Building an iPhone Game With AI Agents
Impossibile aggiungere al carrello
Puoi avere soltanto 50 titoli nel carrello per il checkout.
Riprova più tardi
Riprova più tardi
Rimozione dalla Lista desideri non riuscita.
Riprova più tardi
Non è stato possibile aggiungere il titolo alla Libreria
Per favore riprova
Non è stato possibile seguire il Podcast
Per favore riprova
Esecuzione del comando Non seguire più non riuscita
-
Letto da:
-
Di:
A proposito di questo titolo
Summary
Jethro shares today's build-in-public update: testing a "gauntlet loop" approach for AI-assisted game development after hearing about similar workflows being used to create Call of Duty-style projects. He started the project in Claude Code, hit token limits, and then moved work over to Grok and Codex subagents to keep the build moving.
The big takeaway is that AI coding is powerful, but it still is not truly hands-off. Even with a PRD and a hoped-for one-shot workflow, the process required repeated check-ins, course correction, and supervision. The game is now running in the simulator, with the next step being a real-device test on Jethro's phone.
Chapters
- 0:00 — Starting a gauntlet-loop app build
- 0:17 — Running into Claude token limits
- 0:31 — Switching to Grok and Codex subagents
- 0:53 — Why one-shot AI coding still needs supervision
- 1:28 — Keeping the AI responsible for the changes
- 1:58 — Simulator success and next device test
Show Notes
- Project: AI-assisted iPhone and iPad game build
- Tools mentioned: Claude Code, Grok, Codex, subagents
- Key lesson: A detailed PRD helps, but AI coding still needs active oversight
- Next step: Install and test the game on a real phone
adbl_web_anon_alc_button_suppression_t1
Ancora nessuna recensione