[AI] Into the darkness
- status : wip
- code : intothedarkness
- Date(s) : 18-wip
- Platform(s) : MD
- Type(s) : new game
- By(s) : MX Retro Dev, MX Retro Dev (/Mauro Xavier)[TO DELETE], Mauro Xavier
Developer confirmed used of AI
For Into the Darkness, I mainly used AI to improve the mathematical structure and performance of the raycasting engine — and, interestingly enough, even for AI this wasn't an easy task.
It took practically an entire week of attempts, day after day, starting with GPT-5.6 Sol at medium reasoning effort, then moving to GPT-6 Sol, and finally using Claude Opus 5.5 for some additional work.
I had already managed to get the game running with textured raycasting, but performance was around 10 FPS. With the optimizations, there are situations where performance has practically doubled.
There are still areas where very intense action can cause the game to drop to around 10 FPS, so the optimization work isn't finished yet. On the other hand, the game is no longer using only 256 horizontal pixels: I've now moved to 320 pixels, with an effective raycasting resolution of 80 × 92, using 4 × 2 tiles to simulate pixels.
There were also improvements to object and enemy occlusion. Claude Opus 5.5 helped quite a bit in this area, fixing some visual bugs while also contributing to a small performance improvement.
Data retrieved from aftermarket
Screenshots