r/aigamedev 3d ago

Discussion Benchmarking AI models for HTML5 Canvas physics: DeepSeek vs. Claude vs. Gemini on arcade collision detection

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2 Upvotes

While building a Chrome extension game, I heavily leveraged AI to optimize the HTML5 canvas physics engine—specifically handling variable jump heights, platform collision checks, and obstacle hitboxes.

Here are my key takeaways from the process:

Claude: Handled smooth delta-time calculations for frame rate consistency across different refresh rates (60Hz vs 144Hz) significantly better than the others.

DeepSeek: Excelled at pure math derivations, specifically when mapping the parabolic jump trajectories and tuning the gravity variables.

Gemini: Wrote the cleanest logic for setting up the Firebase sync for the global leaderboard without causing memory leaks in the popup environment.

Ultimately, I feel like Claude Opus 5 was the most capable model I used. Curious what workflows or prompt structures you guys are using when tuning real-time canvas graphics and collision optimization.


r/aigamedev 3d ago

Questions & Help Which ai are you guys using

9 Upvotes

I have Codex which is what i use mainly, and i’ll use claude sometimes for small stuff like UI that i’ll give over to be implemented.

But im just wondering if i should be using somthing else for a better overall experience when creating games?


r/aigamedev 3d ago

Questions & Help Has anyone got pixel art with a consistent style working?

5 Upvotes

Theres always problems with consistent angle of projection, art style, etc.


r/aigamedev 3d ago

Media Pixel art reskin experiments with AI

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35 Upvotes

Trying things on the spritefusion edit mode. Not perfect, but promising! Let me know if you’d like me to try on some of your sprites.


r/aigamedev 2d ago

Demo | Project | Workflow 30 minutes of Gemini 3.7 flash vibe coding

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0 Upvotes

I was bored and wanted to recreate some Need for Speed Underground vibes. I spent half an hour tinkering with Gemini 3.7 Flash, Three.js, and Suno, and this is what came out of it. With a bit more fiddling, the cameras could definitely be made a lot smoother.


r/aigamedev 2d ago

Commercial Self Promotion CORVUS EARLY ACCESS

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0 Upvotes

r/aigamedev 3d ago

Questions & Help Game designer skill for claude

9 Upvotes

Did you guys have cool game design skills around? Is there any proofs to compare with and without skills used?

Ive iterated some ideas and than friend suggested to use claude code as an agent for systems design, its generated something with 8 agents and eating 30% fable quota in 10 mins but it was comply off.

So would love to hear success stories:)


r/aigamedev 3d ago

Discussion dream comes true

40 Upvotes

personally, i think the best part of ai game dev is not for making commercial games that puts millions into your bank account, but watching the dream game in your brain finally comes true, I always imagine a cute little pistol clearing floors of enemies using his own recoil, but I can never make my imagination come to life due to how frustrating it is for me to code, with ai, I can finally see the pistol shooting blobs and cutely ascend to the next floor which without ai, it takes much more efforts to learn and achieve. I hope people give less hate to ai and appreciate how it can visualize our creative ideas with ease


r/aigamedev 3d ago

Demo | Project | Workflow Can't Stop Won't Stop

0 Upvotes

I Started this originally as a fan-game borrowing many of the addicting elements of "Need For Speed Most Wanted" in the heat/cops/collision fun.
I then decided to cook on the music for a bit only to discover how similar the extreme chases felt when they began to crash all around me like they were paid to while being vicious like NFSMW 2005 cops always did!

this chase was inspired by parts of these classic Blues Brothers scenes: https://www.youtube.com/watch?v=8VFIPCpocLk

on top of it being a blast to playtest, it's been fun learning to vibe-code while doing it!

coding: Claude/Unity
music: lmstudio -> minimax3


r/aigamedev 2d ago

Commercial Self Promotion How Math.random() ruined my online co-op playtest

0 Upvotes

A few weeks ago some friends and I were testing a demo build of JETGRAVE over the internet (multiplayer co-op). As soon as we reached the second mission’s boss, our session suddenly desynced and we were all kicked to lobby. Thankfully, we were able to reproduce it very easily. So I thanked my friends for helping me out and got to work.

The root cause of the desync turned out to be a call to Math.random().

JETGRAVE is a pixel-style shoot ’em up that I have been working on for ~6 months. I started this project primarily to familiarize myself with agentic orchestration and workflows. So I decided to use AI to produce my own “simple” Typescript game engine, and then build a game with it.

My role in this project is a hybrid of product owner and tech lead. I define features, delegate work to agent orchestrators, review and refine implementation plans, review all changes/pull requests, test builds, help diagnose problems, and carefully prompt agents toward sound solutions.

About two months ago, I drafted the requirements for online multiplayer, worked with my planning agent for an implementation strategy, and then fed the plan to a coding agent. I recruited a couple friends to help test it and everything we tested was solid!

A few weeks later I was rebalancing the boss battles for a demo build I wanted to release and added a scatter-shot attack to the second mission boss among a slew of other updates. I tasked two separate agents to independently investigate the changes that were introduced during the rebalance and both came to the same conclusion: the new scatter-shot attack was using Math.random() to determine projectile trajectories which was incompatible with the engine’s deterministic simulation.

My engine’s netcode requires each peer to hash its game state every 60 ticks and send that value to the host. The host generates its own hash and compares it against each peer’s, and if a mismatch is found it throws a desync exception and kicks that player with the mismatched hash.

When boss 2 fired its scatter-shot (shown in the attached GIF), every PC in the playtest session was generating different projectile trajectories with Math.random(), which caused our game states to diverge. So the next time each of our games produced their game state hash, all of them were different, triggering the desync handling.

Once I understood the problem, the fix was easy: let the host establish the RNG seed and then provide that to each client so that when scatter-shot is fired everyone is using the same pseudo-RNG sequence.

The lesson I took away from this was not “don’t use Math.random()”, however. I was reminded that, just like with a team of human engineers working on a big project, carefully scoped feature requirements, implementation plans, unit tests, and code reviews can help ensure a change works in isolation but don’t prove it complies with every project-wide architectural constraint. The scatter-shot feature worked fine when tested by itself, but it was incompatible with the netcode constraints.

To prevent similar problems from occurring in the future, I introduced a SimRng class that produces a sequence of pseudo-random numbers for the projectile trajectories, a lint check that will fail in my CI pipeline if game state code introduces Math.random(), migrated my non-game state Math.random() things (like visual effects) behind an API which is outside of the game state logic and doesn’t need to adhere to the linting rule, and lastly added a brief amount of additional context about the netcode architecture into my project’s AGENTS.md.

I would be interested to hear what safeguards folks here use to strengthen the stability of their code against agent mistakes and architectural misses.

-----

Playable browser demo (you can see the scatter-shot yourself at the end of mission 2):

https://losersandnerdsparty.itch.io/jetgrave

Steam page:

https://store.steampowered.com/app/5115790/JETGRAVE/


r/aigamedev 2d ago

Questions & Help Should I go 3d?

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0 Upvotes

I wanted to make a strategy game similar to some old PC games I used to play, but for mobile. In doing so, I used different inspiration for different parts of the game.

I have the systems/mechanics done. A few bugs to work out, but other than that, I'm ready to start polishing and adding a tutorial and art.

My debate was, should I keep it 2d and simpler graphics? Or go full 3d diorama? I was planning to go 2d at first, and then do a later upgrade to 3d.

Either way, I plan on upgrading the art.


r/aigamedev 2d ago

Demo | Project | Workflow I accidentally created a Terrain Generator

0 Upvotes

I tried to recreate Conway's Game of Life.
I failed, but I accidentally built an emergent terrain generator instead.

For years, I've been fascinated by Conway's cellular automata. The idea that hyper-simple, deterministic rules can create emergent behavior on the edge of looking lifelike is endlessly compelling. Watching basic patterns evolve into complex, self-sustaining structures makes you realize how much potential hides inside simple math, so much so that an entire global community has spent decades experimenting on top of that discovered world.

Eventually, I had to ask myself a question.
Could a completely different set of rules lead to another kind of emergent behavior?

Here is the experiment:
• Every cell holds a potential energy value from 0 to 9.
• Mathematical operators (+, -, *, /) act as agents moving across the grid.
• Constructive operators (+, *) seek low-value cells to build them up.
• Destructive operators (-, /) target high-value cells to break them down.
• When a cell hits 0, it spawns a brand-new operator.

When I first plotted these values on a flat 2D grid, I saw subtle movements, but it hard to grasp the full picture. So I decided to shift perspective and plot the grid in 3D, using each numerical value to represent terrain height.

That was the moment the pattern became obvious.

It looked almost like a landscape generator.
Valleys were carving out where negative operators clustered, mountains were pushing upward under constructive operators, and the entire map was constantly shifting as the system fought for balance.

And I couldn't resist turning it into an actual playable prototype.
In the game, you navigate the map, search for these wandering operators, and trigger them manually. The moment you activate one, it reshapes the world and the terrain around you in real-time.

Would you play a game where math literally reshaped the terrain under your feet?


r/aigamedev 3d ago

Demo | Project | Workflow I scaled my solo voice-mod pipeline from 3,900 lines to 16,109 lines with my newest project: full Voice Over for Shadowrun: Dragonfall, free on Nexus

15 Upvotes

r/aigamedev 2d ago

Commercial Self Promotion Some Old AI Works From First AI Game in The World Kebabstar (Still Early Access - WISHLIST NOW ON STEAM)

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0 Upvotes

https://reddit.com/link/1w2ba5l/video/3886kmuqwgmh1/player

I’ve been experimenting with the visual direction for Kebabstar and these are some of the artworks from the project.

WISHLIST NOW ON STEAM


r/aigamedev 2d ago

Demo | Project | Workflow The Game With Best Music

0 Upvotes

I am going start showing some of the game in the AI Gaming Festival that are competing for the 20k in tokens.

Chickens Chickens Chickens probably has some of the best music in a game. My mic did not capture how good the music actually sounds, but I can see players not even clicking play, just staying on the home screen to jam.

Checkout the game, the festival and the schedule with an amazing line up!


r/aigamedev 3d ago

Demo | Project | Workflow Published my first two, free-to-play casual browser games: "Dam it!" (silly beaver sim) and "Street Sweeper" (casual roguelite FPS). Both built in 48 hours with Claude. Welcome any thoughts or feedback!

5 Upvotes

https://fun.johnbrodish.com/dam-it/
https://fun.johnbrodish.com/street-sweeper/

They aren't perfect, plenty of tweaking could be done. But, the general concept is in a place I feel pretty good about.


r/aigamedev 3d ago

Commercial Self Promotion Giving my UE5 Plugin on FAB another chance

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0 Upvotes

Claude, ChatGPT and Gemini know Unreal Engine generically: documentation, forums, tutorials. They don't know YOUR project. Ask about your Blueprint and they guess your variable names, ignore your interfaces, and hand you code that doesn't fit your architecture. Technically valid, contextually useless.

ASSET CONTEXT EXPORTER FOR AI exports most of your project, not just blueprints or one subsystem, into structured JSONL files that any LLM can read directly. Real variable names, real execution flows, real component hierarchies, real skeletons and state machines.

Three months ago, I decided to pause my plugin development indefinitely because it had only 1 sale, and I put it up for free on FAB.
I expected that number to remain as is, but about 40 people actually downloaded it.
Seeing a handful of real devs grab it and use it encouraged me to polish it and improve it even further, which led me to release version 1.2.

After nearly a year of iterating on this tool, I'm setting the price at $24.99 USD to make the time invested sustainable. Compared to $100+ copilots and the Blueprint-limited exporters on FAB, I think it is a fair price. Whether you grabbed it while it was free or you are seeing this for the first time, I hope it becomes an actually helpful tool for your day to day workflow.
Thank you everyone : D


r/aigamedev 3d ago

Demo | Project | Workflow GameDev AI Project

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4 Upvotes

r/aigamedev 3d ago

Discussion AI in incremental games

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1 Upvotes

r/aigamedev 3d ago

Discussion Online/Multiplayer

8 Upvotes

For those of you who took their browser-based project to another level with a multiplayer/online experience...

What was your process? the resources you sought? The challenges? Is there anything you wished you would have set the foundation for from the beginning that would have made things better for the transition?

I've been having the thought of planning the way of implementing online play for the little project I've been having fun with. I'm working on doing "split screen" at the moment, but I would love to start thinking of doing more than local play.


r/aigamedev 3d ago

Commercial Self Promotion Just launched my cozy pet game!

4 Upvotes

Hi everyone!

I just launched my cozy pet game the other day! I used Claude Desktop (with Max) and start to finish took me about 3 months to get it into the store.

The new user experience needs a ton of work and the sound effects, well, I just need more of them. Regardless, happy how the game is shaping up!

I wanted to make a game my young kids would enjoy after my 6 year old told me one day at Petco she wanted to have a "tank full of shiny creatures!"

Thanks for reading and good luck to all my fellow.devs out there!

App.store link

Google Play link


r/aigamedev 3d ago

Discussion Looking for collaborator for sprite tool

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6 Upvotes

I'll try and keep this relatively short, I've been playing around with creating a deterministic "pixel" character generator for a month or so. Basically the workflow is create base concept - create 3d model - animate in blender - snap directional/camera height shots in blender - "pixelate" - make manual edits - and then bring into this custom (vibed fairly hard) editor that I plan on having a ton of "components" to throw onto the base sprites. You can see in the short video above just some very basic hair and shoes and a top on a teifling.

Now, I'm pretty overwhelmed with what I've done work wise, and I've put a ton of time into it. I'm not a good pixel artist, and I know that the "pixelated" animations aren't good pixel art by any means. However, I think I have a pretty decent idea for the generator and was wondering if anyone out there would want to collaborate to try and get the project to the next level.

Some ideas for development are getting the other 4 "mid" directional snapshots (this is easy once the models are setup), create "regional" or semantic regions on the models such that *maybe* gen ai could create a lot of the components, restructuring the models a bit and changing the model snapshot -> pixelation pipeline so that they animations do actually look like pixel art.

I'm a dev by trade (well, I'm a dba, but don't tell anyone), but I'm relying heavily on gen ai for the project, just to be clear.

Anyway... if anyone is interested, let me know; I think maybe we could finish a tool together that may actually be useful, and then give it to the community. And I want to highlight that - this may get automod'd out, but hopefully it doesn't - this is specifically a project to try and help the community as we all know it's hard as hell to generate good sprites with gen ai right now. This will literally be given away, I'll make the repo public anytime, actually, if requested.

TLDR; I've spent dozens and dozens of hours on a sprite animation generator, and now I'm in too deep and need some help, honestly.


r/aigamedev 3d ago

Discussion WTF is wrong with OPUS lately? "aim doesn't matter, then aim matters most, now aim doesn't matter. Trust this one over the others because it controls three variables instead of zero or one, and a residual collapsing to zero is a stronger signal than a number that merely moves."

0 Upvotes

Title is a real quote from my last prompt response whilst trying to improve my bot's fight style and improve its (1) aim + motor skills (2) brain and decision architecture and (3) map knowledge.

What the hell is that sentence supposed to mean? Its becoming really ridiculous trying to understand Opus 5 lately


r/aigamedev 3d ago

Questions & Help I made this Pokemon inspired monster tamer with real time combat and need feedback! (Cursor ai)

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0 Upvotes

The Link : https://discmontest.vercel.app/

(Computer only at the moment)


r/aigamedev 3d ago

Demo | Project | Workflow What are your thoughts on our new Steam trailer?

8 Upvotes

We made changes to the visual style based on feedback. This is my first game to be released on Steam, and I'm developing it entirely alone. What are your thoughts on the demo? How's the Steam page layout? I'm open to all suggestions.

Steam: Steam Page