Made by AI

Lab · Experiment 02 · Where it all started

One prompt, three AIs


Before Space Travel had an art book and interactive explainers, it was a test: I gave the same prompt to three AI models and let each one build a native space demo in the old Amiga and PC style. Here are the three results, with their videos, source code and my notes on working with each model.

The brief

Same prompt for everyone

Each model received exactly this prompt and could choose the language, the libraries and the plan. As in any real collaboration, I then followed up, answered questions and asked for more scenes.

  • Not a real simulation: effects that feel like travelling in space
  • Scenes in sequence, a few seconds each, demoscene style
  • Native app, best performance, GPU where possible
  • Built to grow: new scenes can be added later

The original prompt

Let's build a native app to simulate a starship traveling in space. The target is not a real simulation but a collection of effects that resemble an imaginary space traveling experience: - 3d star field - horizonatal star field - Patroling a giant star with corona flames - Dynamic view of a galaxy Etc The app should present these dedicated scenes in sequence, a few seconds per scene, in the style of old amiga and pc demos, where the effect "coolness" and technical complexity is more important than the real simulation. Let's plan plan for this small demo considering the option to add new scenes moving forward. Use a programming language that allows for best performances and possibly using any available GPU. Evaluate different options and discuss together the best fit. Ask me anything to help find the best solution or to clarify any doubts

The results

Three demos

Videos load from YouTube only when you press play. Each demo's full source code is on GitHub.

Claude Opus 5.5Anthropic

Space Travel · Claude

  • C++20
  • OpenGL 4.6
  • became Lab · 01

Claude had a bit of a rough start checking the local toolchain, but then it built the most advanced framework, with dedicated debugging tools. Compared to the other experiments, I kept adding a few scenes that weren't in the original prompt. Like the other models it suggested adding audio, and while its MOD integration is the most advanced, the demo song it proposed is a bit ugly.

Gemini 4 ArgonGoogle

Starship Odyssey · Gemini

  • C# · .NET 9
  • Raylib-cs
  • OpenGL 3.3 · GLSL
  • 4 scenes

Gemini decided to use C# instead of C++, unlike the other models, and went through the task without particular issues. It added some references to old Amiga scene groups in the opening scroller.

Under the hood
Stack
C# on .NET 9, with the Raylib-cs bindings (raylib 6.1.1) for window, input, drawing and audio. Effects are GLSL 330 fragment shaders kept as strings in the C# code and compiled at startup.
Scenes
Hyperspace warp field: 4,500 3D stars stretched into streaks over an FBM nebula tunnel.
Sector cruise: 6 parallax layers with 1,600 stars, a scrolling FBM nebula and a vector starship.
Hypergiant corona: a shaded sphere with domain-warped 3D noise, limb darkening, flames and 220 plasma sparks.
Spiral galaxy: 5,500 particles in 4 arms with Keplerian rotation and an orbiting camera.
Sequencing
13–14 s per scene, with 1.1 s flash transitions. The keyboard switches or locks scenes and toggles bloom, a CRT filter, the HUD and the music.
Audio
A 16-second, 120 BPM stereo loop synthesized into an in-memory WAV at startup: kick, saw sub-bass, PWM arpeggio, pad and hi-hats over C minor → A♭ → E♭ → B♭. Beat and a 32-band spectrum drive the visuals.
Post & HUD
One composite shader: bloom, beat-reactive chromatic aberration, transition flash, vignette and an optional CRT curvature. On top, a telemetry bar, a spectrum analyzer and a sine scroller greeting Future Crew, Sanity, TRSI, Fairlight and Farbrausch.
Assets
None on disk. Every texture, shader and sound is generated at run time.
ChatGPT AstraOpenAI

ASTRA · ChatGPT

  • C++20
  • SDL3 GPU
  • Direct3D 12 · HLSL
  • Dear ImGui
  • 4 scenes

ChatGPT worked without any particular issues, and had fewer problems than Claude finding and using the local development tools.

Under the hood
Stack
C++20 on Windows, built with CMake. Rendering uses SDL3's GPU API on Direct3D 12, with HLSL shaders compiled to DXIL by DXC at build time. Dear ImGui draws the interface. SDL and ImGui are downloaded at a pinned version and checked by SHA-256.
Scenes
Departure: perspective starfield with trails, camera roll and distant nebulae.
Interstellar: lateral parallax, violet dust and a crescent planet.
Solar approach: rotating procedural surface, turbulent corona and prominence arcs.
Galactic orbit: spiral dust, a bright core and 28,000 GPU-instanced stars at Balanced quality.
Timeline
A 44-second loop defined in a text file (config/demo.cfg): scene, duration and crossfade, 1.4–1.8 s. You can pause, restart, jump to a chapter or scrub inside one. The music drives the clock.
Audio
An original score, Signals from home, synthesized at startup at 48 kHz: pads, sub-bass, arpeggios, soft percussion and stereo delay over Cm7 → A♭maj7 → Fm7 → Gm7.
Rendering
Each scene renders to an HDR (16-bit float) texture. A shared compositor handles crossfades, bloom, tone mapping, and cinematic, CRT and retro presets with pixel, palette and grain options. Quality runs at 50%, 75% or 100% resolution, with adaptive resolution when the frame rate drops.
Tooling
Command-line capture, gallery and control-exercise modes for testing, WAV export of the score, and CPU unit tests for the timeline and soundtrack. ChatGPT measured about 8.4 ms per frame on the target laptop's integrated GPU (Radeon 880M).

Side by side

My notes at a glance

These are impressions from one hands-on session per model, not a benchmark.

Claude Opus 5.5Gemini 4 ArgonChatGPT Astra
LanguageC++20, OpenGL 4.6C# on .NET 9, Raylib-cs, OpenGL 3.3C++20, SDL3 GPU on Direct3D 12, HLSL
Getting startedA rough start finding the local toolchainNo particular issuesThe smoothest with the local development tools
Stand-outMost advanced framework, with dedicated debugging toolsReferences to old Amiga scene groups in the opening scrollerWorked through the task without particular issues
AudioMost advanced MOD integration, but a rather ugly demo songLike Claude, both suggested adding audio
AfterwardsGrew into Space Travel: more scenes, interactive explainers and an art bookNot developed further

What came next

From test to Space Travel

I kept going with Claude's version. It grew to fifteen scenes with a synthesized tracker tune, then an art book and one interactive explainer per scene, so every effect can be taken apart and understood.

Space Travel: the black hole scene