Isn’t the value in being able to verify the design before implementing? It would be more ideal surely to prove correctness of the deployed code, but I still find it very useful.
I just started working on some similar stuff, it’s been a dream forever but I never had time for the payoff to feel worthwhile. Would love to hear more about your Claude workflow and experience with Bevy, did you consider Godot?
I did! I am more familiar with Godot but just ran into performance issues and then switched off their node scene straight to their rendering API, which made me feel like I abandoned Godot at that point. I am sure it could be optimized more but I want to worry less about chucking rendering and more scaling the economy simulation the further it went out, thus the more things to render, the harder it was for Godot.
Bevu/Rust just made it easier to brute force that scaling, since they have smaller footprints (overhead?)for each thread/process spawning.
Individuals at risk may spiral into psychosis that is triggered or exacerbated by their use of AI. The term when used correctly is completely literal and in no way implies that AI itself is conscious.
An FPS Death Match map, but every time a new match is started, the layouts of the rooms change somewhat. And maybe even like another commenter talked about, buildings themselves could be positioned using this technique too, so even the layout of the buildings and the roads change a bit every new match.
It’ll be familiar, but at the same time unfamiliar, every time a new match starts. Some strategies will be useful across matches, some strategies will not.
Game called 'Due Process' has procedurally generated levels, but they are based on tilesets - I think rooms generated the OP way wouldn't make sense and would be very disorienting.
https://docs.typesafe.ai/model-jaggedness/jev-1.13#generatio...
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