Reverse-engineer a 1997 PC game and make it run on modern hardware
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
A commenter had Codex do fundamental architecture work for their game, reading engine docs and implementing better animation merging.
A commenter had Codex do fundamental architecture work for their game, reading engine docs and implementing better animation merging.
In the thread, one commenter says Codex handled a surprising amount of core game architecture work while they were building a game. They say some of that structure was explicitly requested, but Codex also independently read the engine’s documentation and implemented animation merging to smooth transitions, reflecting the user’s preference for polish.
The reported result was a game setup with improved underlying architecture and animation blending that no longer looked choppy. The commenter gives no metrics or detailed failures, only that part of the work still came from direct requests.
Their main catch is that this came from roughly 1.5 years of experience using Codex, plus accumulated instructions and tactics, not a one-shot prompt.
In my game project at [repo path], read the [engine name] documentation on animation and then implement better animation blending/merging for [character or system]. Explain your plan before changing code, run the existing tests or a sample scene to verify it works, and summarize the changes when done.
Claude Code got an old DirectX game running on modern hardware, decompiled much of it, built a headless parallel runner, and now writes full level guides with screenshots.
RemainderBot uses a founder's goals and task lists to write PRs with spare Claude and Codex quota, producing 111 PRs including call prep and prototypes.
A reviewer connected Dots to Slack and asked it to use its own computer to choose flight dates; it was slow and had not picked dates after a minute.