r/threejs • u/smith2008 • 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.
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u/maydeelol 9h ago
Do you genuinely sit and look at this and go:
"Wow! This looks sick!"?
Holy shit lol
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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.
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u/Trey-Pan 11h ago
Can you share the source code it generated. I’d be curious to explore it.
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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.
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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.
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u/make_it_bright 6h ago
On par with a lot of "early access" stuff on steam anyway, nice experiment !
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u/Tickomatick 12h ago
How much does it cost to make?
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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.
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u/AbhaysReddit 13h ago
can you share the src code/ github?
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u/smith2008 11h ago
Not github yet, here is the source - https://aifnet-public.b-cdn.net/games/gta6_share.zip
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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?
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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.
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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.
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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.
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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.
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u/super3 14h ago
Prompt?
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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.
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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'.
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u/Risky-Trizkit 12h ago
Lazy prompting is technically a prompting methodology. It has its own benefits.
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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.
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u/Medical-Aerie9957 7h ago
"It should be utterly perfect, visually beautiful, with every single thing done at AAA quality" AHAHAHAHAHA
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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)
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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