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Codex, Opus, Gemini try to build Counter Strike

BearOso

I 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.

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stopachka

If you're curious about the source, here's the snapshot:

Codex: https://github.com/stopachka/cscodex Gemini: https://github.com/stopachka/csgemini Claude: https://github.com/stopachka/csclaude

BearOso

Thanks. Turns out that shader is a builtin of three.js.

wahnfrieden

Please try again with Codex on High or Extra High. 5.1-Max nerfed it a bit if you don't use higher thinking.

blankarea

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gs17

Claude'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

hah ... I think you were killing me!

vpShane

Wow, 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.

reactordev

Source 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).

stopachka

Thank you for the kind words : )

kenjackson

This 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.

vunderba

Neat. 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.

stopachka

Good idea! Added the PR for it here:

https://github.com/instantdb/instant/pull/2010

Once this lands lightbox should be up. Thank you!

stopachka

Update: fixed!

syntaxing

I 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.

dingnuts

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wormpilled

That'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.

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aurareturn

Damn this is cool. Imagine an LLM trained extremely well on something like Unreal Engine.

behnamoh

Yeah, AI is not going to replace programmers any time soon!

Madmallard

look at the actual code output lol

flipflopsrawr

Plagiarism is ugly after-all