Dev builds game in 4 days with ~1,150 AI PRs, using TLA+ and lint rules to crush bugs
banteg · x · 2026-11-02
Developer poteto shares the engineering behind an AI-built game: 1,150 PRs landed in 4 days as a side project.
- Every bug becomes a lint rule: whenever a bug was found, the bot was asked to generate a lint rule preventing that class of issue from recurring.
- TLA+ everywhere: separate formal verification skills model the story, cutscenes, and game systems as state machines; TLC counterexamples caught real bugs (8s auto-pick cutting off tutorials, runs continuing while looking away, rerolls pointing at old hands — 11 bug classes visualized in the diagrams).
- Encoding perf constraints in filepaths: per-frame/tick code uses a .hot.ts extension, with a lint rule banning allocations (object literals, closures, new) so the game loop creates almost no garbage and GC never stutters.
- Mostly custom engine: three.js only draws the 3D scene; simulation, post-processing, and audio are in-house. The simulation is fully deterministic, so the server replays your entire run from inputs to verify high scores against cheating.
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