Use spawned agents to build a Rust game engine
They had several Grok bots split up the work and produce a Rust editor with scripting, threading, and scene effects.
- What they did
- They started four Grok bots, with one acting as coordinator, and asked them to create a game engine that felt easier to use than Unity without the same render-pipeline problems. The agents divided the system into parts and assembled a Rust editor with .NET 10 scripting, a native multi-threaded runtime, culling, weather, lighting, water simulation, and hot reloading.
- How it went
- A working editor showed up in minutes, and the requested features were in place. The main caveat was speed: it went from prompt to running editor very quickly.
- Tips
- Give each agent a clear subsystem, then have one agent combine the pieces and check that the build runs. Ask the agent to pause before any irreversible step, and report back on what works and what still needs attention.
Try it yourself with Grok Bot
Spawn [number] agents to build a [Rust] game engine. Assign one agent as coordinator and give the others separate subsystems: [scripting], [multi-threaded runtime], [culling], [weather], [lighting], [water simulation], and [hot reloading]. Build an editor that aims for simple use without [specific pipeline issue]. After the agents integrate their work, run a demo scene and stop to confirm everything compiles and launches. Before any irreversible action like deleting files, overwriting work, or submitting a build, pause and ask for approval. Then report which features are working and which parts still need fixes.
Fill in the [brackets]. Agents can make mistakes, so review anything before it is sent, paid or deleted.
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