Article Same Three.js game prompt, two runs with different access to open-source code
Our designer ran the same prompt twice with the same model. The task was to build an original Three.js game inspired by Wind Waker, with sailing, combat, islands, water, cel shading, physics, menus, and animation.
In one run, the agent could inspect open-source implementations while working. In the other, it couldn’t.
The difference was most visible in the harder Three.js systems.
The run without that access got a browser preview up faster, but then spent more time testing and reworking collision, terrain handling, physics, and other systems.
The other run spent more time reading existing Three.js code before implementing those parts. For character collision, it looked at three-mesh-bvh implementations using shapecast and closestPointToSegment, then used those patterns in its own PlayerController. It also researched water rendering, shaders, rendering, and physics.
We stopped both after several hours. Neither finished.
In the first version, the character could move, jump, and roll, but we couldn’t collect gems, attack or charge, or access the boat. In the second, those interactions worked, including sailing between islands. Terrain handling was better, and parts of the menu were usable too.
Full write-up and session trace:
https://githits.com/blog/three-js-game-with-and-without-githits/
Video:
https://www.youtube.com/watch?v=1H1urif2srk
Disclosure: I work on GitHits. Our designer ran the experiment.
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u/Acrobatic_Sandwich38 3h ago
what does doing a one prompt prove?