I Wrote Up My Whole Claude Code Workflow
The full field guide to how I drive Claude Code — design docs, phased delivery, verification gates, and continuous review — now lives on my personal site. Here's the short version and where to read the rest.
Game development blog by Philip Ludington. Stellar Throne, indie games, and agentic coding.
The full field guide to how I drive Claude Code — design docs, phased delivery, verification gates, and continuous review — now lives on my personal site. Here's the short version and where to read the rest.
S&box launches April 2026 as an open-source engine on Source 2. It looks incredible — but AI coding agents will struggle with it.
What happens when you give an AI agent autonomous control of a persistent game world — the tick architecture, guardrail system, and lessons from building Deep Hollow.
I'm entering Deep Hollow into the Solana Agent Economy Hackathon — building a tradeable item economy and AI agent trading in five days with Claude Code.
Deep Hollow is a survival-strategy game where your AI assistant defends your underground fortress while you're away. Free to play in Early Access.
475 commits, a new Unity frontend, a partnership with Pixel Cows, and a design pivot toward shorter play sessions. Stellar Throne's biggest update yet.
Jevons' paradox — the 160-year-old economics principle — explains why AI tools will create more demand for developers, not fewer.
Every programming language was designed for humans. But AI code generation is reshaping how software gets built. What if we designed a language for AI?
Meta lost over $83 billion on the metaverse. Decentraland was valued at $1.3B with just 38 daily users. Meanwhile, Second Life quietly grew to 620K monthly users and minted 14 millionaires. Why can't anyone replicate it?
AI is about to flood the market with more games than any storefront can sort. Creation isn't the bottleneck anymore — discovery is. Here's the economic case, the structural failure, and what I'm building about it.
Everyone's talking about the multipolar world. But AI and robotics will reshape global power faster than alliances ever could. Here's the real game.
Robot labor at $2/hour won't kill indie games — Jevons' paradox says it'll unleash millions more. What the economics of near-free labor mean for game devs.
How I replaced my entire marketing stack with Claude Code skills, MCP servers, and terminal tools. AI marketing automation for CLI developers.
AI is about to flood the market with games. The bottleneck isn't creation anymore — it's finding the good ones. That's why I'm building GameLegend.
Block cut nearly half its workforce and Wall Street cheered. The games industry is already following the same playbook — here's what it means.
Jai — from closed beta to the upcoming open-source release, community growth, and how it compares to Odin and Zig.
AI is to programming what the printing press was to hand-copying manuscripts. That's wonderful for humanity and terrifying for the scribes.
A template letter to send your representatives about the Department of Defense's threat to designate Anthropic a 'supply chain risk' for maintaining AI safety restrictions.
MyFitnessPal acquired Cal AI for its photo-based calorie tracking. Two teens built it. In the age of AI, so could anyone else.
The DoD threatened to blacklist Anthropic for refusing to remove AI safety restrictions. Gamers have seen this playbook before.
The Model Context Protocol loads every tool definition upfront, burning up to 30% of your AI's memory before you type a word. Here's what a leaner version could look like.
Stripe's AI coding agents produce over 1,300 merged PRs per week with zero human-written code. The secret isn't a better model — it's better infrastructure.
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.
Agentic coding is the biggest shift in software development since the IDE. Here's what it is, how it works, and why I'm building all my games with it.
Three months of updates: Changesmith launch, first YouTube video, Stellar Throne progress, Agentic Game Devs community, and more.
Fleet navigation, event system, research persistence, and construction system all fixed and implemented. 13 commits, 1000+ lines changed.
Building a comprehensive serialization parity test framework, fixing floating-point precision, and validating the dual-engine architecture.
Fixing star rendering, preserving planet data, restoring entity names, and fleet composition through Zig serialization improvements.
The Zig simulation backend is now live in production. Bidirectional serialization breakthrough enables the 52x performance improvement.
Comprehensive parity testing, 11 bugs fixed, and the Zig backend reaches production-ready status with 52.7x performance improvement.
All 23 game managers fully ported from GDScript to Zig. 333 tests passing, TOML config migration complete, and simulation system track 2 underway.
All 21 simulation phases complete in Zig with 52.7x speed improvement. TOML config system, rehabilitated test suite, and parity framework built.
Hey everyone — MrPhil here with another deep dive into Stellar Throne.
Ground combat gets strength bars, ownership updates, and battlefield grids. Territory borders redesigned with shaders.
Major planetary warfare upgrades with Orbital Bombardment and Ground Invasion systems, redesigned Ground Combat UI, and dozens of bug fixes.
A multi-day struggle with a persistent combat timing bug, exhausting every debugging strategy before a final standard approach resolved it.
Combat UI scroll fix in Stellar Throne and ClaudeCraft course structure progress with modules 7-10 complete.
Four core reasons for building ClaudeCraft: democratizing game creation, empowering creative communities, learning through teaching, and embracing AI's creative future.
Comprehensive combat UI screen infrastructure redesign and launching the ClaudeCraft 10-week program for AI-assisted game development.
Refining combat UI, building a Zig-based test harness, and creating specialized Claude agents for development and quality control.
Upgraded to Opus 4.1, migrated to GUT testing framework, and evaluated six combat UI layout designs.
Newsletter about switching Stellar Throne to a new engine.
Upgraded to Godot 4.3, performed a full codebase audit, and continued combat UI fleet layout improvements.
*From low-level power to high-level polish — how a week-long experiment with Godot reshaped my AI-assisted workflow on Stellar Throne.*
Chasing elusive bugs to bring combat back online, fixing fleet behavior, engagement triggers, and optimizing loading screens.
AI-assisted refactoring with Claude requires clear boundaries. Restored build buttons, loading screen, and ship construction timing.
Fog of war restored, star field in place, animated notifications implemented, and CLAUDE.md earns a 9.5/10 audit score.
The Godot port reaches functional completion with fleet travel, 96 technologies, fog-of-war, and interactive panels all working.
Huge porting strides across combat, strategic layer, and UI systems. Comparing the Godot and Zig development workflows.
Stellar Throne officially reaches Alpha. The transition to Godot begins with foundational migration, galaxy rendering, and core mechanics ported.