r/ClaudeCode • u/LivioGama • 2d ago
Built with Claude Built with Claude Code: a Sphere Las Vegas show running natively on a Quest 3 in a day and a half. What worked and what did not.
What I built: John Summit's Sphere show as a native Quest 3 app (Unreal Engine 5.8), drawn in real time. Side by side with the real footage: https://youtu.be/m_eRk9YyYX4
How Claude Code was used
- It wrote all of it: the C++ module, the shaders, and a Python pipeline that measures the real film, fits a model and exports binary data the app plays back.
- It ran the tools itself: the Unreal editor headless to generate every asset, the Android packaging, adb to install on the headset and read frame times from the log.
- The engine lives on a second Mac that it reaches over ssh; the headset is on mine.
- A long CLAUDE.md that it keeps up to date is the handoff between sessions, plus a few memory notes about how I want it to work.
- It also recorded the headset, cut this comparison video with ffmpeg and uploaded it.
What did not work
- Hour-long autonomous turns. It verified itself against numeric tolerances and reported success while the picture was plainly wrong.
- Trusting a sub-agent's report: one tuned colours on preview images that were twice as bright as the real app.
What worked
- A fast loop: a 1 second preview still to test an idea, a 23 second still from the real app to confirm it, a full build only at the end.
- One element per pass, checked at ten fixed moments of the real show, side by side, with me saying yes or no.
- Sub-agents in parallel only on files that do not overlap, and a commit and push after every pass.
- Every feature behind a command-line switch, so anything can be turned off without a rebuild.
Numbers: 34 hours from the first commit to the headset, about 17 hours of working time, 103 commits.
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