Idea World Lab
A personal lab for experimenting with and documenting Godot, data collection, and tool creation to build
idea_world.
Repository Direction
It started as a repository for making games. I wanted to implement scenes I wished to experience in reality, like a farming simulation, inside a game.
Now the scope has broadened to better understand Godot, and to create tools that explain, fix, and transform Godot code. Ultimately, I want to use that experience and those tools to build the idea_world I want.
So this repository is closer to an idea_world_lab. It is not just a place to let ideas drift by, but a workspace where I record experiments, retrospectives, architecture, data collection, model training preparation, and game development directions needed to create idea_world, as they arise.
It is not meant to look like a finished product. It includes failed experiments and shaky judgments, leaving a record of how I thought and refined things.
Project Nature
I don’t want this project to end as a simple RAG example scraped from the Godot docs. I collect material based on the official documentation, preserve the original text, separate table roles, match sources, attach validators, and record a production flow that uses a debugger to verify failures.
The Godot official documentation and external assets inside the repository follow their original licenses and are noted separately. All other retrospectives, diagrams, screenshots, validation flows, explanation order, and tool design records are original work.
This project does not aim to monopolize the abstract RAG concept itself. I intend to learn and share within the open‑source ecosystem, while clearly documenting the sources and context of my own failure records and design flows.
Licenses and external source references are organized separately in LICENSE and THIRD_PARTY_NOTICES.md.
The Game I Originally Wanted to Make
The first game that came to mind was a farming simulation. I wanted to capture the calm I felt in Stardew Valley, the sensation of living quietly on a farm, and implement a life that is hard to do in reality inside a game.
Now I am first building Godot models and tools to make that game better, rather than focusing on game production itself. The direction hasn’t disappeared; it has expanded into foundational work for the game.
Current Interests
- Collecting Godot official documentation and converting to JSONL
- Organizing evidence for Godot 3 → Godot 4 migration
- Designing datasets for Godot code explanation/translation
- Experimenting with Retriever, Validator, and LLM call flows
- Later creating tools and models that can be re‑connected to game production
Development / Automation Flow
- LLM: Experiments based on Qwen 3.6 35B. Validating Godot doc classification, code explanation, and migration data generation flows
- AI PR Review: Separate from the CodeRabbit GitHub App, importing the qwen‑code workflow and customizing it to my taste for PR comments
- AI PR Review API: Initially stopped due to cost, now retrying by switching to the OpenRouter free tier using openai/gpt‑oss‑120b:free
- Static CI: GitHub Actions + ESLint
- Code Score: Automatic CodeFactor A~F evaluation
- Assets: Reviewing free/CC0 assets such as Sprout Lands, FarmLands, SpriteCook, Kenney, etc.