Headless screenshots helped a local agent finish a C game demo

A months-long set of experiments used single-file three.js games that could be built from one prompt. Simple game tasks, such as Minecraft-style clones, were chosen because they are common in and easy to check by sight and logs.

The goal was not to compare model quality, but to tune the harness, , and with tasks that were cheap to repeat. The harder test asked Claude Code on Opus 4.8 and a local Qwen3.6 27B agent to build a small raytraced first-person shooter demo in C, using only the .

Both agents struggled to finish it in one shot at first. The result changed after one added requirement: the compiled program needed a where the agent could send keyboard and mouse input and take a screenshot at a chosen frame.

Key points

  • The experiments used cheap, repeatable coding tasks to tune an agent setup.
  • Claude Code on Opus 4.8 and a local Qwen3.6 27B agent were tested on the same C demo task.
  • Both agents had trouble completing the harder task in one shot.
  • Adding , input control, and screenshots improved the outcome.
  • The main takeaway is that agent can matter as much as the model choice.
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