Ziva.sh - AI Godot Development Agent

Before anything I think this a great idea. To have an AI tool integrated within the editor to assist the work, I’m all up for it. And so, I was wondering on using it or not. But after seeing that it is not open source I decided to jump off the train, because I’m working on a private repository and I’m not going to risk exposing my code to a third party :winking_face_with_tongue:

Wise choice.

OP opinion on that can be read here:

OP says:

“I hate that LLMs are laundering my GPL code into proprietary codebases, but I love that proprietary code bases are worse than ever (vibe coded slop) and that LLMs are also laundering proprietary code bases into open source.”

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Hey folks, we’re gonna do a livestream at 2026-06-13T20:00:00Z on https://www.youtube.com/@danielginovker1984 to go over all of your questions. This includes the tough questions like LLM ethics in game development, all the points in @hkv and other folks’ comments, as well as the future of Ziva (we’re building a lot more cool stuff that will help with your Godot journey).

See y’all there! I’ll post a comment with timestamped responses as well afterwards for those of you who can’t make it.

Edit: Moved the Youtube channel to my personal one since YT requires 24 hour cooldown when applying to be a streamer or something

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Livestream started ->> https://www.youtube.com/live/sVF12G2Ll0I

So I watched the livestream, and I have to say I was impressed with what I heard. You both seem to know what you are doing, are speaking intelligently about the subject and making a tool for creating games, not an AI slop machine.

From an ethical perspective, I think allowing people to use their own local models makes an excellent case for trying this out from an ecological impact point of view. It also would allow people in more countries, who may not have the financial resources to try it out.

I’m personally curious about what you do to prevent the models from hallucinating answers - as you mentioned that was something that Ziva prevented.

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Appreciate the words dragonforge <3

I’m personally curious about what you do to prevent the models from hallucinating answers - as you mentioned that was something that Ziva prevented.

There’s a few things we do depending on the situation, but some quick examples

Editing C-Sharp → We dotnet build the modified script
Editing GDscript → We force static type hints then save and check for script/parse error
Editing a scene/node/tres → We reload through ResourceLoader, instantiate the scene, and validate every property against Godot’s real ClassDB
Edit TileMapLayer → We use the Godot API directly for set_cell, atlas setup, etc
Editing graphics → run the scene, grab the frame, hand it to a vision model to confirm it actually looks right

And then basically if any error happens, the edit is reverted, and the LLM is given an error message/relevant Godot docs it can use to understand why what it did was wrong.

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