Comment by arcatek
18 hours ago
Isn't Godot a little ill-designed to work well with LLMs? for example I ended up a couple of times with incorrect tres files, and letting the llm generate IDs feel a little fragile.
18 hours ago
Isn't Godot a little ill-designed to work well with LLMs? for example I ended up a couple of times with incorrect tres files, and letting the llm generate IDs feel a little fragile.
I don’t think Godot is any worse than other engines inherently, other than it moving forwards pretty quickly and the latest versions not being in the training data.
I wanted to evaluate which engines would be the best for working with LLMs in and it seems like Flax and Stride kind of come out on top - the former has a lot of stuff out of the box (including terrain) and the latter is all C# basically which is great for debugging. But either way, the source code for both of those makes the functionality a bit easier to track down compared to Godot (which is a lot more complex internally).
So what I do now is have both the engine source code locally alongside the docs and when I want to implement something with AI I just tell it - look at the docs, then at the source if needed, write tests for our code, if something doesn’t work then edit the engine source code in our branch and use the provided convenience script to rebuild the engine (both of those are also pretty fast, I ended up settling on Flax, plus the component model is closer to Unity which I like).
I don’t ask the AI to create scene files though, or any sort of visual assets, but rather stuff like RTS/simulation code. I don’t think any AI is that well optimized for the 3D work outside of simple proof of concept setups.
I had very few issues, sometimes I had to direct CC to the godot docs and we could keep moving. Specifically the tile configuration was a "read the docs" moment. All the functionality is available through code, so nothing CC can't reach afaik. Is there any LLM oriented game engine?
I have taken many stabs at it and Claude will produce stuff but the output is very far away from useful. E.g. "I've created a road and beautiful trees" and what I see is a mess of colors and shapes.
I concur it's bad at directly visual concepts, your prompt is akin to the svg pelican. What I do is asking him for procedural algos, automatas, quadtrees, layered noises, and rig those into the game. Yes, it can't "make the next gta", but with a reasonable scope and knowing what it does best, it has been very easy for me to produce satisfying results.
My problem is I don't really have video game engineering experience. I was going off a concept that a different AI nailed with video creation and was trying to replicate it in the game engine.
Would you care to show a few pictures?
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Are any LLMs suited at directly modifying game scene/asset/prefabs for any engine?
I have a simple script system in my editor that is designed to let the chatbot (Claude) to work on the content. The script interface lets it to import assets into the project, open them for editing, take a screenshot, export content (and few other things). All data is in JSON so it typically figures out the data format quite fast and easily.
Here screenshots of some UI styles that it generated.
https://github.com/ensisoft/detonator/tree/master/uikit
Bevy is a great engine for LLM-based games because it's 100% code. I'm toying with a few things in it, one of them is an entire-planet economic simulation, and it scales well up to a million dead tiles and 10k-50k live tiles on Apple Silicon, pretty impressive.
do you think so? For me Godot works well with LLM. Unity in another hand, is ill-designed to work with LLM..