|
|
|
|
|
by Aristarkh
129 days ago
|
|
Using progressive disclosure with Codex is a fascinating way to handle complexity, but game physics are notoriously difficult to validate via text-based checklists. Since collision detection and movement can be subtle or visual, how did your Playwright setup distinguish between "working" mechanics and edge cases like glitching through walls? I'm curious if the Implement -> Evaluate loop ever got stuck cycling on a specific bug where the agent couldn't satisfy the test criteria without human intervention. Did you have to define specific tolerance thresholds for the physics engine to prevent false positives in the evaluation phase? |
|
So essentially it uses CLI to read all the x,y coordinates, speed, timing, it took screenshots, and combined those together.
My learning from this is - just let the agent do it. Actually trying to interfere with specific conditions and checks lowers the agent's performance. Simply give it a guide.