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Opus 5: What I Learned in Three Days, Not a Perfect Demo

Three days with Opus 5, never above "high" reasoning, and a 9mm I fired ricocheted off a steel door and killed me. Nobody scripted that. This is Project Pool, a shooter built in Godot 4. Every "I built a game with AI" video I watch stops at a cube bouncing on a grey plane, so this one goes the other way: what the systems actually do, how I asked for them, and where the model fell apart. WHAT'S IN IT Ballistics. Every round is a real object with mass and travel time. No hitscan, so you lead your shots. Impact angle decides penetration, deflection or ricochet. Caliber decides how much energy there is to spend, and whatever survives the wall is what reaches the person behind it. Explosives. Grenades throw individually simulated fragments instead of applying a damage radius. Half a concrete wall saves you, plywood doesn't. Every fragment path is drawable in a debug view. Bodies. Ragdolls driven by impact point and momentum. Where you hit someone changes how they fall. The world. A full interior level with real lighting, sunlight through windows and shadows that move. Every room specced with exact wall coordinates and ceiling heights before a single mesh existed. The pipeline. Assets modelled in Blender, driven by the model through MCP. Textures and concept art through the OpenAI API. HOW I ASKED 1. Specs before code, with real numbers. Wall coordinates, ceiling heights, material resistance values. Not "make it realistic". 2. Read the existing code before writing new code. Most AI-project spaghetti is a model rebuilding what already exists. 3. A definition of done, plus a test that enforces it. My level geometry only stopped leaking once a script was firing rays out of the map hunting for holes. 4. Every taste decision stayed mine. The ballistics were correct on the first pass and felt wrong. Correct and good are different targets.
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