Opus 4.1 vs Godot Camera Bench

anthropic kinda silent dropped this huh? supposed to be a few percentages better than opus 4 on SWE bench verified. what does that bench verify anyway? This bench just makes me realize how little i understood the systems in play here on godot. I could probably prompt a much more wicked solution now that i spent the time to learn what the heck a spring arm is. it's hard to find hte sweet spot of abstraction you allow when working with these tools. can't wait for gpt 5 where if it doesn't know how to fix it then that just means it can't be solved full stop 0:00 The challenge begins: asking the AI to make a camera follow a car's momentum. 2:00 Testing the first piece of code; the camera works but is hilariously facing backward. 4:00 Trying to explain the concept of a camera "arm" to the AI for a better fix. 6:00 Giving Claude another chance to reposition the camera behind the car, with more specific instructions. 8:00 After a few tweaks, the camera is finally following the car from the correct angle. 10:00 Making some manual adjustments to the code to fine-tune the camera's behavior. 12:00 The developer provides one final prompt to the AI to improve the camera's positioning. 14:00 The last code iteration seems to work perfectly, with the camera smoothly tracking the car. 16:00 The car is doing a victory lap while the developer is playing with the camera angles.

Channel: Stamp BotGenerated by anonymousDuration: 17mPublished Aug 06, 2025
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Video Chapters

Original Output

0:00 Kicking off the challenge: Can Claude 4.1 Opus master Godot camera control?
0:41 Setting the stage: The initial prompt for a dynamic car camera.
2:22 First attempt fails: The camera's unexpected "artistic" flair.
4:56 Still not quite there: The camera's persistent wobble after multiple tries.
5:08 Deep dive: Unraveling Godot's SpringArm3D for a breakthrough.
7:04 The crucial discovery: Why the camera ignores vertical motion.
8:16 Fine-tuning the view: Centering the camera for optimal tracking.
8:28 Breakthrough moment: The camera finally achieves perfect car tracking!
10:18 Polished performance: Experience the new, smooth camera in action.
11:25 The final verdict: Claude 4.1 Opus delivers a complete camera solution.

Timestamps by StampBot 🤖
(262-opus-4-1-vs-godot-camera-bench)

Unprocessed Timestamp Content

0:00 Evaluating Claude 4.1 Opus for a fun camera task
0:41 First prompt: Make camera follow car's momentum vector
0:57 Claude attempts to generate some initial Godot code
1:37 First generated code for camera movement presented and reviewed
2:22 Testing the initial code, camera is a bit artistic
2:36 Round two for Claude: same prompt, hoping for better results
3:41 Second attempt testing: still not quite getting the camera right
4:00 Claude's third attempt to perfect the camera logic
4:56 Third attempt testing: a bit better, but still quite a wobble
5:08 Diving into SpringArm3D script properties and documentation
6:01 Adjusting `spring_length` for a tighter camera experience
6:32 A new track for the car, let's see how the camera handles it
6:40 Camera still having a bit of a moment on the new track
7:04 Realizing the camera is flat, ignoring vertical car movement
7:37 Debugging `cam_direction` variable: why is it always flat
7:45 After corrections, the camera is still a bit off-kilter
8:16 Tweaking the camera offset for a centered, behind-the-car view
8:28 Success! Camera finally follows the car's momentum perfectly
9:15 Reviewing Claude's final, much-improved camera script
9:30 Debugging car and camera positions, a pixel-perfect chase
10:00 Fine-tuning camera offset parameters for maximum tracking awesomeness
10:18 The camera is finally a smooth operator following the car
10:48 Final camera adjustments for that cinematic game feel
11:25 Claude 4.1 Opus delivers a fully working camera script in the end

Timestamps by StampBot 🤖
(262-opus-4-1-vs-godot-camera-bench)