Built with these AI toolsGames, tools and videos
What I built with AI
- 5 build stories
- 28 receipts
- 1 unofficial
Build stories
- 01MythREALA local AI video factory
- 02REAL_GRINDA free browser game, built with Claude and Three.js
- 03Godforge Duels toolsAn unofficial community tool, built with AI agents from the game's own data
- 04GIT_REALGit safety verdicts for AI coding agents
- 05Creative Studio fit checkCatching a page that does not fit the screen
More from the workshop
- DanMan's Games
REAL_GRIND, CERBERUS_FPS and BLOTZ, in your browser. - Ava's Games
A hub of browser games, nothing to download. - Void Hunters fan hub
Heroes, tier list and team builder for Void Hunters. Fan-made. - Tools
Public tools, a free download, services and a look inside my private video workflow.
The builds
MythREAL
In productionA local AI video factory
MythREAL turns a researched script into a finished episode, with a cloned voice, an AI presenter, cinematics and two Shorts, on my own machines. It makes the recent episodes on my channel.
The first script was 601 words, 169 seconds of speech, far short of my 8:15 minimum. Instead of stretching the speech, the factory rewrote it to 1,773 words in 31 chunks.
Picking the voice and the presenter was its own study on local, free models. Fish S2 Pro (Q4) with SoulX-FlashHead Pro at 896×512 came out as the quality-first pick, and Qwen3-TTS 1.7B with SoulX Pro widescreen as the faster one. One avatar route failed seven times without producing a single video.
The October 23 DMR_REMOTE episode delivered a 10:06.7 main video and two distinct Shorts. Full decode and loudness checks passed. Gemini 4 Argon listened to 140.7 seconds sampled from the final main audio, and both complete Short mixes were heard. Visual checks sampled the final files; the record does not claim a continuous audiovisual review of the whole main video.
REAL_GRIND
LiveA free browser game, built with Claude and Three.js
REAL_GRIND is my free browser game, playable at danmanreal.com/realgrind: six modes, two years of building, with Claude and Three.js.
Before the video, automated checks ran 300 AI-vs-AI duels with no faults, tested every power ability and captured 105 screenshots.
That run included 13 changes not yet saved in version history and 10 files that differed from the recorded reference version. These were automated checks; they did not include human playtests.
Rebuilding the game's frozen assets from the project's own inputs reproduced 543 of 554 files exactly. The weapon models that differed were off by 2 to 14 triangles out of 12 to 28 thousand.
Godforge Duels tools
UnofficialLive, unofficialAn unofficial community tool, built with AI agents from the game's own data
An unofficial community tool for the Fateless Godforge creator team and players: a card library, deck builder, rewards planner, Skirmish AI guide, tournament bracket and a simulation tier list, built by AI coding agents from data captured read-only from the live game.
The agents' first ranking was wrong: the runner gave one deck the first move in every game. A review agent caught it, and the ranking was retired and archived as the record of what went wrong.
The replacement had its test plan recorded before the games began. Both players used the same fixed playing rules, and the results include a range showing the statistical uncertainty.
A later attempt to speed the simulator up did not reach its goal, and it says so, with the dollar cost of the attempt.
GIT_REAL
Open sourceGit safety verdicts for AI coding agents
GIT_REAL tells an agent, and me, whether a commit, push or discard is safe before it happens: what is dirty, what is unpushed, what would be lost. My agents check it before Git changes. It is free and open source.
Agents with write access can lose work in one command. GIT_REAL turns the state of a repository into a plain verdict, operation by operation, so a discard or a push is checked before it runs.
Creative Studio fit check
In useCatching a page that does not fit the screen
A check in my Creative Studio that opens a page at different screen sizes and catches content spilling off-screen. Its result records exactly which version of the page was tested.
The first run reported "fit FAIL", but the real cause was a missing Playwright browser: a tool failure dressed up as a page failure. That recording was thrown out.
The proper run found real overflow, one width rule fixed it at both sizes, and a later edit changed the file's fingerprint, so the old pass no longer counted.