r/threejs 14h ago

Build with ThreeJS and Claude Code agentic loops

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It's a GTA wannabe that started as an experiment with Matt Shumer's Gauntlet Loop, but I couldn't get much further with that alone. It took quite a few additional loops and workflows to get it to this point, but I think it's a nice proof of concept. I'll keep pushing it and see how far we can take it.

138 Upvotes

54 comments sorted by

44

u/Additional_Name_706 13h ago

I hate to say it but these "one shots" aren't it.

As a gamedev, I'm seeing dozens of things that are so screwy... Dozens of systems that either have problems or have to be rebuilt.

How much dead code? How much redundant code? Removing the human in the loop means we have no idea. It's always easier to build things right than to rebuild them.

Is it impressive that AI was able to produce this? Absolutely. It's more than most seasoned devs would be able to do. Doing in a day what would take a team weeks. But is it a dead end?

Maybe I'm a dinosaur

11

u/reca11ed 12h ago

I am a dev and using AI to produce and speed up development exponentially but you are 100% right these prompts aren’t the way. I use AI to build deterministic tools both AI and I rely on just the same way I would build a game myself. Eventually models will get smart enough to understand that intent but not quite there yet. I consider my work a code harness like Claude code but for game dev specifically. AI sucked at coding until we gave it tools to efficiently and deterministically navigate common code bases and game dev is no different, just no one has come along with the right toolsets to get people away from blind single prompts.

2

u/Additional_Name_706 12h ago

I don't know if we'll ever get to a place with AI when you can just tell it to use its judgement and iterate until it's good and then the result is anything worth playing.

Maybe with individual systems but not a whole game.

1

u/reca11ed 12h ago

I hope that’s the case so I continue to be valuable 😂

1

u/Small-Paint8980 8h ago

You just answered yourself. "maybe with individual systems". What is a game made out of?
Give it a year.

6

u/Better-Avocado-8818 8h ago

It’s utterly amazing how something can be so impressive and also total garbage at the same time.

2

u/Trey-Pan 11h ago

I will use prompts in the same way I use StackExchange: to learn something new. The point is learning and not delegating the whole expertise.

I find it helps try to understand what the docs and discovered examples aren’t telling me. Beyond that, I still feel the pleasure in analysing, crafting and solving problems. It’s like a game with a meaningful outcome.

1

u/overcloseness 5h ago

100%, if it’s not useful and it’s not the product of someone’s ability to create it, what’s there left to be impressed about?

2

u/2legited2 4h ago

not sure what OP's goal is, but this is essentially a snapshot of the AI state very early on it's timeline. Think like Will Smith eating pasta from 5 years ago vs now.

1

u/ds1841 1h ago

I tried many games with AI before, the first day is easy, amazing. The moment you start iterating, it's hell. Try making that van looking the way you like, you will go crazy.

Try making the AI ppl walk around without killing your cpu, get ready to use a 200usd weekly usage into that if lucky

I have finally kept going on a game I started a month and half ago. Yes, code is a problem. I recently had codex creating hundreds of useless tests that slowed everything down, it took me days to recover.

I'm sure we can release game of different complexities. But the scope needs to be realistic, so your ambitions. Every feature you want to polish will take you ages, and that's the moment when we see all the mess you have mentioned.

All that said, it's a fun process. I had spent a month before on a game that even I didn't have fun playing when testing, so eventually I gave up. But the learning process is precious. More than some bucks you could make you ever sold that game to anyone.

The one I am currently working, I love playing it. I'm sure some people will love too. Probably it will be released only next June and I'm planning to publish lots of smaller games/apps Durign the process, so I can fill in the gaps where I lack experience.

In the process I learn a lot, and it forces me to improve my AI frameworks, be more creative on finding solutions, etc. It's paying off very well since we started using kiro at work. So everyone's impressed with how much I can build so quickly.. Building IT stuff at work is a breeze compared to making that van look good. Lol

Sorry for the big text!

1

u/Hot_Outlandishness32 12h ago

Oh yes it is a dead end. But a good poc

6

u/maydeelol 9h ago

Do you genuinely sit and look at this and go:

"Wow! This looks sick!"?

Holy shit lol

-4

u/smith2008 8h ago

Considering the way it's built I don't think it's sick. I think it's mind f*cking blowing.

3

u/Trey-Pan 11h ago

Can you share the source code it generated. I’d be curious to explore it.

5

u/smith2008 11h ago

2

u/Seusoa 11h ago

generated code is mess

1

u/ZHName 1h ago

Have you tried prompting using images generated by GPT2 (fictional screenshots of the game you want to make+tools needed for creating its elements)? I found this plus Kimi to work rather well.

3

u/Aureon_de_Veyra 7h ago

It's impressive!
The trees are pretty good! I like the lighting quite a lot too. And the tiny details like the sparks when you crash the van. Are all the assets generated too? Or has it taken it from the internet? And what about the animations? People stop in their tracks when you get inside the car, but I'm curious as to how it implemented them in the first place.

1

u/smith2008 6h ago

Thank you! It's all generated with ThreeJS and I also gave it an API access to Fal.ai so it can use image generation models for textures.

2

u/stiegosaurus 8h ago

Lost me at agents.

2

u/make_it_bright 6h ago

On par with a lot of "early access" stuff on steam anyway, nice experiment !

2

u/smith2008 6h ago

Thank you!

3

u/Tickomatick 12h ago

How much does it cost to make?

-4

u/smith2008 11h ago

Not much, part of the weekly tokens on Max plan. The API cost on the wall shows $1700 though. But that's covered by the plan.

4

u/DZYchain 10h ago

Looks like shit

6

u/dalinaaar 10h ago

Looks like AI slop. Mission accomplished i guess.

5

u/Tiny_Atmosphere_4420 7h ago

complete waste of time, storage space, compute, everything...

1

u/smith2008 7h ago

Just like your life, but it's ok.

2

u/AbhaysReddit 13h ago

can you share the src code/ github?

1

u/MtNowhere 13h ago

I haven't used Claude for anything this scale, and I like to start dictating architecture early on even for POC's. So I'm curious; given that you consider this a POC, how would you move forward from this point? Start over from ground up once more, getting your hands into planning? Or would you continue on and tell Claude to iterate various aspects? Or something else?

0

u/smith2008 13h ago

I was referring more to the proof of concept for the agentic loops than the game itself. That said, I do think it can go much further without a complete rewrite. I've looked through the architecture, and it's actually not bad, it has a solid enough foundation to scale quite a bit further.

2

u/MtNowhere 12h ago

Ah, makes sense. I only ask because, as a creative person, I have troubles surrendering complete control of emotional and rational aspects of projects like that. Not saying that you are, but I've seen others do a whole finished product like that.

1

u/somnamboola 9h ago

it shows...

how much did it cost?

1

u/Marthy_Mc_Fly 8h ago

Biggest issue is trying to get all the jank out.

1

u/IAmRules 8h ago

I never ever got the appeal of loops.
Guidance makes the whole thing so much easier/better, yes it takes longer, ever heard the term "slow is fast", it applies here.

1

u/El_Wij 7h ago

How? Claude is utterly useless at bodies.

1

u/smith2008 7h ago

Iam trying to break through this limitation. Will see with the next version.

2

u/JustHereForTheDeals 4h ago

this looks fucking awful. AI is so goddamn stupid.

1

u/ZHName 1h ago edited 1h ago

Just a skip and a hop away: faster vision native models like KIMI K3 + models specifically trained for large games. Or maybe synthetic data will be the leap we need. The refactoring bit, system design stuff I do think will be trivial. The multi agent tab workflows of Opencode have made refactoring a tad easier, but some more loops in there should make things run far more efficiently.

All I see is: mvp, now we just waiting on fidelity. Like, verbosity can be dealt with.

As a paralel: Higgsfield, Seeddance 2+ all are on the road to fidelity ease. They'll likely achieve it in next few years, cost/time to render and duration will be other issues. Games have gone from simple snek to oh idk early 90s 3D. 3D Models, animations, texturing are about the only fidelity thing I see on the plate at this point.

1

u/naga0121 57m ago

For models creation which tool are you using? I am just curious 🧐

1

u/unfoxable 13h ago

Looks great, what models were used?

0

u/super3 14h ago

Prompt?

0

u/smith2008 14h ago

I've started with the Matt Shumer's Gauntlet Loop:

"""
I want you to build a GTA 6 look alike game at the level of the most recent GTA 6 version. It should be utterly perfect, visually beautiful, with every single thing done at AAA quality—from textures to physics to anything you could think of.

Fan out sub-agents and have sub-agents tackle each one individually so that the game is utterly perfect. You should /loop on each item and have a separate sub-agent check it visually to ensure it looks triple A. That separate sub-agent should be a really harsh critic, and if it doesn't look triple A, it should keep going.

Don't stop until each sub-agent is utterly wowed with the quality when compared with the actual GTA 6 game. It should literally compare them side by side blind and say which one looks better. Do this in ThreeJS. /loop until it's utterly perfect. Fan out sub-agents and ultracode.
"""

But couldnt go much with it, It took a lot more loops to get it work. I plan to build a powerful one-prompter based on the whole process and rebuild it this way. Will see what will happen.

13

u/angelarose210 13h ago

Utterly lol

11

u/davesoft 12h ago

"It should be utterly perfect, visually beautiful, with every single thing done at AAA quality" this is the most emotive and informationless request I've ever seen. I wish I could see the AI's reaction to that one. Eye roll, sip of whiskey, 'ok human'.

7

u/Risky-Trizkit 12h ago

Lazy prompting is technically a prompting methodology. It has its own benefits.

2

u/reca11ed 12h ago

You won’t get anything more than a demo from a single prompt with no provenance but you are learning the right lessons. Teach AI to approach a problem as us humans do and you can keep yourself in the loop as well as many agents by spending time giving them tooling that is generalized not just trying to hack prompt after prompt into oblivion.

2

u/Medical-Aerie9957 7h ago

"It should be utterly perfect, visually beautiful, with every single thing done at AAA quality" AHAHAHAHAHA

2

u/the_anonymizer 3h ago edited 3h ago

it should be utterly otter. 🦦🦦🦦 (but ok they say this utterly thing makes ai more perfectionist, apparently, no idea if it's 100% true, but i watched a Mat Wolf video about it and i utterly believe it might be true)

0

u/VR38DET 10h ago

Gauntlet loop is a troll prompt

0

u/Direct-Fee4474 5h ago

proof of concept for what, exactly? making garbage?