For all of the recent talk about how Anthropic relies on heavy cache optimization for claude-code, it certainly seems like session-specific information (the exact datestamp, the pid-specific temporary directory for memory storage) enters awfully early in the system prompt.
CraftMyGame – no-code game engine with multiplayer baked in
I’ve always loved making games but had the pain of rebuilding the same systems every time. Wanted my own editor with reusable components I could iterate on quickly. Most no-code tools felt too limited, so I built my own.
This week I shipped something I’m really excited about: a visual event system (think Unreal Blueprints / Unity visual scripting). It encapsulates the full UI editor—which wasn’t easy to navigate—into something way more approachable. Physics, combat, inventory, dialogue, pathfinding, all wired up visually: https://youtu.be/8fRzC2czGJc
Every game is multiplayer by default (WebSocket with client-side prediction, zero server config).
55+ systems under the hood, but the visual editor is now the main way in.
I use it for my own games and improve the editor as I go. Turns out it’s also useful for asset creators who have beautiful sprites but no way to ship playable games, and devs who want to prototype fast without setting up infrastructure.
Challenges now: I believe people can build complete games with it, but now convincing people they can do games with it isnt easy. I also try to get people who want to have games without having to do them so I can continue the project.
If you are curious, and want to give it a spin, it is Totally free. Feedback welcome, especially on first-time experience
ask people that stayed late to help cleanup a bit. It will only take them 5minutes and will save you hours. Also cleanup everything before you go to sleep. It will save your next day
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