A few days ago I was adding a double jump to a Godot 4 project. My AI handed me this:
move_and_slide(velocity, Vector2.UP)
Looks fine. But that's the Godot 3 signature. In Godot 4 you set velocity as a property and call move_and_slide() with no arguments. The code didn't run.
This kept happening. Unity methods that don't exist. Bevy code written against a two-versions-old API. The AI isn't broken, it's just averaging over years of docs and old forum posts and picking the most common-looking code. Game engines move fast. The model doesn't know what version you're on.
The obvious fix doesn't work
I tried pasting a big "here's how Godot works" doc into the chat. It kind of helps. Mostly doesn't. A giant doc is expensive, buries the part you need, and still doesn't tell the agent which 200 words out of 5,000 apply to "add a double jump."
What I actually did
I built
It's early and the routing still has gaps on weird project setups. But it already writes a lot less broken engine code than a plain agent, which was the whole point.
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