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Codex, Opus, Gemini try to build Counter Strike
- vpShane 10mo agoWow, that makes me want to check it out more thoroughly (if I had the time) I remember when CS Pro Mod was being made between the transition of CS 1.6, Source, the 1.6 community didn't want to move over to Source, before GO/CS2 came around. Cool to see what's basically Quake1/doom style but this is a far fetch away from counter-strike. Although if netcode could be imagined and implemented I don't see why making a lower tier Counter-Strike wouldn't be doable. I'd play it if it were the quake style old-graphics version of CS that allowed for skill gaps. Great article, love the nostalgic feeling.
- stopachka 10mo agoThank you for the kind words : )
- reactordev 10mo agoSource had some insane rag doll. CS players weren’t ready for the physics and honestly, Valve spent a hell of a lot of effort to refine the physics for CS:GO to make it feel like CS1. Kudos to the dev teams. I’d also love a Battle-bits CS version. (Battle-bits was a fun Battlefield low poly spoof).
- wormpilled 10mo agoThat's really cool, makes me want to try building a 3d game myself. I've only made 2d ones so far. Personally prefer the gemini version.
- vunderba 10mo agoNeat. FYI all the images on the site are TINY - might be a good idea to make add an interactive lightbox to them so we can see them without right-clicking and opening in a new tab.
- aurareturn 10mo agoDamn this is cool. Imagine an LLM trained extremely well on something like Unreal Engine.
- mollusc-engine 10mo agoA lot of the work done when making games in Unreal is done in the editor, not in source code. Also, Unreal source code will be the very last thing LLMs understand. This is the most complex software ever. There’s an algorithm called Nanite for automatically reducing the triangle count on geometry that’s far from the camera. As in there are not manually made separate level-of-detail models. The algorithm can modify models, reducing quality as they get farther. This one algorithm is a tiny piece of the engine yet has a 1,000 page white paper. Also, even when I don’t know how something works algorithmically, usually I at least have some intuition about where to start. I haven’t the slightest idea how to approach this problem. No way. Take baby steps. Write an operating system first. Write a compiler first.
- fwip 10mo agoHere's a blog post[1] from last year regarding an open-source implementation of virtual geometry. The linked code is maybe a couple thousand lines. It's not something you'd write in an afternoon, but it's also not the towering monument of complexity that Epic Games pretends it is. [1]: https://jms55.github.io/posts/2024-06-09-virtual-geometry-bevy-0-14/ https://jms55.github.io/posts/2024-06-09-virtual-geometry-be... Edit: I don't mean to sound disparaging - it's some genuinely cool algorithms. It's just that Epic is incentivized to hype it up, and so you get a huge paper and multiple talks that are designed to make it seem even more impressive.
- mollusc-engine 10mo agoStill amazes me that the upfront cost of determining which triangles to render or not could ever net a gain in performance.
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- BearOso 10mo agoI tried to find some code that wasn't minified to assess the quality of this, and I found some shader code for the sky in the gemini version. The whole shader looks like it was regurgitated verbatim. This wouldn't hold up to licensing scrutiny. Here's a snippet from it: // wavelength of used primaries, according to preetham const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 ); // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function: // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn)) Who's Preetham? Probably one of the copyright holders on this code.
- toat 10mo agoNo. A J Preetham: https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight https://www.researchgate.net/publication/220720443_A_Practic...
- blankarea 10mo ago[dead]
- stopachka 10mo agoIf you're curious about the source, here's the snapshot: Codex: https://github.com/stopachka/cscodex https://github.com/stopachka/cscodex Gemini: https://github.com/stopachka/csgemini https://github.com/stopachka/csgemini Claude: https://github.com/stopachka/csclaude https://github.com/stopachka/csclaude
- BearOso 10mo agoThanks. Turns out that shader is a builtin of three.js.
- wahnfrieden 10mo agoPlease try again with Codex on High or Extra High. 5.1-Max nerfed it a bit if you don't use higher thinking.
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- gs17 10mo agoClaude's has a funny bug where if you keep shooting a dead player before they respawn, you rack up kills fast. I thought I was doing so well until I realized. Impressive that they can get this far now.
- abrookewood 10mo agohah ... I think you were killing me!
- behnamoh 10mo agoYeah, AI is not going to replace programmers any time soon!
- Madmallard 10mo agolook at the actual code output lol
- DaiPlusPlus 10mo agoFor the benefit of those of us who don’t work in browser-based frontends, how bad could it be?
- Madmallard 10mo agoi mean it's the most bare-bones implementation without any engineering considerations it's not something that would ever work industrially people with code-generators they've made could do this just as fast as the AI except their generators could have engineering considerations built-in to them as well so it'd be even better
- mexicocitinluez 10mo ago> people with code-generators they've made could do this just as fast as the AI except their generators could have engineering considerations built-in to them as well so it'd be even better Code generators? Can you be more specific?
- DaiPlusPlus 10mo agoI think they're referring to the project scaffolding features that's built-in to framework tooling thesedays (e.g. `ng generate ng <schema>` or `dotnet scaffold`). There's also the practice of using good ol' fashioned code-generation tools like T4 or Moustache/Liquid templates to generate program entity classes and data-access methods from a DB schema, for example. Furthermore, now there's pretty nifty compile-time code-generation in C# - while languages like F# support built-time type-generation. ...and these are all good tools IMO; but really aren't comparable to an LLM, imo.
- syntaxing 10mo agoI forgot what site it was but there used to be an online and browser playable CS 1.6. I don’t know if it was open source or not but there’s definitely code out their for this stuff so wouldn’t be surprised the models were trained on it.
- kenjackson 10mo agoThis is very impressive. That said, 1st person shooters seem like the less interesting type of game to create with an LLM nowadays. I'd much rather see a large world mystery game, for example. Think something like "All Her Fault", where you're the mom and you show up to pick up your kid and the game starts there -- and you need to find your kid. I would fine a game like that something that we probably couldn't do well w/o AI, but now, I think it might be doable.
- sagarm 10mo agoThe most impressive thing about this wave of AI is the speed of the goal posts.
- kortilla 10mo agoIt failed to make counter strike, moving on to something that can actually take advantage of AI.
- brazukadev 10mo agoThe initial goalpost was "create a bad clone of a famous game"?
- Madmallard 10mo agohow exactly are the goal posts moving? the code and output is literal slop it's not known how much editing and debugging was done by the team either you could have done this in 2022 with not that much debugging as well
- flipflopsrawr 10mo agoPlagiarism is ugly after-all
- WhyOhWhyQ 10mo agoWhoever was insta-killing me in the gemini version over and over.... FUUUU!!!!
- freedomben 10mo agothey forgot to ask gemini to implement a rootkit for anti-cheat!
- andai 10mo agoI thought this would be about getting the actual Counter Strike to build, which is something they are also pretty good at. I had Claude debug an old C project of mine the other day and get it up and running. Furthermore, if you have it sandboxed, you can also ask it to also install any necessary dependencies or toolchains, which is really nice.
- stitched2gethr 10mo agoGetting an old codebase working is something they are especially good at because it has regular, actionable feedback and it's clear when the tall is complete. Creating the "best" anything is much more open ended.
- jakebasile 10mo agoCan't wait to see this at the Game Awards in a week or so.
- parasec 10mo agoThat's great! Now show us the cost, the time it took, and how much babysit... sorry, "human supervision" was necessary.
- parasec 10mo agoAnthropic shared some approximate numbers on their Smart Contracts post. A 5h research assignment currently has an API cost of ~3.500USD.
- SkinTaco 10mo agoWhat does 3.500USD mean? Are we bringing back the half-penny?
- _2d30 10mo agoHe’s European and uses a “.” instead of a “,”
- deleted 10mo ago[deleted]
- 4gotunameagain 10mo agoVaries by country in Europe.
- a3w 10mo agoVaries by country on earth [citation needed].
- gilrain 10mo agoYou’re also not correct even if it were a decimal marker. Three dollars and fifty cents requires no half cent.
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- james_marks 10mo agoNice article-as-ad for their DB product. The product itself reminds me of MeteorJS, which seemed like it could take over in ~2016, and then... didn't.
- mnau 10mo agoThis makes me depressed. LLMs will take the most enjoyable part of my job and I will be stuck reviewing or fixing bugs in their "it-compiles" codebase.
- mgraczyk 10mo agoOn the contrary, coding for me has become more fun than ever since Opus 4.5. I'm working more and genuinely enjoying it a lot more, haven't had this much fum building software in years. (I work at Anthropic but have also tried Gemini, it's also fun)
- mnau 10mo agoYes, lived experiences differ from person to person.
- wnolens 10mo agoSame. I've resurrected side projects and done months of work on them overnight, getting to my true end goals. Creating software is fun. Wrangling a bunch of opinionated libraries and plumbing together systems with terrible ergonomics (i.e. webpack, maybe web development generally?) is bs work I'm glad to not have to do.
- imiric 10mo agoI have a slightly different take on it. Creating software is indeed fun, but the most enjoyable aspects are the "a-ha" moments after you overcome a tricky problem, the confidence boost from creating something that works in an efficient and elegant way, and the dopamine hits associated with those events. "AI" tools can alleviate some of the tedium of working on plumbing and repetitive tasks, but they also get rid of the dopamine hits. I get no enjoyment from running machine-generated code, having to review it, and more often than not having to troubleshoot and fix it myself. To me, creating software is not as much about the destination, but about the journey. About the process itself. Yes, some of it is not enjoyable, but overall, there is much more I like about it than not.
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- camgunz 10mo agoThis is the kind of thing that's so impressive that if you're not an (experienced) SWE you think "man LLMs are the future, and I am making some major decisions based on this". But you look at the code, and it's essentially gluing three.js and some DB stuff together. There's no lobby, no real interaction logic, no physics apart from what you get from three.js, chatting, commands, map editing, game modes. In other words, this is slop. We know these new models can generate slop images, text, videos, and code. Sometimes slop can be useful; maybe you can shape it into something useful, maybe you can slop a slopper. But we're learning it's not economical--this is some of the costliest slop we've ever made.
- XzAeRosho 10mo agoThis is the job a junior developer may deliver in their first weeks at a new job, so this is the way it should be treated as: good intentions, not really good quality. AI coding needs someone behind to steer it to do better, and in some cases, it does. But still hasn't left the junior phase, and while that doesn't happen, there's still the need for a good developer to deliver good results.
- camgunz 10mo agoThere's no serious company who would do anything equivalent to "hey Jr Dev make me a Counterstrike", so examples like these do way more harm than good, because they give the impression of superpowers but this is really just the best they can do. They're not thinking or reasoning or understanding. It's just amazing autocomplete. Humans not being able to keep themselves from extrapolating or gold rushing doesn't change that.
- mexicocitinluez 10mo ago> man LLMs are the future They are. I know a lot of people don't want to admit this, but they are. They're getting better with each release. > But we're learning it's not economical--this is some of the costliest slop we've ever made. Huh? How on earth would you know whether my usage of LLM's has been worth it or not? > Sometimes slop can be useful; maybe you can shape it into something useful Man, I just spent the last 2 weeks with a CEO who got a Bolt.new subscription to be able to generate some high-level mocks ups for me to utilize that just saved us months of back and forth. You know what's the best part? Those same mockups can be used to gather user feedback with a functioning UI without me having to spend weeks building it and it ending up wrong anyway. Sometimes it irks me, but now I've sorta come to embrace devs like you. You're guaranteeing I have a job because you refuse to acknowledge the very obvious thing that's happening.
- jdthedisciple 10mo agoAs expected, gemini's is the worst. Excuse my bluntness, but their benchmark to real-life performance discrepancy has just been audacious at best...
- kachapopopow 10mo agois it thought? other than a particulary odd choice of graphics it plays better than gpt-5 and whatever the hell that movement on claude is.
- gafferongames 10mo agoThese guys don't know what they don't know: "Now let's make shots work. When I shoot, send the shot as a topic, and make it affect the target's HP. When the target HP goes to zero, they should die and respawn." This is not how shooting is implemented in a competitive first person shooter.
- gafferongames 10mo ago"At the end, all models built real a multiplayer FPS, with zero code written by hand! That’s pretty darn cool." If you don't understand how a multiplayer FPS works, how can you tell if the AI has actually created one for you or not?
- fwip 10mo agoMany children who play videogames can tell you what a multiplayer FPS is, and most of them don't know how to code it.
- gafferongames 10mo agoI did not say what a multiplayer FPS is. I said "how a multiplayer FPS works". There is a difference.
- stopachka 10mo agoI agree that this is not how shooting is implemented in a production competitive shooter, but that wasn't the goal of the post. We wanted to test how far models could go, and I think this current version is the limit in a 2 hour time window.
- gafferongames 10mo agoI think you could have an infinite amount of time and you still wouldn't be able to create a real first person shooter.
- icapybara 10mo agoInteresting that for all the hype, all the benchmarks - none of these 3 demos are anything close to Counter Strike.
- tanvach 10mo agoA little meaningless with one-shot, should try recreating a few times per model and see what the variance looks like.