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I'm having Claude/Codex continue each others' sessions pretty frequently without issue. I have max plans on both and still hit limits, whenever I do I open the other and say "resume the last session <other model/harness> was working on in this repo" and I don't have any issues.

It probably does degrade quality somewhat. But so does compacting context and that happens all the time too.

 help



Out of curiosity, what are you building, and how? Im working on two side projects and I have to try hard to hit the limit with Claude (like use fable and a deep research task)

Small games. One thing is I have it doing a LOT of visual verification of its results, which uses a lot of tokens.

I also tend to throw some huge tasks it can't do yet and watch it burn a zillion tokens, and I usually learn more about where it's limits are and am sometimes happily surprised by its success or partial success.

I'll infodump though.

I built https://wordpeek.app https://scramble-quest.app and https://playsilhouette.app this year. Those are what I've shipped anyway, a number of others too that didn't ship (I did game rules and basic clients for 7 other existing multiplayer games, and another prototype.)

Out of frustration with some stuff I've tried to build my own game framework. There's four totally separate threads I'm trying to pull together with this

1) I want all my games to work really well on web even though they are generally targeted at either mobile or PC, but it is very valuable to have early builds runnable on a website, hopefully from a phone too. I feel like I have something good here.

2) I do a lot of turn based games and strategy games. I have a rules engine framework setup that I really like and I feel makes it almost impossible for an LLM to write the bad code it loves to write where game state and UI are intermixed, or game action timing can be problematic, stuff like that. As an added bonus I get multiplayer trivially, I get replays trivially, and I get game rules tests trivial to write. I love what I have set up here.

3) I have an xml/css-based UI that is intended to make it hard for the LLM to write bad UI code, which it will still do even though it can't intermix game state in with it due to #2. I do not have something good here right now. What I have has bad performance and memory characteristics.

4) I am fascinated by the idea of shipping software that can customize and edit itself. I have built in agent harness, built in image and audio asset generation, a built in git repo. This all works in the web and it can edit the game live! And when run locally can shell out to your claude code and codex. However this whole bullet point is all not very good, I still just use claude code/codex directly for everything.

I don't really have anything to show here, but it doesn't expose any of the stuff I mention above. It does however have a full port of the game Spectromancer to my engine - https://nanogame.app/ - and I am presently having it try to write a responsive UI for it (this is very broken at the moment but it is making progress.)




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