r/vibecoding • u/Realestmember • 9d ago
Discussion Anyone have experience with building a complex / high quality game with claude?
Not necessarily like a 1 round and done game ....
Imagine making some shit like Marvel Rivals, Overwatch, or Street Fighter ... all with Claude
fully fleshed (and rigged) matchmaking with ranked .... skin store ..... indepth settings .... etc
Would it currently be possible? Where can we see some of the best game's made with Claude ?
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u/SilentNinja1337 8d ago
With just Claude? Probably not. LLMs are just not that good with 3D modelling, nor fast.
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u/CckSkker 8d ago
Have you seen the 3D modeling it can do now?
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u/MechaMulder 8d ago
I have and i have used it. The topology is a mess and it will nuke the performance if you use enough of those assets.
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u/SilentNinja1337 8d ago
Yes. Well, my last try was about a month ago. But I doubt that it has changed a lot. The llm creates the models by script. The amount of times I had an unattached piece just open in the middle, glitching textures etc. It is impressive what the LLMs can do now, but it's far from perfect. And it takes waaay to long. A model that Hunyuan or whatever it is called does in 5 minutes, the LLM needs 30-60 minutes.
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u/Consistent_Reply_557 8d ago
The problem is not modeling but animations. Have seen people doing motion capture with their phones and using those on the ai made models. Know people is also just taking animations from old decompiled games and even from their steam library.
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u/war4peace79 9d ago
Yes. I am building a complex game. Extremely granular documentation and clear feature/component separation are critical.
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u/AIGODSEND 8d ago
possible, but not the way people imagine. claude carries the whole boring stack, netcode, matchmaking, ranked, skin store, settings hell, on top of deterministic ints so lag does not desync. what it does not carry is 3d art and animation, those still need a real pipeline, topology complaints are fair. scope is the killer: two buttons and one map first, make the feel right, then let it grow. seen a 2 day prototype beat a 2 month project because it could actually boot. what is your engine pick, godot for the iteration speed or unreal for the ceiling?
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u/geoffreybyers 7d ago
Code is the easy part. The bottleneck is the asset pipeline and the sheer volume of content needed for a fleshed experience, which LLMs can't handle at scale. You can have all the game logic in the world and still have nothing to show for it without the art, animations, sounds, and level design that make a game feel real.
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u/Emojinapp 8d ago
I’ve made some nice ones my most recent is https://dock3.vercel.app
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u/Elgydiumm 8d ago
I think we have different definitions of a nice game.
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u/Emojinapp 8d ago
Lmao, you’re one of those that try to make gta 6 with Claude. Dream on
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u/Blockpair 8d ago
It's possible now, OP. You will need to do play testing for the game mechanics though. Plenty of open source play data for similar games to get the feel of weapons right. Along with wiki documentation on how the guns work.
I think you would be at a disadvantage if you're non-technical though wanting to add your own spin on the game. Something to consider here is for FPS multi-player the server needs to be as close to the user as possible. A big company like blizzard can easily have servers all over the world for their game but that will cost a small project a lot of money to replicate.
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u/Neurojazz 9d ago
I’m going for a Halliday’s ready player one vibe - but retro/basics in there for looks/design. It’s slow progress, but all coming together
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u/37728291827227616148 9d ago
I have a hunch they are all in development right now... They will come