En lo que va de semana, he pasado de herdr a Orca, después a herdr-app y, finalmente, me he quedado con T3 Codes.
Os explico lo que me ha gustado de cada uno, lo que no y por qué me he quedado con el último:
Herdr
@herdrdev
Como tmux, pero para agentes. Es minimalista, muy rápida, personalizable y cumple muy bien con el fin para el que está hecho.
Lo malo es que no tiene features que se están haciendo populares como conectarse por el móvil y estás limitado a lo que te dé el harness de CC o Codex.
Orca
@orca_build
Se está haciendo muy famosa rápidamente, tiene un montón de features desde visualización de artifacts, alternar entre subscripciones, conexión desde donde estés con el móvil, conexión con GitHub, Linear y otros para ver issues, automations y una larga lista.
Entiendo el hype que hay actualmente, pero en mi opinión y con mi manera de trabajar, creo que es demasiado tosco hasta el punto de que me llega a agobiar. Habrá gente que le guste tener una navaja suiza, pero personalmente soy de herramientas más sencillas. Eso sí, funciona muy pero que muy bien.
Herdr-app
Hace nada sacaron la versión en app de herdr y le añadía algunas features como poder customizarte el layout y generarte plugins para añadirte componentes como un reloj, un diff, un explorador de archivos o incluso un kanban para ver los agentes.
Yo de hecho he hecho un pequeño plugin para tener un panel con algunas funcionalidades relacionadas con git como una vista de grafo con el historial de commits, un panel de unstaged y staged changes, e iconos para que sea un poco más estético. (link:
Lo que no mola es que aún está muy verde, las conexiones a entornos remotos por SSH están un poco buggy y que carece de features al igual que su versión TUI. Es más bonito, pero no mejora.
T3 Code
@t3dotcodes
Si no has escuchado hablar sobre T3 es que vives debajo de una piedra. La verdad es que el hype era brutal y decidí que era el momento de comprobar si era merecido, y puedo confirmar que lo es.
Tiene las funcionalidades justas y necesarias (conexión con el móvil, alternar entre suscripciones, conexión a entornos remotos por SSH, vistas de terminal, navegador y diffs integrados, etc.), y encima están muy bien pulidas.
La única queja que más de uno le pondrá es que no es vista de TUI, si no más bien de chat, como la app de Claude Code. Yo que tampoco soy de usarlo me he acabado acostumbrando e incluso me parece más agradable visualmente.
Así que nada, espero que, si estás en este rabbit hole como yo y no paras de probar uno y otro, esta información te ayude a decidirte un poco (por lo menos, hasta que me de por probar otros como o alguna parida nueva.
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code for review :
Prompt :
Create a 2D anime short for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic.
Deliver the final result as a single, self-contained HTML file that plays offline, with a synthesized soundtrack. Use any tools, libraries, references, guides, literally anything etc.
Use theatrical mecha and kaiju anime as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. The film is 83 seconds long, in 39 shots. Its characters are a colossal silver archer robot, a fleet of container ships, and a leviathan. No people appear in the film. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime.
SCENE
A blazing sunny day on a coast. A massive armored archer robot, a hundred meters tall, stands in a deep lunge on a headland and draws a bow taller than itself. Close-ups: the hand on the grip, the limb and cable, the foot planted in the surf. Blue energy crawls along the arrow into the chest armor until the arrowhead blazes like crystal. The string snaps forward and a shockwave flattens the sea. The arrow is a harpoon trailing a thin cable. It tears the clouds into two walls above a ship's deck, climbs through the cloud tops, and reaches the edge of space in a blue flash along the planet's limb.
Out at sea, container ships cross a colossal shadow. Four humpback whales breach beside a ship, with real arcs and full tail flukes, and dive tail last. From below, shapes move under the bright churning surface. Four whale heads rise from a boiling sea, and a ring of teeth rises around them: they are lures inside a mouth. They drop in and the jaws shut. The leviathan breaches through the fleet in one slow, enormous arc. Its belly slides past the bridge windows. The swell it leaves lifts the ships and stands one on end, spilling containers. Its ridged back and flukes sink into spray fog.
High above, the arrow turns over and comes back red-hot through the atmosphere. Below the surface, the leviathan crawls through a luminous canyon on clawed forelimbs and swallows a fleeing whale. A thin streak meets the sea on the horizon and a white plume swells up. The harpoon drives through its back in a blue-white flash, lightning runs along its body, and the barbed tip punches out of its belly into the rock, which bursts apart. The cable stays attached the whole time, rising to the surface. A mountain of water swells from the sea. The dying leviathan erupts, rolls over between the ships and falls, and a wall of water takes the fleet.
ANIME QUALITY STANDARD
Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film.
Archer: A massive, heavy anime mecha with sculpted overlapping armor plates, panel lines, bolts, markings and a faceted chest reactor that glows blue. Hands really grip the bow and string. The arrow never passes through the armor. Keep it on-model from every angle.
Leviathan: Whale-like and colossal, always dwarfing the ships. Rough, dark grey-teal wet hide with barnacles and scars, a pale ribbed throat, a spined back, huge clawed flippers, and a cavernous maw with uneven teeth. A real bending body with weight, never a stiff model hanging on pillars of water.
Whales: Real humpback anatomy with tail stock, big notched flukes and long curved flippers rooted in the body.
Ships: Detailed container ships with corrugated multicolor containers, lashing bars and a white bridge tower.
Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure.
Coloring: Traditional anime cel coloring with clean color areas, hard-edged cool lavender-blue shadows, crisp highlights, and a bright, high-key, saturated palette. Never gloomy, grey or muddy, even in the darkest moments of the story.
Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style: towering white cumulus, a cobalt-to-turquoise sea at kilometer scale, a painted coast with a far town, Earth from orbit, a port city from the stratosphere.
Underwater: Luminous cyan depth with god rays, a rippling surface seen from below, jagged canyon rock, silt and fish. Bright, not black.
Lighting: Summer sun with colorful shadows, and a separate character key light so that nothing sinks into shade.
Effects: Bold drawn anime FX on twos and threes. Sharp lightning with a white core, plasma trails, sheets of water pouring off the body, plumes, spray and a wall of water with real mass. Never particle mush or cotton-wool clouds.
Animation: Authentic hand-drawn anime timing, with characters on twos, strong key poses, natural holds, and overlapping movement. Huge things move slowly and heavily. Nothing clips, slides or floats.
Sound: An original epic score with ominous drones, brass and choir, near silence before the impact, then a colossal hit. Add a recurring whale-song motif, bow creak, charge whine, sonic boom, thunder and the sea, muffled underwater, all timed to the picture.
Direction: Cinematic shots, macro close-ups against huge wide shots, thoughtful staging, and pacing that builds from quiet tension to a devastating climax.
IT MUST NOT LOOK LIKE
- 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective.
- Blocky "Minecraft" shapes: No plain boxes, empty flat surfaces, or toy-like proportions. Every surface carries design detail.
- SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients.
- Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation.
- Pasted-on elements: No 2D sprites floating in a 3D scene.
- AI art: No warped shapes, melted details, flickering, or changing designs.
- Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the characters, or generic digital illustration.
- Amateur work: No stiff poses, empty backgrounds, muddy colors, clip art, placeholders, or unfinished details.
You are free to change any part of the prompt, if it would result in better results.
The result should feel enormous, terrifying and beautiful, a blockbuster in bright anime colors.
Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it.
Do not stop until every frame could pass as a still from a theatrical anime film.
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