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 I shared the performance results using the Open Source Ollama local LLM management system that runs under a “text-based” command window.  In this blog post, I will share the C# Moon Landing Simulation C# Co-Development performance results using the GUI based LM Studio application. LM Studio is not open source but is free for individuals to use and can be licensed for companies or schools to use.

 

In my personal coding tests, I loaded the google/gemma-3-12b model locally into the GeForce RTX-3080 10GB of VRAM on my Alienware Aurora 11 PC which also has 64GB of system RAM.

I tested building a C# Lunar Lander simulation game using the open source google/gemma-3-12b available from their website to see how the performance results compared to the Lunar Lander game that I previously built using the “text-based” Ollama software.

Building the Lunar Lander simulation game with LM Studio using google/gemma-3-12b came in at 8.45 tokens per second:

Building the Lunar Lander simulation game using deepseek-r1-0528-qwen3-8b with LM Studio came in at 74.94 tokens per second:

As you can see below my GeForce RTX-3080 got pretty hot running these tests.  Fortunately, Dell designed the Alienware Aurora 11 to handle this kind of GPU computing heat!

I also tested the qwen2.5-coder-14b specific local model using LM Studio and got 5.77 tokens per second.

I also tried loading a larger LLM like Meta’s llama-3.3-70b (70 billion parameters) using LM Studio by running part of the model on the RTX-3080 10GB VRAM while offloading rest of the model into the 64GB of slower System RAM on my Alienware Aurora 11.

LM Studio did load the model, but I only got 0.67 Tokens per second which was totally useless.  I actually canceled the Moon Landing C# build as it was pegging all my resources and was taking way too long to actually code the Lunar Lander C# program.

 

I definitely need a Nvidia GeForce GPU with a lot more memory (like the RTX-5090) or an AI specific CPU/APU/NPU with at least 96GB of Integrated RAM to use the larger llama-3.3-70b “70 billion” parameter model on a consumer development PC or laptop!

I’ll either need to upgrade to an Apple MAC M4 with 96GB of shared memory or an AMD Ryzen AI Max + 395 laptop like the new Asus Flow Z13 with 128GB of Integrated memory to run larger models like this.  On the other hand, it may be best to wait until the rumored ARM based MediaTek – Nvidia SOC N1X based 128GB laptops hit the market in 2026.

The new Nvidia DGX Spark workstation, based on the Nvidia GB10 Superchip, can definitely handle these large models but it is a little too expensive for me right now and I want to be able to still play games on my AI development system.

Until then, I will continue my AI Co-Development testing throughout the summer and let you know what my conclusions are by the time I start teaching my next Unreal Engine course in-person at Northwest University this Fall.

By the way, here is the list of DeepSeek, Google, Meta and Quen LLMs that I tested locally using LM Studio (sorted by size):

My next set of blog posts will be dedicated to using various AI tools and LLMs within popular Game Engines like Unity, Unreal Engine and GoDot.

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 models against our Kidware Software code base to see how well it performs here at Kidware Software.   The performance charts below are from OpenAI o3 Announcement Blog.

 

 

 

All Images and Notes abaove are From OpenAI’s January 1, 2025 o3 Announcemennt on their Blog here

 

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 CodeForces.

 

I am hoping to publish a new series of AI Assisted Computer Programming tutorials using the latest version of Visual Studio and GitHib Co-Pilot using their new reasoning model.  I will also update this blog with my new AI co-development and co-authoring  journey.   To learn more about Open AI’s o1 preview click here.  To see how it performed on Codeforces click here.   Stay tuned to my blog as I jump on to the AI Co-Development Speed Train!

 

Our BibleByte Games 3D Exodus Vigil Video Game with all Missions to be released on STEAM on July 14, 2022!

Our BibleByte Games’ 3D Exodus Vigil Game, with All Episodes Including all missions, is to be released on STEAM on July 14, 2022. Click here to learn more about the video game. Click here to purchase “Early Access” to the beta game on the STEAM Game Store. The Exodus Vigil Game was built using our Introduction to Unity 3D with C#: The Exodus Adventure game programming tutorial textbook.  The video game is based on Kris Murray’s ‘Exodus: God of the Slaves’ historical Christian novel which was published by BibleByte Books.  The historical Christian novel is available in bookstores like Amazon and Barnes & Noble.  It is also available as an e-book on Amazon Kindle.

Important BibleByte Books Visual Studio 2022 + Visual Basic & Visual C# 2022 + Unity 3D News!

For 2022, BibleByte Books has turned all our focus efforts on publishing the Unity 2022 LTS Edition of our Introduction to Unity with C#: The Exodus Adventure.   Unity is the leading Game Engine platform for developing games using C#.   We also plan to release All Episode for our companion Exodus Vigil video game on Steam Early Access later this summer for PC & Mac.   Our 2022 Our Visual Studio 2019 Edition textbooks utilize .NET 4.8, which is still supported by Microsoft for the foreseeable future on Windows 10/11.  For the absolute beginner, we still sell our award-winning Computer Bible Games For Microsoft Small Basic textbook tutorial for beginning programmers of all ages!

BookAuthority Selects Philip Conrod and Lou Tylee’s 11th Edition Java Swing Tutorials As the Best New Java Swing Books Again to Read in 2021!

BookAuthority Selects Philip Conrod and Lou Tylee’s 11th Edition Java Swing Tutorials As the Best New Java Swing Books Again to Read in 2021!  BookAuthority also named several of our Java Swing textbooks as the “Best Java Swing Books of All Time!“:

 

BookAuthority Selects Computer Bible Games with Java as One of the Best Java Swing Programming Books Of All Time!

BookAuthority names Computer Bible Games with Java as One of The Best Java Swing Textbooks of All Time!

 

 

BookAuthority Also Selected our Computer Bible Games with Java as One of the 4 Best New Java Swing Books To Read In 2021!

 

Chloe Conrod Delivers Inspirational Game Development Talk At The 2020 Christian Games Developers Conference (CGDC)

Chloe Conrod delivers an inspirational game development talk at the 2020 Christian Games Developers Conference (CGDC) on August 30, 2020! Click on the link below to view her talk on the CGDC YouTube Channel:

 

Summary of Chloe’s Talk:
Throughout the years, gaming has created a beautiful and mesmerizing way to escape the real world. Hundreds of these amazing creations have been released towards those of multiple generations, and have been used as an inspiration towards other aspiring game developers on what they may want to create. However, it is never a rare case for a game developer to feel burdened with the over-piling work that they have to face. From financial problems to feeling weighed down by the comments of our audience, to being exhausted from all of our hard work and wondering if we should start over, there are many in the gaming industry who have decided to quit. But, the truth is, our failures actually come from not realizing how close that we were to success, until we gave up. Us, being only human, need to realize how far that each and every one of us have come from where we originally started. Whether it’s been years of constantly working on a game, to just beginning to piece together what you want to create, or even having only attended this conference to spark and further your interest, each of us have something to be proud of. Now, this is where many of you may ask, “But, why me?” And to that, I will explain an even more important question, “Why not you?”