4 ms·
This is also what I've done for my multiplayer falling sand game: it's very much not vibe coded (too performance-sensitive), but coding agents can launch the ga
by caspar 5mo ago
This is also what I've done for my multiplayer falling sand game: it's very much not vibe coded (too performance-sensitive), but coding agents can launch the game on my steamdeck and run benchmarks, take captures & verify rendering is bit-for-bit identical on a given machine, etc.
Agent can't _play_ the game yet, but that's on my list to experiment with.