I've used Claude Code a lot over the last year and I've generally been very happy with it. I have a lot of experience writing code both professionally and for personal projects. I've found that for things like basic APIs and websites and database operations, I don't have to pay attention to the code being produced much at all anymore. It Just Works for the most part as long as you adequately describe what you're trying to build. There are only so many ways you can write a CRUD app after all, and generally the implementation isn't "special" just necessary.
But my experience on 3d game dev in particular has been quite different. I've been able to get good results for basic 2d games and basic features in 3d worlds, but have been struggling to build more complicated scenarios with Claude Code without laying out every specific detail. I have to tell it to use quaternions for a particular rotation because I know about issues with gimble lock. I have to suggest a ray traced solution in another area because relative mouse position isn't good enough when accounting for resolution and aspect ratio. If I didn't know about ray tracing or quaternions and how they are used and fit into game development I wouldn't have been able to interrupt Claude Code and guide it down a better path. I think claude code is particularly weak in spatial reasoning and I suspect the context required for some GPU operations are pushing other parts of instructions out of context. It's forgetting "the basics" far more than I've experienced in any other project. Building a 3d world simulation featuring a bastardization of plate tectonics and weather systems is the first thing I've tried to do with Claude Code that I could have probably written myself faster. If it wasn't for the crippling adhd.
But my experience on 3d game dev in particular has been quite different. I've been able to get good results for basic 2d games and basic features in 3d worlds, but have been struggling to build more complicated scenarios with Claude Code without laying out every specific detail. I have to tell it to use quaternions for a particular rotation because I know about issues with gimble lock. I have to suggest a ray traced solution in another area because relative mouse position isn't good enough when accounting for resolution and aspect ratio. If I didn't know about ray tracing or quaternions and how they are used and fit into game development I wouldn't have been able to interrupt Claude Code and guide it down a better path. I think claude code is particularly weak in spatial reasoning and I suspect the context required for some GPU operations are pushing other parts of instructions out of context. It's forgetting "the basics" far more than I've experienced in any other project. Building a 3d world simulation featuring a bastardization of plate tectonics and weather systems is the first thing I've tried to do with Claude Code that I could have probably written myself faster. If it wasn't for the crippling adhd.