A playable 3D dungeon arena prototype built with Codex and GPT models. Codex handled the game architecture, TypeScript/Three.js implementation, combat systems, enemy encounters, HUD feedback, and GPT‑generated environment textures. Character models, character textures, and animations were created with third-party asset-generation tools
The game that this prompt generated looks pretty decent visually. A big part of this likely due to the fact the meshes were created using a seperate tool (probably meshy, tripo.ai, or similiar) and not generated by 5.5 itself.
It really seems like we could be at the dawn of a new era similiar to flash, where any gamer or hobbyist can generate game concepts quickly and instantly publish them to the web. Three.js in particular is really picking up as the primary way to design games with AI, in spite of the fact it's not even a game engine, just a web rendering library.
A friend is building Jamboree[1] (prev name "Spielwerk") for iOS. An app to build and share games. They're all web based so they're easy to share.
[1] https://apps.apple.com/uz/app/jamboree-game-maker/id67473110...
I’ve had a lot of success using LLMs to help with my Three.js based games and projects. Many of my weird clock visualizations relied heavily on it.
It might not be a game engine, but it’s the de facto standard for doing WebGL 3D. And since it’s been around forever, there’s a massive amount of training data available for it.
Before LLMs were a thing, I relied more on Babylon.js, since it’s a bit higher level and gives you more batteries included for game development.
LLM models can not do spacial reasoning. I haven't tried with GPT, however, Claude can not solve a Rubik Cube no matter how much I try with prompt engineering. I got Opus 4.6 to get ~70% of the puzzle solved but it got stuck. At $20 a run it prohibitively expensive.
The point is if we can prompt an LLM to reason about 3 dimensions, we likely will be able to apply that to math problems which it isn't able to solve currently.
I should release my Rubiks Cube MCP server with the challenge to see if someone can write a prompt to solve a Rubik's Cube.
The meshes look interesting, but the gameplay is very basic. The tank one seems more sophisticated with the flying ships and whatnot.
What's strange is that this Pietro Schirano dude seems to write incredibly cargo cult prompts.
Game created by Pietro Schirano, CEO of MagicPath
Prompt: Create a 3D game using three.js. It should be a UFO shooter where I control a tank and shoot down UFOs flying overhead.
- Think step by step, take a deep breath. Repeat the question back before answering.
- Imagine you're writing an instruction message for a junior developer who's going to go build this. Can you write something extremely clear and specific for them, including which files they should look at for the change and which ones need to be fixed?
-Then write all the code. Make the game low-poly but beautiful.
- Remember, you are an agent: please keep going until the user's query is completely resolved before ending your turn and yielding back to the user. Decompose the user's query into all required sub-requests and confirm that each one is completed. Do not stop after completing only part of the request. Only terminate your turn when you are sure the problem is solved. You must be prepared to answer multiple queries and only finish the call once the user has confirmed they're done.
- You must plan extensively in accordance with the workflow steps before making subsequent function calls, and reflect extensively on the outcomes of each function call, ensuring the user's query and related sub-requests are completely resolved.It’s like all these things though - it’s not a real production worthy product. It’s a super-demo. It looks amazing until you realize there’s many months of work to make it something of quality and value.
I think people are starting to catch on to where we really are right now. Future models will be better but we are entering a trough of dissolution and this attitude will be widespread in a few months.
I personally don't think the gameplay itself is that impressive.
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FWIW I've been experimenting with Three.js and AI for the last ~3 years, and noticed a significant improvement in 5.4 - the biggest single generation leap for Three.js specifically. It was most evident in shaders (GLSL), but also apparent in structuring of Three.js scenes across multiple pages/components.
It still struggles to create shaders from scratch, but is now pretty adequate at editing existing shaders.
In 5.2 and below, GPT really struggled with "one canvas, multiple page" experiences, where a single background canvas is kept rendered over routes. In 5.4, it still takes a bit of hand-holding and frequent refactor/optimisation prompts, but is a lot more capable.
Excited to test 5.5 and see how it is in practice.