Simon Willison

battledrones v14: Compass Rose, a four player map

Simon Willison released Battledrones v14, adding a new map called "Compass Rose" that supports four-player online battles with rotational symmetry and up to four AI players. The update modifies the WebSocket multiplayer code to allow up to four human players via share links or QR codes, and introduces new purple and green robot teams alongside existing blue and red designs. A replay demonstrates a four-way AI battle using the "Goliath Armada" mutator, where each side starts with four giant Goliath mech units.

Simon Willison
Oct 20

Battle Drones - a vibe coded RTS with audio-based multiplayer

Battle Drones is a browser‑based, Command & Conquer‑style real‑time strategy game that evolved through 12 major iterations, adding 3D models, varied terrain, random map generation, and both local and online multiplayer via audio synchronization. The game features nine buildings, seven ground vehicles, six aerial vehicles, and three infantry units, with fog of war, area‑effect weapons, and multiple play modes such as skirmish and last‑stand. The project showcases how AI‑assisted coding (primarily Claude) can accelerate game development and introduce innovative multiplayer mechanics using sound.

Simon Willison
Oct 27

Game Boy Color on My Conference Badge

At GitHub Universe, the conference badge features a full‑blown color screen computer. Steve Francia, working with Gemini, has ported a NES emulator and further added support for Game Boy and Game Boy Color, enabling games like The Legend of Zelda: Link's Awakening to run on the badge if a ROM is available. The badge also allows users to flip it upside down and use built‑in touch buttons as a controller.

Simon Willison
Oct 12

llm-meta-ai 0.2

The article announces the release of llm-meta-ai 0.2, featuring Meta AI’s new Muse Wonder and Muse Wonder Full models, described as the most capable models yet. These models are suggested to be Meta’s first Fable‑class models, with Artificial Analysis scoring Muse Wonder (Max) equivalent to GPT‑6.1 Sol. The author updated the llm-meta-ai plugin to support the new model and provides pelican‑drawing benchmarks across six reasoning levels, noting significant improvements over previous releases.

Simon Willison
Sep 2

llm-gemini 0.34

The release of llm-gemini 0.34 introduces the new Gemini 3.8‑Flash model, available in low, medium, and high thinking levels, and fixes an issue where async responses failed to record the resolved model version. The update also notes that Google has released Gemini 3.8‑Flash (and a restricted 3.8 Flash Cyber version) today, with example outputs (pelicans) demonstrating the model’s performance across the different thinking levels. The author highlights Gemini Flash’s speed, low cost, and competence in generating HTML, JavaScript, and Markdown‑SVG content, citing a 13‑second, 1.8‑cent example of an HTML output.

Simon Willison
Aug 26

Qwen3.8-Flash-Next

Qwen3.8-Flash-Next is an open‑weights multimodal Mixture‑of‑Experts (MoE) model previewing the architecture of Qwen4. It contains 125 B tokens with only 6 B active, giving a performance boost. The author has tested it on a DGX Spark with Unsloth quantized models, exploring variants like UD‑IQ1_S and UD‑Q2_K_XL, and highlighted a high‑reasoning‑effort example from UD‑Q2_K_XL.

Simon Willison
Oct 29

Building a multiplayer game world with autonomous Fable-class models

The article describes how Jacob Sansbury’s team built a massively multiplayer game called Spawn, where players can prompt an in‑game AI agent, Savi, to modify the world—creating castles, dragons, and more. The development process is fully autonomous, with Fable‑powered agents that read errors, bug reports, and metrics, then directly modify live code and ship changes to production every hour. The system treats any hour without a ship as a severe incident, enabling rapid rollbacks and continuous deployment at a scale that costs over $3 million in AI tokens monthly.

Simon Willison
Oct 15

Chirp Pong

Chirp Pong is a two‑player competitive pong‑style game that runs entirely in static HTML on two separate phones. The game state is transmitted via audio chirps captured by each phone’s microphone, using the Web Microphone API to interpret the sounds. The project adds graphical and gameplay twists to make the experience more engaging than classic pong.

Simon Willison
Sep 29

GPT 6.1 Sol: Near-Astra intelligence for a fifth of the price

Simon Willison comments on GPT 6.1‑Sol, describing it as "Near‑Astra intelligence for a fifth of the price." He notes that the model’s pelican illustrations are similar to those of the GPT‑6 family and provides links to the live‑blog of the keynote and to the pelican images. The post is tagged with AI, OpenAI, generative‑AI, LLMs, and playful references to pelican‑riding‑a‑bicycle.

Simon Willison
Oct 14

Tree Appreciator

Simon Willison describes a game experiment called "Tree Appreciator" created with Claude Opus 5.5 Max. The game, built in three.js, presents two algorithmically generated trees and challenges players to appreciate their differences through a spot‑the‑difference style mechanic. After three hours and seven minutes of processing, Claude produced a polished, music‑and‑animation‑rich game with achievements that feels both fun and beautiful.

Simon Willison
Oct 6

Introducing Mistral Large 4: Le chonk

Mistral has released a preview of its new Mistral Large 4 model, a 1 trillion‑parameter, 49 billion‑active‑parameter language model trained on a cluster of 3,800 NVIDIA Grace‑Blackwell GPUs. The preview is available through their API, with two reasoning levels—"none" and "high"—and the company plans to release the open‑weights version by the end of the month. In preliminary tests, the model scores 38 on Artificial Analysis, outperforming last year’s Mistral Large 3 and approaching the performance of larger competitors.