           | 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 wrote:
             | incredible. And this was all using $20 plan from Claude or
             | do you pay extra for Claude bandwidth?
        
               | vblanco wrote:
               | I use the 100 plan, the 20 dollar plan is more of a
               | trial, you run out of that in no time. With the 100 model
               | i use it both for work (graphics rendering) and this
               | which i do part time. Ive captured a few screenshots here
               | <https://imgur.com/a/RJIcKqM> .
        
       | hmokiguess wrote:
       | 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 wrote:
         | 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.
        
           | bgirard wrote:
           | I'd love to see the results of that. I think calling a single
           | prompt iteration lifeless misses the point. It's like looking
           | at a game that has had a few hours of development and saying
           | it's bad. Games need iterations. Seeing your results as the
           | first iteration is impressive. I can see follow-up prompts
           | and custom tweaking get really good results!
           | 
           | Last summer I built a factorio-like automation game with
           | older models and over time the game really started to take
           | life.
        
           | lexicality wrote:
           | Were those three games the best results you got? Only the
           | bike one appeared to have an actual ... game to it.
           | 
           | The "Racing game" appeared to be a car following a set path
           | with a freecam and there didn't seem to be any gameplay
           | mechanics in the snowboarding one, just a physics entity
           | wildly crashing down a hill with no consequences or score.
        
       | andreagrandi wrote:
       | 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 wrote:
         | 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.
        
           | dr_kiszonka wrote:
           | It would be a hit, if you packaged that loop as an MCP. Opus
           | can make really pretty 3d models even using three.js
           | primitives but they tend to have serious issues (like facial
           | features inside the head). Being able to have it
           | automatically generate a set of screenshots and Gemini
           | scrutinize them and provide structured feedback would be a
           | time saver. Curiously, I could not get Gemini 3.1 Pro to ever
           | generate anything even remotely passable.
        
       | guitarlimeo wrote:
       | 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 wrote:
       | "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.
        
         | htdt wrote:
         | That was actually my starting point -- generating Three.js
         | output that looked okay-ish but broke the moment you touched
         | anything. Godot gives you a real engine with physics, scene
         | trees, which is why the output is more robust even if it's far
         | from polished.
        
       | mattfrommars wrote:
       | 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?
        
         | parasti wrote:
         | This is entirely based on the "agent skills" system. LLM agent
         | only sees the one-line skill description in its context and
         | "lazy loads" the rest of the skill file on demand.
        
           | jwelten wrote:
           | The lazy loading approach is smart. We've been publishing
           | agent skills too and the context budget is a real constraint;
           | six skills with reference docs would blow past 30k tokens if
           | loaded eagerly.
           | 
           | Filtering at load time based on what the agent actually needs
           | makes a huge difference. Curious if the orchestrator/executor
           | split causes issues with state handoff between the two
           | context forks.
        
       | rybosworld wrote:
       | 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 wrote:
       | 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/
        
       | samiv wrote:
       | A minute of silence to mourn the lost art of making games with
       | passion.
       | 
       | Let there be games! And games there shall be, millions of
       | generated games.
       | 
       | Can I go back to the 80's please?
        
         | krapp wrote:
         | >A minute of silence to mourn the lost art of making games with
         | passion.
         | 
         | There are still... dozens of us left!
        
         | htdt wrote:
         | Bold of you to assume I'm not making this with passion, I've
         | been yelling at LLMs for a year straight, that's basically the
         | 80s experience with better coffee
        
           | krapp wrote:
           | The problem is your passion is for the LLM workflow and not
           | the games, and the end result is going to be a powerful way
           | to generate mediocre games.
        
         | hardaker wrote:
         | This. I've been making a game in Godot with zero AI help.
         | Because I enjoy it. I enjoy solving with weird coding problems
         | you run into. I enjoy leaning as I fixed things. I do it out of
         | love for the process, knowing competition right now from things
         | like this means a flooded market. But I'm ok with that and must
         | be because the other option is to quit.
        
         | tayo42 wrote:
         | A prompt like "make it more fun" will never work. What's the
         | line for an authentic enough game?
        
         | colechristensen wrote:
         | Why does what other people do affect you?
         | 
         | If you want to handcraft something, do it. How popular it is
         | among other people isn't relevant.
        
           | spwa4 wrote:
           | Because you use steam and the play store and ... to get
           | games, and there will be so overwhelmingly much slop you
           | can't find anything.
           | 
           | I've switched to emulators, a bluetooth controller and zero
           | android games (and zero ios games on my work phone). But yeah
           | it was/is horribly enshittified already. And what people
           | predicted did happen.
           | 
           | The fact that the app store allows updates means existing
           | games get systematically worse. Even the games I used to
           | enjoy, and bought 5 years ago, like collossatron now have ads
           | after every play.
        
           | skeeter2020 wrote:
           | This comment screams someone who wasn't around during the
           | rise and fall of Atari 2600 games or Commodore 64 games. More
           | was certainly not better back then either.
        
             | WillPostForFood wrote:
             | There are literally 1000x more games being released today*
             | than during the best days of the Atari/C64, and it is
             | great. More has been better.
             | 
             | *Atari 1980 (20 games) vs Steam 2025 (20,008 games)
        
           | i_cannot_hack wrote:
           | It becomes a problem for everone when spaces meant for
           | meaningful work become overrun with an awful stream of
           | endless mediocre slop that someone quickly generated without
           | giving it a second thought. The problem here is not that it
           | is fast and easy. The cardinal sin is that it is fast, easy
           | AND bad.
        
             | sbarre wrote:
             | Huge gatekeeping energy right here.
        
         | hoppp wrote:
         | No more code, only markdown files...
        
         | beernet wrote:
         | Coding is not dead. No one stops you guys and nobody intends
         | to.
         | 
         | I like the knittling analogy that was made by the OpenClaw
         | inventor recently. Programming will continue to exist as a
         | hobby, not as a profession.
        
           | runarberg wrote:
           | knitting machines don't generate the design from a prompt,
           | and neither does industrial knitwear production facilities.
           | In fact, knitting machines have quite a lot of manual input
           | that goes into the final product, including careful
           | programming.
        
           | pipes wrote:
           | I heard him say that too. And he's probably right. But it's
           | more like every knitter now has access to an automated loom.
           | 
           | Oddly I feel AI is getting me off the endless learn new tech
           | churn. I was looking at a few odd ball programming books on
           | my shelf, graphics programming from scratch and retro game
           | dev (c64 edition and nes editions) and thinking I might now
           | have time to work through these instead of learning
           | technology x.
           | 
           | https://www.retrogamedev.com/
           | 
           | https://gabrielgambetta.com/computer-graphics-from-scratch/
           | 
           | And I'll be manually coding as I want to learn!
        
         | ytoawwhra92 wrote:
         | Personally, most of the time I spend prototyping is taken up by
         | wrestling with tools, engines, and assets. Then I discover that
         | my game design just isn't very fun. I've been experimenting
         | with using LLMs to speed up building prototypes because I want
         | to spend a higher percentage of my time adjusting game design
         | and feel rather than solving problems that are irrelevant if
         | the game's not fun to play.
        
           | galleywest200 wrote:
           | If you took the time to throughly learn an engine, would you
           | spend so much time wrestling with it afterwards?
        
           | petcat wrote:
           | I don't do web dev, so anytime I thought about making a web
           | app, I always shudder at the thought of having to spend most
           | of my time learning about tool chains and ecosystems and
           | build tools and all of the stuff that goes into _making code
           | build_ , before even making code do what I want.
           | 
           | And then I realized that I can just tell an llm to scaffold a
           | project and give me a justfile with three or four commands
           | that I run to do the things that I need to do so that I can
           | write some code and see it working.
           | 
           | The JavaScript ecosystem especially is much more enjoyable
           | when you don't have to internalize every possible build tool
           | and ecosystem pattern in order to just see something work.
           | 
           | To be honest, I've actually even just given up on all of it.
           | I just write plain HTML files in a folder with JavaScript
           | files and CSS files and bootstrap and jQuery and maybe some
           | HTMX.
        
         | SchemaLoad wrote:
         | Curation is probably going to be king over the next years. A
         | game simply existing is no guarantee that any effort has been
         | put in or that even the developer played it.
         | 
         | You'll need to find a publisher, journalists, etc to market
         | your game. You'll ask your friends what they are playing
         | instead of scrolling the store page. Trusted platforms will
         | promote games that are actually worth looking at. This problem
         | already exists on modern platforms like Steam but AI is
         | supercharging it.
        
         | captainbland wrote:
         | We've all seen shovelware, now introducing excavatorware. A
         | single shovelware studio is now empowered to deliver on the
         | order of kilogames per month.
        
       | slopinthebag wrote:
       | Everything about this feels like AI slop, including the post
       | which is very clearly AI written. I'm sorry but if you aren't
       | even willing to put any effort into writing a post showcasing
       | what you have worked on what is the point of anybody taking a
       | serious look? And the tools are clearly AI generated as well, I
       | can even tell where you used Gemini in some places because you
       | left in it's distinctive comments. Not to mention the showcase
       | games are meme-tier.
       | 
       | I feel like this could be a real positive thing if you had spent
       | some effort writing about how and why this is useful, and
       | targeted this more for learning + artist assistance versus just
       | generating a complete game. Gamers universally do not want more
       | AI slop, but tools that artists and programmers could use to
       | automate busywork or learn the engine would have been much
       | better.
        
       | stephc_int13 wrote:
       | Gamedev here.
       | 
       | I looked at the video, awful results, better start with a
       | template.
        
         | empressplay wrote:
         | Yeah exactly, build a library of a hundred or so stock game
         | templates and just let the model configure / modify them as
         | needed. Would cover most use cases.
        
         | Closi wrote:
         | I wouldn't feel that smug considering these are single prompt
         | generations on a pretty small project.
         | 
         | As Two Minute Paper's always says, it's not just about what
         | this looks like at the moment, it's about what this might look
         | like another three breakthroughs down the line.
         | 
         | While you can't guarantee further breakthroughs, at the rate of
         | advancement and pace of improvement, you would have to be brave
         | to bet on no further breakthroughs.
        
       | c0m47053 wrote:
       | Very interesting. Have to admit, I assumed Godot was just out of
       | the realm of agentic dev. I decided to actually build a game a
       | few months ago, and went with Raylib (with C#), and it worked out
       | pretty well (https://github.com/alexwlsnr/neo-arena)
       | 
       | I had assumed with the complex mix of scripts and the scene graph
       | in Godot wouldn't be a good fit (personally trying and failing to
       | make games in it by hand in the past may have been a factor)
       | 
       | Perhaps I'll give this approach a go if inspiration strikes!
        
         | fxwin wrote:
         | fyi that link is dead, maybe the repo is set to private?
        
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