ChessCraft Godot Port
Published on 2026-09-30 by Stuart SpenceThis is the most impressive thing I've ever gotten AI to do.
Context: The ChessCraft app is written in C# for a game making tool called Unity. However Unity is bloated, closed source, and overkill for a graphically simple 2D chess project like ChessCraft. There's another game making tool called Godot, it's open source, and it supports C#. I've always dreamed of porting (converting) ChessCraft from Unity to Godot but:
- it makes zero business sense.
- it would take hundreds of hours of work, especially since I'm not experienced with Godot.
- it would cost something like $50,000 to contract out.
- this is custom written Unity and UI code nested into layers of jank as Unity has mutated itself over the years.
So I wrote a couple paragraphs describing the problem for Claude Fable. Claude soon launched 12 subagents to tackle the 217 C# files and within minutes maxed out my session limits. So I spread out the work. In all, it took 5 hours of Fable time, or 45 minutes of wall clock time running in parallel.
End result: a port that superficially seems to completely work. All one-shot. Sure, there's some UI sizing issues for button borders. And surely some bugs I haven't spotted yet. But the core gameplay and AI are all there. Once again I'm absolutely flabbergasted. Maybe only a programmer can truly understand the technical prowess needed to accomplish this.
I don't even know what to do with this new code. If it's this easy to convert (and will just get easier and cheaper) then I guess I don't even need to save the results today? I can just leave Unity whenever I want. Goodbye game engine vendor lock-in.