Describe a game. Arcwright builds it in a real engine, and proves it works. Built by a non-coder directing Claude Opus 5.5 agents. New UPDATES every day.arcwrightengine.net/?utm_source=x&… Building in publicJoined February 2026
@MeticulAi The measure step is the one most people skip. We run a similar loop in Arcwright with Claude Opus 5.5: render, compare against a reference picture, fix. What does your measure step look at, screenshots fed back to the model or hard numbers like frame time?
@AnalogDreamDev Thanks for sending it! Lights melting a ring around themselves is such a nice touch. Campfires and lamp posts get their own little clearing for free.
Last night Forge Pro rebuilt the hot-dog warmer in our convenience store, live in the editor.
Claude Opus 5.5 read the reference, blocked it out, added the parts and painted them: chrome rollers, a bun drawer, knobs, grease on the drip tray. 124 parts, nothing floating.
@AnalogDreamDev Nice, having both is the right call. Watching it pile up over time would be great for a slow storm rolling in. Going to look for that accumulation clip.
@Pluvio9yte Solid list. One we'd add for 3D: let the AI build inside a real engine and check every pass against a reference picture. That loop is how we got this forest in Arcwright, the engine we're making with Claude Opus 5.5.
Morning light in the Zombie Woods, rendered live in Arcwright, the game engine we're building with Claude Opus 5.5.
Photo-based bark with moss, light shafts between the trunks, haze deep in the woods. About 490 trees, plus a wooded horizon around the valley.
@mrdoob A whole New York in 784KB is the part that gets me. What ate the most tokens in the end, the buildings, or getting the traffic and street life to feel right?
@CoffeeBrewerX One value driving both the lamps and the music is so clean. Nothing can drift out of sync because there's nothing to sync. Stealing that idea.
A lighthouse in a night storm: spray breaking over the rocks, the lamp cutting through the dark. A scene built in Arcwright, the game engine we're making with Claude Opus 5.5.
#gamedev#Opus55
@mori_notes Good call, Mori. A still hides a lot, and spray is usually the first thing to fall apart once the camera moves. We'll grab a flythrough and drop it here.
@zer0point_eth Baking the lighting straight into the voxel grid is the step I'd want to see more of. Does it hold up when you edit blocks afterwards, or do you end up re-baking the whole island?
@0xRishi Rishi, a boss called Kolgrim plus three rituals to defend is a lot of game for a first non-three.js project. Curious how Claude Code handled the jump to a C engine. Was debugging rougher than in JS, or did it get used to it fast?
@usecrayon A city on legs crossing a wasteland is a great hook, and the snowy diorama look really sells it. Does what you build on top change how it walks? A heavy side dragging the whole city off course would be a fun problem to manage.
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