◦ Prompt · Factory

Give Your AI Agent a Sub-Agent Spawner — From Hand-Coded Specialists to a Self-Extending Agent Factory in One Session

Paste this into Claude Code, Cursor, or Aider and it'll walk your agent codebase through building a sub-agent whose only job is to design, prompt-write, and register new specialist sub-agents on demand: a research helper that produces a structured skills report with citations, a meta-prompt that drafts the new agent's system prompt, a staged human-approval gate, a hot-reloading config-driven runtime that picks up freshly-approved agents without a restart, and a tool-wishlist mechanism that captures what the new agent wants but you don't have yet. Interview first, then build tier by tier. Each tier ships independently with verification.

May 27, 2026agentagent-factoryspawningclaude-apianthropic-sdktutorial
◦ 3,442 builders waiting

Want the agent behind these prompts?

These prompts came out of building Trillion. The whole thing is going open-source on GitHub. Drop your email and I'll ping you the moment the repo drops.

I'll send a one-time link to confirm your email. Nothing else.

◦ Next prompt
Give Your AI Agent a Living Mind — Turn the Memories, Agents, and Tools Your Assistant Already Has Into a Navigable 3D Brain Scan That Fires in Real Time, in One Session

Paste this into Claude Code, Cursor, or Aider and it interviews you about the agent you already run — where its memories live, whether it stores embeddings, what sub-agents and tools it has, and how its frontend hears about activity — then does a strictly read-only pass over your project to see what's actually there before it draws a single node. Only then does it build the visualization: a full-screen three.js scene where your agent is a breathing star at the center, its long-term memories hang in a force-directed web wired by real cosine similarity, sub-agents arc off to one side with their tools as moons, and its whole tool inventory clusters into a capability ball. Custom GLSL gives every node a reverse-fresnel glow that brightens with freshness, instanced meshes keep hundreds of nodes at one draw call, UnrealBloom makes the light bleed, and a read-only observer WebSocket makes the thing actually fire — pulses travel real edges when a memory is recalled, new memories bloom into existence, agents halo when dispatched. Plus hover tooltips, a click-to-fly inspector, search, region toggles, deep links, and an FPS governor that degrades gracefully instead of stuttering. Interview first, map second, then build tier by tier — each tier renders something on screen and is verified before the next begins.