Entries by Philip Conrod

Ludus AI Agent Assisted Game Development Tools for Unreal Game Engine

In preparation for my presentation for my July 2025 CGDC presentation on AI Assisted Game Development Tools, I spent a lot of time beta testing the latest beta version of the Ludus AI Blueprints Toolkit for the Unreal Game Engine using Unreal 5.6. I did my Blueprints testing using their 14 Day free Pro Subscription […]

Local LLM Moon Landing Simulation C# Co-Development Performance Results using my Alienware Aurora R11 RTX-3080 10GB using LM Studio

For the past several months, I have been co-developing a Moon Landing simulation game using several different open source LLM models running “locally” on my Alienware Aurora 11 GeForce RTX-3080 10GB VRAM video card.   Running LLMs locally using my RTX 3080 is completely free compared to using cloud based LLMs. In my last blog post […]

OpenAI o3-mini Reasoning Model Released for AI Assisted Coding

OpenAI has released o3-mini  (“o” for “Omni, not zero”) which is a step up in performance from o1-mini.  I have been reviewing OpenAI’s performance charts their new o3 reasoning model and it is scoring pretty well on CodeForces, Software Engineering (SWE-bench verified), and on LiveBench coding.  We will continue testing their o1 & o3 reasoning […]

Entering The New Era of AI Assisted Programming with OpenAI GPT o1 “Strawberry” and Microsoft Co-Pilot

OpenAI has released a version of GPT-4o (“o” for “Omni”), o1 Preview (code named Strawberry) which could revolutionize the way we develop code.  It is much better at computer programming (aka coding) than any of their previous AI models.   Looking at OpenAI’s performance charts the new o1 reasoning model is scoring pretty well on […]