Tuesday, 29 September 2026

The AI-corn Project - How good are these LLMs anyway?

 


Over the last few months LLM's have reached a level where many developers (and almost everyone else) believes that these tools will (or have already) change the very nature of our work as developers. Specifically LLMs are increasingly able to do implementation work - that is the actual 'feet on the ground' coding for many tasks - so long as they are well guided architecturally and structurally. 

Intent

The purpose of these blog posts is to establish (for myself) whether I believe the current LLM technology is capable of generating code at this level - specifically if it can write algorithm and source code to do some novel but well understood and well-defined tasks with the same guidance I would give a very junior developer with no real world experience.

Additionally I'd like to learn how best to use these tools personally; what they are strong at; what they are weak at and how I feel about the experience of using them this way.

The Task

This year I entered the JS13k games contest as I have done for many years - My final entry can be found here and I was really happy with it (sorry about the colour scheme - the theme was 'unicorns and rainbows').

JS13kgames has some tough rules: your final source code must be under 13kb; no external loading of assets or code of any kind; must run mobile and desktop browsers; 30 days from start to final product.

This year I spent about 50 hours on the project over those 30 days and had spent some time before the contest started doing some research. Much of this time was is game design and software architecture - perhaps less than half spent on source development. I have demos from many different days in the project so I have a record (and git) of how fast it went and how it looked as the time progressed.

The game is nothing terribly new conceptually like most other platformers; the physics is a bit unusual but easy to explain; the graphics display is all constructed from text using the DOM; the level definitions are simple text strings; other than the player avatar there are only three other 'sprites' which are very simple.

So the big question is would a state of the art LLM have made my life easier if I got it to do the implementation? 

Is a LLM capable of writing this code? Can it put together the code into a complex working game with levels and high scores? Can it write basic interpolation, animation, timing and utility services given that it is not allowed to use external libraries? Is it capable of handling terser and zip and managing the code size limit and how much of the burden around this tooling can it remove? How much debugging will I be left with?

The Plan

I've spent a few days researching the new tools (and am familiar with many of the tools) and have decided that cursor back by some token allocation seems to be the base setup most folk use for serious project work - I have that all set up.

My plan is to follow the same steps I took when doing the game jam. The design work is done; I know at least one way of solving every technical problem; I know what I want it to look like and how I want it to work. So it should go really quickly.
 
Starting with a few small (tiny html+code+css) proof of concept projects just to show I can make the technology work and my ideas for rendering the game are practical. I plan to do this phase in a fairly minimal project in cursor and learn to find my way around there first.

Then I will 'start' the contest - set up a serious project that will develop towards my complete game; build design and specification documents; rules sets for the unicorn; feature by feature requirements breakdowns. 

From here I'll try to see if I can keep up with my last attempt - try to get similar demos and see how it goes. Ideally I would never have to touch the code directly but I will do some debugging or coding before I give up.







Wednesday, 10 September 2025

Wake the Cat - Day 27 - Nearly There

 Got some more sound effects; got some more levels; a pretty new level display and 11 out of 13 levels complete!

BUT am currently sitting at 12.7kb / 13kb - very close to the limits! I've got to create two more levels and have a few details to fill in but here is a demo 3 days before the deadline.

Saturday, 6 September 2025

Wake the Cat - Day 24 - Level selection and some levels

 Finally getting to a form of the game that has some substance and overcome most of my most serious technical hurdles:

a) WebXR interface: Made all this work although I had a little trouble with the emulators. You can enter the game as an XR session with appropriate hardware - I have look to select so that if you look at an object for a bit it gets clicked with a sweet little torus as UI. I also implemented some rotation controls for the puzzle in the VR world (look down a bit to find them) - they could use some work aesthetically but they're functional. Also you can fast select using triggers or buttons (if your hardware has buttons) and rotate the world using the joysticks (if your hardware has joysticks). I've played through the game with my 'cardboard' headset so I know it can be played with the oldest hardware!

b) Level selection and switching between levels.

So it's beginning to look like a game - here is a demo with 5 levels implemented. I'm not sure these levels will be my final versions we'll see how we go.

Thursday, 4 September 2025

Wake the Cat - Day 21- Almost a Game

 Lots of work going on on the game:

  • A level selection world and switching between levels and returning to the level selection pretty elegantly.
  • 5 whole levels implemented - some of them pretty good
  • Some basic work on the VR hardware integration - just setup not implemented yet but the render loop is XR-API ready and working and I got some pretty buttons.
  • Win conditions all set up and working (just not exciting)
  • Built the simplest tenser.js and zip pipeline for module level compression which is going to be good enough I think.

So here is the demo of the first playable version....size is currently 7,486 bytes - so that is looking okay.

Wednesday, 3 September 2025

Wake The Cat - Sound FX

 Did a bit of late night vibe coding for sound effects - interesting and successful. I had to refactor the chatGPT code to make i) better and ii) more js13k compatible but most of the basic ideas and sound engineering stuff (filters / distortion etc) was new to me - so it helped me make good progress in very little time.

Here is a little demo of some sound effects for the game.


Sunday, 31 August 2025

Wake the cat - New Demo - with a cat - Day 16.

 Been a busy weekend - lots of new work.

On the windchimes side I'm really getting somewhere - this demo has easy working access to all kinds of windchimes tuned by culture and soundscape - I think it's pretty cool and the general topic of culture and musical keys is really interesting. I'm happy for this as a background soundscape solution for different levels.

On the game side I made a couple of extra pieces: a rotational ring thing that goes round and round; a static cat platform; the ability to draw text in the world on signs ; and I finally made a cat!

I'm not really happy with the cat shape (bull-terrier-shape?) nor the implementation and I hope I'll have time to do it again. However I am pleased with the generated fur textures, the eyes  and ears, and the ability to make different cat-coats (although the tabby pattern is a bit weird still).

The system can also generate different levels from a level factory and has a 'wake the cat' success outcome (which just logs to console so far). So I'm getting there, but it's day 16 so I'd better be!

So here is a demo of the latest 'test level' with a whole whack of different objects. 

The big outstanding technical hurdles are: VR hardware integration (I've got a pretty good idea how to do this but there is time, technicality and work here); design for another 10+ levels (long, hard, detailed work); sound FX for moving bits and the cat (no idea; but hope to mostly vibe code it with the Web Audio API);  and setting up a tool chain for compression (I've done it before how hard can it be?).

So far so good but my other life is looking busy!

    

Thursday, 28 August 2025

Wake the Cat - Demo 2 - It Moves! Day 15

 Got the movement and some mechanical pieces for my new game. 


This demo shows my piston like piece (three state expansion), a simple moving needle and an static cat basket.

The pistons demo how pieces can be attached to each other; and the needles are set up to test the detection of collisions between objects (which causes them to 'bounce back'), finally the system of passing through clicks allows the basket to activate the needle beneath it. All important bits for my game.

Still no cat though!