A web driving game built mostly with Claude Fable 5
wrote most of the code for a driving game set on the . The goal was a quick driving experience like slowroads.io, but built around real race tracks and cars with a more realistic feel. The game leans more toward simulation than simple arcade driving, so keyboard control may feel harder than expected.
The was not a full . It gave a clear vision and limits: a first-person driving game, proper physics, good keyboard control, and a plan before coding. first planned the track data, physics, rendering, cockpit, controls, and display information.
After that, the workflow used short directions like “continue” and specific feedback such as reversed steering or a viewpoint that felt too low. then fixed issues and checked them again with a headless test. The main lesson was that planning first, giving measurable targets, and letting the AI check its own work mattered more than any single clever prompt.
Key points
- wrote most of the code for a browser driving game.
- The first step was a plan, not immediate coding.
- The plan covered track data, physics, rendering, cockpit, controls, and display information.
- Short follow-up prompts and concrete feedback were used to tune the game.
- Measurable targets and headless tests helped the AI check its own changes.