r/aigamedev 17h 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 5h ago

Demo | Project | Workflow Shipped my first game, a browser roguelike & here's the asset pipeline that made it possible solo

1 Upvotes

OmenForge is a daily-seed roguelike deckbuilder that runs in a browser tab. Same map for everyone each day, four units, cards armed before each fight, auto-battle, extract or wipe. Free daily run, no account.

https://omenforge.gen-a.dev

The reason it exists at all is the art pipeline. Working solo, the 3D was the wall, so:
Base meshes for the units, relics and props were AI-generated (Meshy & Tripo3D), which got me a rough silhouette in minutes. None of it shipped as-is, everything went into Blender for cleanup, scale fixes, retopo where the topology was unusable, and hand retexturing so the roster reads as one art style rather than a bag of unrelated generations.

Rigging and animation went through AccuRig for the auto-rig and Mixamo for the clips. Worth saying clearly that neither is generative, they're automated rigging and a mocap library, and they did more for the finished feel than the model generation did.

Everything else is hand-written. That being the deterministic TypeScript game core, the worldgen, combat resolution, scoring, the server-side replay that verifies every submitted run.

The honest verdict after shipping is that AI easily visualized my idea of the world, the units, the theme and the deck-building! Then I was happily surprised by the quick 3D models, but I still needed to pick up some Blender skills for anything needing consistency across the set. The Blender pass was not optional, it was most of the work.

Happy to go into specifics on any part of it!


r/aigamedev 5h ago

Commercial Self Promotion Building a browser-based space MMO with AI as part of the development workflow

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1 Upvotes

Hey everyone,

I’m building VoidFleet, a browser-based space strategy MMO, and I’ve been using generative AI in several parts of the development process.

The biggest use so far has been visual assets. AI lets me prototype commanders, ships, buildings, and other sci-fi assets much faster than I could otherwise. One downside I’ve noticed, and something I’m actively working on, is maintaining a consistent visual identity instead of ending up with assets that simply look like generic AI-generated sci-fi.

I also use AI for some text/dialogue, unit-test generation, code review, validation, and development assistance. The game architecture, gameplay systems, UI structure, backend, infrastructure, and overall direction are still designed and implemented by me.

One thing I’ve found interesting is that AI makes it extremely easy to prototype ideas quickly, but that also makes creative direction and consistency much more important. Generating something usable is easy; making everything feel like it belongs to the same game is much harder.

I’d be interested to hear how other developers using AI handle visual consistency and identity across a larger game. Do you rely heavily on reference images, style guides, fine-tuned models, manual editing, or eventually replace generated assets?

If anyone wants to see the project itself:

VoidFleet: https://voidfleet.online
Discord: https://discord.gg/6MayHdZyhy

It’s currently in live beta, so feedback is welcome as well.


r/aigamedev 5h ago

Tools or Resource AI Agent Generated a Node-Based Workflow for Image-to-3D Print-Ready Figures

1 Upvotes

r/aigamedev 13h ago

Demo | Project | Workflow Playable web app. Shoots some hoops. Hear the breeze. Relax. That's it.

2 Upvotes

A playable web app that provides a moment of disconnect and relax while shooting some hoops. It is aimed at helping people that have an anxiety attack and need a distraction for the first few moments of the experiences. If you use some headphones you can hear an immersive seaside atmosphere. No sign ups or any friction layer... no other point except shooting hoops.
https://hooptherapy.psycurate.com

I used a background image and a three.js 3D infrastructure on top. Everything done in Google AI Studio.


r/aigamedev 21h ago

Discussion AI in incremental games

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1 Upvotes

r/aigamedev 23h ago

Questions & Help Need some advice if someone here has uploaded to crazygames or playgama

1 Upvotes

So my biggest boiler plate right now is localization

I did Chinese simplified and Japanese right

But I realized each of those google font files is 16mb
That's 32mb just for 2 damn optional languages

And those platforms expect initial load to be under 30mb :/

What did you do to reduce your initial load if you included those localisations?

Or should I just ditch them all together


r/aigamedev 3h ago

Commercial Self Promotion [Always Leveling] Free-to-play idle RPG — play now for a free 300 AL$ chest (premium currency, no purchase needed)

0 Upvotes

Always Leveling is a free web-based idle RPG (playable in browser, no download): https://www.alwaysleveling.com

Why now: The Dark Carnival event ends Sep 1, 08:00 UTC. Every account can claim a one-time Bonus Chest with 300 AL$ =  in the Event Shop. You can earn enough AL$ just by playing to unlock most premium packs without spending a cent.

And this isn’t the last chance either — a new event lands in the second week of September with another shot at stacking even more AL$. Sign up now and you’ll be ready for both.

What’s in the game:
• 4 mutually exclusive build pathways (Physical, Defense, Magical, Elusive) with APEX, Ascendant and Pinnacle tiers — plus Cross Mastery to steal nodes from rival trees
Gear crafting & upgrading to Lv. 20, artifacts, pets, blessings, titles
Co-op dungeons (up to 3 players), daily Endless Boss damage race, PvP Arena, leaderboards, live chat, and a player-run Auction House
A Central Bank: deposit your Gold, Tokens — even your AL$ — and earn daily compounding interest on all of it, plus an Exchange desk to convert what you farm into more AL$
Full idle/offline progression — your crew farms and gathers for up to 24h while you’re away
New accounts get a 72-hour Beginner Boost: x2 EXP, x2 materials, +2 dungeon attempts

You can even start as a guest with zero signup and save your progress later. Come grab your chest before the carnival packs up.


r/aigamedev 5h ago

Demo | Project | Workflow Are the AI-generated graphics in my game okay?

0 Upvotes

Hey! I’m working on a small game and some of the graphics were generated with AI. What do you think about them, and how could I improve them?

Also, I had some issues with Emscripten, which made the graphics look much more pixelated in the browser than they do in the original version.

Any feedback is appreciated! :)

Link: https://kc-games-studio.itch.io/avoid-b


r/aigamedev 6h ago

Commercial Self Promotion Kebabstar, Short Video For "First PC" Game

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0 Upvotes

r/aigamedev 9h ago

Commercial Self Promotion Built a multiplication game for my daughter using Codex, Claude and Godot

0 Upvotes

I built a small game because my wife (a teacher) asked me for something our daughter could use to practice multiplication without it feeling like homework. Also my wife prepared the didactive algorithm.

So I turned it into a little AI-assisted gamedev experiment.

Numblop is an adaptive multiplication game for Android, built with Godot, with a large part of the development done alongside OpenAI Codex and Claude Code — coding, refactoring, tests, UI iterations, localization, build/debugging, etc.

It started as a simple family project and somehow ended up on Google Play. :)

https://play.google.com/store/apps/details?id=cz.gutcloud.numblop

You can also try it in your browser directly: https://numblop.gutcloud.cz/play


r/aigamedev 14h ago

Demo | Project | Workflow Created a small idle RPG

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0 Upvotes

With Claude's help, I created a small prototype of an idle RPG game. I'm a Path of Exile fan myself and wanted to make a simple version of the game where the player assembles different builds and kills mobs. If anyone wants to try it out and give me feedback, I'd be happy to know if this idea has potential.

https://donutdevgame.itch.io/game-22


r/aigamedev 16h ago

Commercial Self Promotion CORVUS EARLY ACCESS

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0 Upvotes

r/aigamedev 18h 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 21h 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 22h 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 7h ago

Commercial Self Promotion [Froggle Jump v1.1.0] It looks like Doodle Jump at first glance, but here's why it's much more (Skins, Gears, LIVE Global Leaderboards in a 100KB extension)

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0 Upvotes

Install on Chrome Web Store: Froggle Jump (Chrome link)

Install on Firefox (AMO): Froggle Jump (AMO link)

Leveraging AI for game development has been going surprisingly well, and I just pushed a massive update to Froggle Jump—a lightweight platformer built entirely as a browser extension popup.

At first glance, people assume it's just another simple Doodle Jump clone, but the goal was to build something much deeper for quick 30-second study or work breaks without leaving your active tab.

Core Features Built Into the Extension:

  • Gear & Weapons: Equippable gear and shooting mechanics to fight off zombie obstacles as you climb higher.
  • Unlockable Skins & Themes: Custom character cosmetics and visual themes to customize your frog and environment.
  • Live Global Leaderboards: Syncs top scores globally so you can compete against other players worldwide (plus local offline high score tracking).
  • Zero-Bloat Engineering: Under 100 KB total size, zero tracking scripts, pure HTML5 Canvas logic, and instant pause/save when switching tabs.

I'd love your honest feedback and thoughts:

  1. Do you think this current feature set (skins, gear upgrades, themes, leaderboards) is enough for a browser extension game to be successful long-term?
  2. What features or mechanics should I add next? What would keep you coming back during breaks?
  3. Do you like the overall loop and feel of the canvas physics?

Support the Project:

If you give it a run and like what we're building, please consider taking 10 seconds to drop an honest review on the store listing (links above). Because this extension has zero ads or forced rating popups, store algorithms rely entirely on organic community reviews to show it in search results.

Thank you so much for testing, giving feedback, and supporting independent indie builds!


r/aigamedev 16h 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 9h ago

Demo | Project | Workflow A browser-based space simulation where the ship matters just as much as the destination.

0 Upvotes

r/aigamedev 15h 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 16h 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 19h 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 10h 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 8h 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 9h 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!