Tech & AICan It Code?Can AI Make Building Fun?

Can AI Make Building Fun?

Long-form6:02GamingPublished Oct 2, 2026, 4:50 PM · 2w ago
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Description

Support the channel on Patreon: https://www.patreon.com/CanItCode Try Tripo: https://tripo.pxf.io/YVvQyq?p.invite_code=3R8DAR Episode four of building our survival game for Steam with AI, and the part that took us longer than anything else so far: building. In a survival game you need a place to hide, and building should be one of the most fun things to do, so we built a whole building system, deleted it, and started again from zero. The first version was GPT-6 Astra's (in Codex): a modular system where every wall, door, window and roof was its own part, turned into 3D models in Tripo. You opened the book, picked a log cabin, dragged walls, added rooms, changed the roof and the colours, pressed "deliver materials" and the house appeared. It worked, but nothing had to be carried, nothing could go wrong, and it felt like a city builder, not a survival game. So all of that code went out in one single commit. The second version is Claude Opus 5.5's, with a few simple rules: you carry everything yourself (a log goes on your shoulder, small stuff goes into your backpack, which is just a mat you roll out on the ground), nothing appears at once, and the book is a notebook of ideas, not a shop. Carrying a log was its own fight: Mixamo only has animations for boxes, so we took a real recording from the CMU motion capture database and Opus kept fixing it in Blender until the log sat right on the shoulder. The sled came next, and its first version spun around you like a clock hand - a real sled only goes where its runners point. Then the house, log by log: a log splits into two halves for the floor, the next one snaps on (with the trick almost every building game uses so it doesn't flicker), the walls go up row by row, and an axe cuts the openings - low for a door, high for a window. The floor, the walls and the cutting were GPT's work; Codex hit its limit in the middle of the door, so Opus finished it and did the roof. Around it: a palisade marked out in the book, and the camp things Codex rebuilt in Blender - the lean-to, the fire, the tent and the traps. At the end, a sneak peek at the next episode: the troll, and what is left of a camp after him. Next time: the bestiary - all the animals and monsters, because in our game the forest can't be safe. The trees are chopped down the way my brother built it - he shows that part on his channel, AI Dev Challenge: https://www.youtube.com/watch?v=TF7_6zjV6qM Everything is Godot 4 and Blender, with AI agents working directly on the project files (GPT-6 Astra in Codex, Claude Opus 5.5). Tools we used: Tripo, Mixamo and the CMU Graphics Lab Motion Capture Database. CHAPTERS 00:00 Welcome back 00:55 Version 1: the one-click house 01:45 Why we deleted it 02:05 Version 2: build it by hand 02:45 Carrying a log: Mixamo, CMU, Blender 03:07 The sled 03:19 Why the first sled spun around 03:37 Chopping trees (my brother's video) 03:48 Your own house, log by log 03:58 The snapping trick 04:10 Walls, windows and doors 04:23 Who built what 04:34 The roof 04:48 The game hides what blocks your view 04:59 The camp 05:17 What we kept 05:29 Sneak peek: the troll 05:44 Next: the bestiary CREDITS Motion capture: the data used in this project was obtained from mocap.cs.cmu.edu. The database was created with funding from NSF EIA-0196217. Terrain elevation data: GUGiK / Geoportal.gov.pl — Numeryczny Model Terenu. Mapped routes and land areas: © OpenStreetMap contributors — https://www.openstreetmap.org/copyright ©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. #Godot #GameDev #AI #IndieGame #Blender
Tags
AI codingcan it codeAI builds a gameAI game developmentGodotGodot 4AI coding challengeGPT vs ClaudeClaude vs GPTAI vs AILLM comparisonAI programmingcoding with AIvibe codinggame devindie game devartificial intelligenceAI experimentsGPT 5Claude OpusGLM

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