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Sure give it a go, perhaps it will work better now with frontier models, I haven't tried it in a while (this was a year ago, things have improved since then). I
by grey-area 5mo ago
Sure give it a go, perhaps it will work better now with frontier models, I haven't tried it in a while (this was a year ago, things have improved since then). I'm not sure what tests for having amazing graphics, gameplay, input, UI, sounds, etc would look like, but it would be interesting to see the results!
- vessenes 5mo agookay hold my beer. both claude and codex running now. EDIT: both agents took about 20 minutes. I used that exact prompt in a clean directory for each, and then said "deploy to netlify" - so a total of two prompts. Codex: https://astounding-bavarois-27b5a2.netlify.app https://astounding-bavarois-27b5a2.netlify.app Claude: http://strong-hotteok-91dfb0.netlify.app http://strong-hotteok-91dfb0.netlify.app Netlify is having trouble claiming the Claude project, so if you need a password it's "My-Drop-Site" FYI, Claude rated itself 7.7/10 for fun, and Codex 98/100 during the fun test loop. As you'll see if you poke at them, Claude needs a physics bug fix round. But I think these both did about what I would have expected.
- grey-area 5mo agoNice, very retro (looking at the codex one)! Claude one doesn't really work (collision detection was the problem I had before too), but fairly close. Yes when I tried previously I had a few gameplay issues in frogger and I couldn't manage to one-shot this sort of thing at the time (a year ago), so last year definitely saw some good progress at this sort of thing. The asteroids game I was very happy with though, had a very cool retro feel and was wireframe only. Wasn't so keen on the code produced as it had a patchwork feel to it.
- vessenes 5mo agoTo your point, I didn't even look at the code.. :) Okay, I looked at the codex code. it's super reasonable -- separation of concerns, operating on a state model, it's not over designed. I did not hate it. I also noted that codex put in a CRT simulator loop which is a nice touch. I think a year ago this would have taken a lot of back and forth and arguing; to me that's kind of the point of Simon's article -- a lot more just 'works' now.
- grey-area 5mo agoSorry I meant the code a year ago - it took a bit more hand-holding at that point and it was a mishmash of different things, but I feel it’s just slightly easier now - still similar. Haven’t looked into this one just had a quick play. Thanks for trying it out! I think his article is for the last 6 months - my feeling is progress with LLMs has stalled recently and generated code still has problems with accuracy and coherence and subtle bugs, but everyone has a different experience.
- vessenes 5mo agoI agree with that. Right now, you choose: Subtle bugs in understanding the spec but strong arch and coding (codex) Or Subtle bugs in implementation but good understanding of the spec (claude).
- LarsDu88 5mo agoFrogger is kind of too well known such that there is ample training data for building that specific game. The game I was thinking of is relatively obscure -> Panel de Pon
- grey-area 5mo agoYes I was surprised at the time that it failed so badly at Frogger, I think from memory it was colission detection it just couldn't get right, plus the positioning of various game elements as it has quite a lot going on (the examples above still have some problems with these things). I thought there would be open source examples out there in js/html but perhaps not so much for frogger.