I went full meme, and stacked like 3 level of generators on top of eachother.
Level 1: A basic generator does the same stuff: Raw Structs to SoA + Wire Codecs + Bitfields to not waste space.
Level 2: Then on top of this one, I got a generator for relation between entities.
Level 3: And on top of this one one for "game" design and schema behavior.
And then all this runs on the simluator engine that handles Collision, Flow Fields, Events, Genetic Algorithms, Networking, etc.
The flow is something like this:
You ask claude to read a story, novel, w/e and extract relations, entities, etc.
Then it edits a Schema.go with the High Level DSL adnotations, like 10 lines per entity.
Then I run the Level 2 Generator: That creates the primitives and a high level API.
Then it combines the high level API rules in main.go and just compiles it to the final gamestate.
And runs benchmarks to see how many allocs/ops per entity are.
And one more fun thing, it encodes the gamestate on 1400 bytes, in order to fit on a UDP datagram such that it can support networking, quite fun. Once you get the primitives correct.
For all this + networking + disk i/o; works on 4 cores (threds) only. But the simulation in itself is on 1 core 1 thread. The networking offloaded to 1 core (1 thread), and disk i/o to a different core (thread), and the painting on screen (to a different core (thread))