152 karma · joined September 11, 2020
The asset generation costs are tracked precisely. The current cost table: images are 5–15 cents depending on resolution (7 cents at 1K default, 10 cents at 2K, 15 cents at 4K). 3D models via Tripo3D run 30–60 cents depending on quality tier (a full 3D asset including the reference image is 37 cents at medium). Visual QA (Gemini Flash) is essentially free at this scale.
A typical game needs maybe 10–20 images and a handful of 3D models, so total asset costs usually land under $3. For something like the snowboarding game, you're looking at roughly $5–8 all-in — closer to your $5 bucket than $50. And image gen costs are dropping fast, Grok Imagine is 2 cents per image now, which is on the migration roadmap.
Godogen closes that loop: after writing code, it captures screenshots from the running engine and a vision model evaluates them. That's the difference between "compiles but broken" and "actually playable."
And yes — providing design docs helps a lot. The pipeline generates those automatically (visual reference, architecture, task plan), but you can provide your own and customize the skills to match your vision.
Haven't looked into Bevy but will check it out, thanks.
I'm planning to do a proper full game with more iteration and publish it as a playable build, not just a video. That should give a much better sense of actual quality ceiling.
The original reasoning: GDScript is the default path in Godot, nearly all docs and community examples use it, and the engine integration is tighter (signals, exports, scene tree). C# still has some gaps — no web export, no GDExtension bindings.
But you're right that from the LLM side, C# flips the core problem. Strong training data, static typing for better compiler feedback, interfaces for clean architecture. The context window savings from not loading a custom language spec could be significant.
Main thing I'd want to test is whether headless scene building — the core of the pipeline — works as smoothly in C#. Going to experiment with this.