@Ryancampbell: Alrighty, so I let Opus 5 complete another round of improvements on the kart racing game. Partial renders, mobile perfo…
Summary
Ryan Campbell used Opus 5 AI to improve a browser-based kart racing game, enhancing renders, mobile performance, and controls, showcasing AI-assisted game development.
View Cached Full Text
Cached at: 07/29/26, 10:13 PM
Alrighty, so I let Opus 5 complete another round of improvements on the kart racing game. Partial renders, mobile performance, controls/camera adjustments are much better now.
Not sure what’s more impressive, that AI can produce this.. or that this runs in the browser (thanks @threejs!). Mind blowing honestly.
What should I do next?
Try it out yourself here: https://racing.ryancampbell.com
For those asking, I used @mattshumer_’s prompt described here: https://somethingbig.ai/gauntlet-loop
Kart Royale
Source: https://racing.ryancampbell.com/ KARTROYALE
starting up
Similar Articles
@mattpocockuk: One underrated part of Opus 5 is that the code it produces is good actually My AFK runs have absolutely not degraded, j…
Matt Pocock notes that Opus 5 produces high-quality code, with autonomous coding runs still strong, though human-in-the-loop planning has become a nuisance.
@mattshumer_: Ryan is doing incredible work with Gauntlet Loops!
Ryan Campbell used Gauntlet Loops and Opus 5 to build four games in a month, with MoonBase One developed in two days from a single prompt using Three.js.
@rohanpaul_ai: Fable 5 absolutely crushed the HTML5 physics contest, but cost 6x more than Opus 4.8 and 39× more than GLM 5.2 in that …
A comparison of four AI models (Fable 5, Opus 4.8, GLM 5.2, GPT 5.5) on generating HTML5 canvas physics demos shows Fable 5 outperforms others in quality but costs significantly more per test.
@mattshumer_: Opus 5 enables this crazy new live AI tutor concept I'm prototyping for @AlphaSchool. It powers chat + direction under …
Opus 5 powers a live AI tutor prototype for AlphaSchool, combining chat, direction, and a custom tiny world model for real-time rendering and interactivity.
I built a full 3D open-world racing game almost entirely with AI, and it now has real daily players. Here's the honest breakdown of what the model nailed and where it completely fell apart.
A developer built a full 3D open-world racing game with AI assistance, detailing where AI excelled (boilerplate, isolated systems) and where it failed (spatial reasoning, system integration, game feel). The game is live with real daily players.