
Javier
339 posts

Javier
@javierblez
Agentic Web | AI/ML Engineer | Gutta cavat lapidem



This broke my mental model of game dev 💀 2.5 hours → fully playable ‘Worms’ clone. Built with Hermes agent by @NousResearch Here’s what made that speed possible: Hermes used ‘Persistent Shell’ mode, which ensured it didn't forget its current folder or active tools. This allowed it to work smoothly, without the distraction of constantly having to recall where it left off last time. To optimize the workflow, the agent moved beyond linear execution and parallelized the workload. It spawned isolated subagents while executing multiple independent tool calls via ThreadPoolExecutor. Like, one subagent wrote Python RPC scripts for the projectile physics while another utilized vision tools for character sprites. When the complex terrain logic required debugging, the agent used filesystem checkpoints and the /rollback command to instantly return to a stable state. To fix UI bugs, it attached to a live Chrome instance via CDP (/browser connect), fixing rendering issues in real-time. The agent’s built-in learning loop was active from the very beginning. By the time the game was finished, this continuous process allowed the agent to autonomously convert the physics logic into a custom skill. This logic is now a permanent plugin file in the agent's plugin architecture, making the physics engine a native capability that the agent can reuse for future projects. Follow @warv3finale for updates!


This broke my mental model of game dev 💀 2.5 hours → fully playable ‘Worms’ clone. Built with Hermes agent by @NousResearch Here’s what made that speed possible: Hermes used ‘Persistent Shell’ mode, which ensured it didn't forget its current folder or active tools. This allowed it to work smoothly, without the distraction of constantly having to recall where it left off last time. To optimize the workflow, the agent moved beyond linear execution and parallelized the workload. It spawned isolated subagents while executing multiple independent tool calls via ThreadPoolExecutor. Like, one subagent wrote Python RPC scripts for the projectile physics while another utilized vision tools for character sprites. When the complex terrain logic required debugging, the agent used filesystem checkpoints and the /rollback command to instantly return to a stable state. To fix UI bugs, it attached to a live Chrome instance via CDP (/browser connect), fixing rendering issues in real-time. The agent’s built-in learning loop was active from the very beginning. By the time the game was finished, this continuous process allowed the agent to autonomously convert the physics logic into a custom skill. This logic is now a permanent plugin file in the agent's plugin architecture, making the physics engine a native capability that the agent can reuse for future projects. Follow @warv3finale for updates!



been running hermes agent for three days and i have not had to restart it a single time….


USA and Israel going up against Iran ⚡️ but in a Worms-style game Trump and Netanyahu vs Iranian leaders instead of worms warv3finale.com who’s dominating this battlefield?




I finally tried vibecoding a full game concept end-to-end Gave myself ~3 hours to build a Worms-style geopolitical satire Trump, Netanyahu, and Iranian leaders instead of worms Try it here: warv3finale.com Used Hermes Agent @NousResearch for everything I literally just directed, not coded Honestly surprised by what came out of it: - Turn-based combat loop - Terrain + destructible-style interactions - Character actions and basic physics - Playable match flow from start to finish Persistent Shell Mode is the real play. It maintains state across tool calls, so there’s no need to re-explain context when jumping between physics and assets.


Recently @tropeguy made Kaguya, aka the AniiList of Visual Novels. Since then he's made a lots of changes like VNDB List Import, Profile VN Favs, Friend Requests, Home Feed, Custom Lists, and recently removed gameplay hybrids. My Profile is Here: @superange128" target="_blank" rel="nofollow noopener">kaguya.io/@superange128

I finally tried vibecoding a full game concept end-to-end Gave myself ~3 hours to build a Worms-style geopolitical satire Trump, Netanyahu, and Iranian leaders instead of worms Try it here: warv3finale.com Used Hermes Agent @NousResearch for everything I literally just directed, not coded Honestly surprised by what came out of it: - Turn-based combat loop - Terrain + destructible-style interactions - Character actions and basic physics - Playable match flow from start to finish Persistent Shell Mode is the real play. It maintains state across tool calls, so there’s no need to re-explain context when jumping between physics and assets.







