Comment by nemothekid

3 hours ago

>I had the thought that you ought be able to provide a cargo doc or rust-analyzer equivalent over MCP? This... must exist?

I've found that there are two issues that arise that I'm not sure how to solve. You can give it docs and point to it and it can generally figure out syntax, but the next issue I see is that without examples, it kind of just brute forces problems like a 14 year old.

For example, the input system originally just let you move left and right, and it popped it into an observer function. As I added more and more controls, it began to litter with more and more code, until it was ~600 line function responsible for a large chunk of game logic.

While trying to parse it I then had it refactor the code - but I don't know if the current code is idiomatic. What would be the cargo doc or rust-analyzer equivalent for good architecture?

Im running into this same problem when trying to claude code for internal projects. Some parts of the codebase just have really intuitive internal frameworks and claude code can rip through them and provide great idiomatic code. Others are bogged down by years of tech debt and performance hacks and claude code can't be trusted with anything other than multi-paragraph prompts.

>I'm also curious how you test if the game is, um... fun?

Lucky enough for me this is a learning exercise, so I'm not optimizing for fun. I guess you could ask claude code to inject more fun.