I've been building a full 3D tactical roguelike RPG as a side project, and Claude has become a core part of my development workflow — not just for code suggestions, but as an actual engineering collaborator. The stack: Rust + Bevy engine for the game itself, SvelteKit frontend for a companion editor tool, Tauri for the desktop app wrapper, and RON files as the data layer so my collaborator (who handles art and design) can edit game content directly without touching code. Here's what's actually working well with AI-assisted dev on a project like this: → Custom Claude skills for enforcing project conventions across the codebase → Scaffolding entire ECS systems in Bevy with correct component/resource patterns → Generating and validating RON data files that match Rust struct definitions → Building debug tooling (snapshot viewer, timeline diffs, grid renderer) way faster than I could solo The thing people get wrong about AI-assisted development: it's not about generating code you don't understand. It's about having a collaborator that can hold your architecture in context while you focus on the hard design decisions. I still review everything. I still make the calls. But the velocity difference is real. If you're building in Rust/Bevy or working with Tauri + SvelteKit, happy to share what I've learned about the pipeline. #Rust #GameDev #AI
the true power of ai in development lies in collaboration – it's your architectural partner, not just a code generator.
That ECS scaffolding sounds like it really cuts down on the repetitive setup work.
Velocity + review discipline is the winning combo. Skip either one, and things break fast, James
Bevy is awesome! I love the mental model of ECS over OOP for game design.
this is spot on. the context retention is game-changing - being able to reference your ecs patterns from 20 messages ago while debugging some random system interaction. i've found similar wins with bevy's query syntax especially. the scaffolding alone saves hours of boilerplate hell.