Over the last year Ive spent more time than I should have using agents to learn the internals of every aspect of Everquest.
Anywhere from just texture updates all the way to reverse engineering a majority of the client. the last year provided a handful of phases where AI gave me the holy shit moments, but so far this takes the cake. With all the videos that have been released recently showing how agents were injecting multiple games into one, I figured I'd see what it could do in terms of porting eq into unreal.
Other people have accomplished this before manually, but the videos on YouTube basically just showcased a simplified zone viewer in UR and not much beyond that. The projects never seem to go anywhere either.
Ill preface that Ive never opened or used URE in my life. Within about 18 hours of guiding it, Claude has managed to build out Greater Faydark, pcs, npcs, pathing, all audio, animations, chat, spell casting with the associated particle system, combat, looting, merchant functionality, while upgrading all associated the classic textures via openart's mcp. I'm probably forgetting a couple of other things. It was also was able to implement things the live client lost over time by reverse engineering the orIginal client from the 2000 era.
The speed that it was able to do all of that (with very, very minimal issues) was impressive, but the thing that I found most impressIve is that it was able to adapt and integrate with the public emulator server code people use to spin up eq emus within like 20 minutes. And doing that had no effect on using the rof2 client usually used for eq emus to connect to the exact same server.
Most here probably dgaf about EQ at this point, but after seeing this in action Im looking forward to what the future for gaming holds.