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Bare Metal to AI-driven

A time stamp about the quality and performance of AI-driven code in game development. It was 2025 when we started experimenting and embracing multiple AI-driven tools in my formal work for multiple game-related projects.

Failed experiments (2025)

On-device LLMs, privacy, speech to speech, restricted content... there were some of the requirements and assumptions that were on the table for an educational mobile app.

A few of the models we tested

  • Llama 3.2
  • gemma2.2
  • whisper
  • gpt-40
  • Maxrosoft Azure AI Speech
  • Unity Sentis
  • Vost

Complete games

2026 I started experimented with Claude 3.5 Sonnet (free version) with real challenges: building complete and classic game clones. Upfront I want to be clear, we have a complete functional game prototype, still far from a complete and enjoyable product.

The types of classic game clones ranging from Pong, Ms. PacMan, Mario Bros and increasing difficulty.

Check out Ms. Claudia (a MS Pac-Man clone) code here or play the game v1.0 release.

State of the art with AI-driven code 2026

100% sure you have read what is the worst part of using AI-driven code: polishing.

Almost any social media has this problem mentioned by different professionals and veterans in the industry.

I spent considerable amount of hours trying to improve the in-game AI, no success. The model:

  • Kept repeating same mistakes over and over
  • Reverting existant code with new solutions
  • Redoing previous work
  • Breaking unrelated parts of the game
  • Not understanding instructions

We want to continue with the more complex cloned games, including OS potability, a premium LLM susbciption (if that makes a difference at all).

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