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Comment by grey-area

5 days ago

Nice, 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.

To 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.

  • Sorry 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.

    • I 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).