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Godot

28 posts

CLAUDE.md for Game Devs: The File That Makes AI Actually Understand Your Game

Your AI coding agent is brilliant but clueless about your game. CLAUDE.md fixes that. Here's how to write one that actually works for game projects.

Blog

2026-02-13

Stellar Throne Devlog #10 — From Bug Fixes to Breakthroughs

Fleet navigation, event system, research persistence, and construction system all fixed and implemented. 13 commits, 1000+ lines changed.

Blog

2025-11-06

Stellar Throne Devlog #8: Validation, Parity, and Precision

Building a comprehensive serialization parity test framework, fixing floating-point precision, and validating the dual-engine architecture.

Blog

2025-11-05

Stellar Throne Devlog #9: Visual Parity and Data Preservation

Fixing star rendering, preserving planet data, restoring entity names, and fleet composition through Zig serialization improvements.

Blog

2025-11-05

Stellar Throne Devlog #7: The Zig Simulation Goes Live

The Zig simulation backend is now live in production. Bidirectional serialization breakthrough enables the 52x performance improvement.

Blog

2025-11-03

Stellar Throne Devlog #6 — Zig Parity and Production Deployment

Comprehensive parity testing, 11 bugs fixed, and the Zig backend reaches production-ready status with 52.7x performance improvement.

Blog

2025-11-01

Stellar Throne Devlog #4 — The Great Migration: GDScript to Zig Complete

All 23 game managers fully ported from GDScript to Zig. 333 tests passing, TOML config migration complete, and simulation system track 2 underway.

Blog

2025-10-31

Stellar Throne Devlog #5 — All 21 Zig Simulation Phases Implemented + Parity Tester Online (52.7x Faster)

All 21 simulation phases complete in Zig with 52.7x speed improvement. TOML config system, rehabilitated test suite, and parity framework built.

Blog

2025-10-31

Ground Combat & Territory Borders Revamped

Ground combat gets strength bars, ownership updates, and battlefield grids. Territory borders redesigned with shaders.

Blog

2025-08-16

Stellar Throne Changelog Week of August 8-15, 2025

Major planetary warfare upgrades with Orbital Bombardment and Ground Invasion systems, redesigned Ground Combat UI, and dozens of bug fixes.

Blog

2025-08-15

When the Bug Breaks Before You Do

A multi-day struggle with a persistent combat timing bug, exhausting every debugging strategy before a final standard approach resolved it.

Blog

2025-08-15

Bugs, Battles, and a Bit of Scroll Sorcery

Combat UI scroll fix in Stellar Throne and ClaudeCraft course structure progress with modules 7-10 complete.

Blog

2025-08-10

Redesigning the Battlefield: Combat UI Overhaul & ClaudeCraft Takes Shape

Comprehensive combat UI screen infrastructure redesign and launching the ClaudeCraft 10-week program for AI-assisted game development.

Blog

2025-08-09

Patching Up Combat and Building Better Testing Tools

Refining combat UI, building a Zig-based test harness, and creating specialized Claude agents for development and quality control.

Blog

2025-08-08

Opus 4.1, GUT Migration, and Combat UI Overhaul

Upgraded to Opus 4.1, migrated to GUT testing framework, and evaluated six combat UI layout designs.

Blog

2025-08-07

Upgrading to Godot 4.3 (Opus 4.1) and Combat UI Progress

Upgraded to Godot 4.3, performed a full codebase audit, and continued combat UI fleet layout improvements.

Blog

2025-08-06

Combat Returns (Sort Of)

Chasing elusive bugs to bring combat back online, fixing fleet behavior, engagement triggers, and optimizing loading screens.

Blog

2025-08-05

Refactoring with AI: Lessons in Trust, Testing, and Prompts

AI-assisted refactoring with Claude requires clear boundaries. Restored build buttons, loading screen, and ship construction timing.

Blog

2025-08-04

Closing the Parity Gap in Godot

Fog of war restored, star field in place, animated notifications implemented, and CLAUDE.md earns a 9.5/10 audit score.

Blog

2025-08-03

Godot Port Complete (Mostly!)

The Godot port reaches functional completion with fleet travel, 96 technologies, fog-of-war, and interactive panels all working.

Blog

2025-08-02

Stellar Throne: Porting Progress & Platform Trade-Offs

Huge porting strides across combat, strategic layer, and UI systems. Comparing the Godot and Zig development workflows.

Blog

2025-08-01

Stellar Throne Enters Alpha: Polish, Audio, and the Godot Port Begins

Stellar Throne officially reaches Alpha. The transition to Godot begins with foundational migration, galaxy rendering, and core mechanics ported.

Blog

2025-07-30

Stellar Throne Devlog — Phase 6 Complete, Diplomacy & Polish Begin

Phase 6 Galaxy Generation finalized. AI systems, diplomacy, and Phase 7 Polish begun. Fleet-splitting UI bug fixed.

Blog

2025-07-29

Refactoring, Regression Fixes, and the Case Against Unit Tests?

Unit test failures down to one, UI buttons restored, combat bugs squashed, and questioning the ROI on unit tests.

Blog

2025-07-28

CLAUDE.md Audit Continues, Test Suite Nears Green

Most unit tests passing with only 9 remaining. CLAUDE.md audit yields real architectural benefits through event-based system migration.

Blog

2025-07-27

Test Breakdown and Recovery Mode

Expanded test runner with pass/fail/skip summary, but memory leaks and broken tests surfaced. Codebase review against CLAUDE.md rules underway.

Blog

2025-07-26

Smarter UI, Safer Fleets, and Combat Sanity

Persistent notifications, top nav buttons, combat visualization fixes, and protecting ships in transit from combat engagement.

Blog

2025-07-23

Ludum Dare 41: First Time with Godot

I'll be participating in Ludum Dare 41! Pretty excited to use Godot for the first time!

Blog

2018-04-20