Can Ember-1 write working Godot 4 code? 15 of 15 on the first try
By Eduardo Orellana · Updated
Ember-1 passed 15 of 15 Godot 4 tasks on the first try and 15 of 15 after one fix with the test's output, each run headless on Godot 4.7.2. It missed none.
AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.
Intel or AMD Chromebook, with Linux turned on.
Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second.
Measured by Flockbay: the same tasks, the same checks, one fix allowed with the test output.
| Model | First try | After one fix | Agent | Run on | Read from |
|---|---|---|---|---|---|
| Claude Opus 5.5 | 15 of 15 | 15 of 15 | Claude Code | 2026-10-06 | Claude Opus 5.5 results |
| Claude Sonnet 5.5 | 15 of 15 | 15 of 15 | Claude Code | 2026-10-06 | Claude Sonnet 5.5 results |
| GPT-6.1 Sol | 15 of 15 | 15 of 15 | Codex | 2026-10-06 | GPT-6.1 Sol results |
| DeepSeek V4.1 Flash | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | DeepSeek V4.1 Flash results |
| Ember-1 | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | Ember-1 results |
| Gemini 3.1 Pro Preview | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | Gemini 3.1 Pro Preview results |
| Muse Wonder | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | Muse Wonder results |
| Kimi K3 | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | Kimi K3 results |
| GPT-5.6 Luna | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | GPT-5.6 Luna results |
| GPT-6 Luna | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | GPT-6 Luna results |
| Hy4 preview | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | Hy4 preview results |
| Pareto 26.10 | 15 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | Pareto 26.10 results |
| Claude Haiku 5.5 | 14 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | Claude Haiku 5.5 results |
| MiMo-V2.6-Pro-UltraSpeed | 14 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | MiMo-V2.6-Pro-UltraSpeed results |
| GLM 5.2 | 14 of 15 | 15 of 15 | Hosted, by API | 2026-10-18 | GLM 5.2 results |
| DeepSeek V4 Pro 0813 | 14 of 15 | 14 of 15 | Hosted, by API | 2026-10-18 | DeepSeek V4 Pro 0813 results |
| GPT-5.4 | 14 of 15 | 14 of 15 | Hosted, by API | 2026-10-18 | GPT-5.4 results |
| MiniMax M3 | 13 of 15 | 14 of 15 | Hosted, by API | 2026-10-18 | MiniMax M3 results |
| Qwen3.7 Max | 13 of 15 | 14 of 15 | Hosted, by API | 2026-10-18 | Qwen3.7 Max results |
| Fugu Max | 13 of 15 | 14 of 15 | Hosted, by API | 2026-10-18 | Fugu Max results |
| Beam 1.0 501B A23B | 12 of 15 | 14 of 15 | Hosted, by API | 2026-10-18 | Beam 1.0 501B A23B results |
| Mistral Large 4 | 12 of 15 | 13 of 15 | Hosted, by API | 2026-10-18 | Mistral Large 4 results |
| Claude Haiku 4.5 | 11 of 15 | 14 of 15 | Claude Code | 2026-10-06 | Claude Haiku 4.5 results |
| Nemotron 3.5 Super VL | 11 of 15 | 14 of 15 | Hosted, by API | 2026-10-18 | Nemotron 3.5 Super VL results |
| LongCat 2.0 | 11 of 15 | 13 of 15 | Hosted, by API | 2026-10-18 | LongCat 2.0 results |
| Grok 4.3 | 11 of 15 | 13 of 15 | Hosted, by API | 2026-10-18 | Grok 4.3 results |
| Laguna S 2.1 | 9 of 15 | 12 of 15 | Hosted, by API | 2026-10-18 | Laguna S 2.1 results |
| Nova 2 Lite | 2 of 15 | 4 of 15 | Hosted, by API | 2026-10-18 | Nova 2 Lite results |
How the test works
Each task asks for one GDScript file with a stated API, in a fresh Godot project. Ember-1 was asked through its API, the way Flockbay reaches its hosted models: the task in one request, no tools, and the whole file back in a code block. A check scene then loaded the file and drove it on Godot 4.7.2, headless, at a fixed 60 frames per second: it pressed input actions, stepped physics, waited on timers and signals, and compared the results.
When a task failed, the model got the check's output once and could fix its file. Every task touches an API that changed between Godot 3 and Godot 4, or was added since: move_and_slide and is_on_floor, FileAccess and JSON, signals, tweens, Timer nodes, PackedScene, TileMapLayer, ray queries, AStarGrid2D, AnimationLibrary, and lambdas, which capture local variables by value.
The checks themselves are tested first: each passes on a reference answer and fails on an empty script. Run on 2026-10-18.
Ember-1 in Flockbay
Ember-1 is a hosted model in the Flockbay app's model menu, on the Indie Developer plan and above. It uses the plan's hosted usage about 30 times as fast as Auto.
It takes images, so Flockbay can show it screenshots of your game, and it has an effort setting in the composer, from quick answers to longer reasoning.
Move a CharacterBody2D with an input action: pass
The task: Write res://player.gd for Godot 4: a script for a CharacterBody2D that moves right at 200 pixels per second while the input action "ui_right" is held, and stands still otherwise.
Passed on the first try.
extends CharacterBody2D
const SPEED := 200.0
func _physics_process(_delta: float) -> void:
if Input.is_action_pressed("ui_right"):
velocity.x = SPEED
else:
velocity.x = 0.0
move_and_slide()
Fall with gravity and land on the floor: pass
The task: Write res://ball.gd for Godot 4: a script for a CharacterBody2D that falls with a gravity of 980 pixels per second squared and stops when it lands on the floor. The scene gives it its collision shape.
Passed on the first try.
extends CharacterBody2D
const GRAVITY := 980.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += GRAVITY * delta
else:
velocity.y = 0.0
move_and_slide()
A score label: pass
The task: Write res://score_label.gd for Godot 4: a script for a Label that shows "Score: 0" when it enters the scene, and has a method add(points: int) that adds to the score and updates the text to "Score: <total>".
Passed on the first try.
extends Label
var score: int = 0
func _ready() -> void:
_update_text()
func add(points: int) -> void:
score += points
_update_text()
func _update_text() -> void:
text = "Score: %d" % score
Save and load a dictionary as JSON: pass
The task: Write res://save_game.gd for Godot 4: a script extending RefCounted with two static functions: save_data(data: Dictionary, path: String) -> void writes the dictionary to the file as JSON, and load_data(path: String) -> Dictionary reads it back.
Passed on the first try.
extends RefCounted
static func save_data(data: Dictionary, path: String) -> void:
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
push_error("Could not open file for writing: %s (error %d)" % [path, FileAccess.get_open_error()])
return
file.store_string(JSON.stringify(data))
file.close()
static func load_data(path: String) -> Dictionary:
if not FileAccess.file_exists(path):
push_error("File does not exist: %s" % path)
return {}
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_error("Could not open file for reading: %s (error %d)" % [path, FileAccess.get_open_error()])
return {}
var text := file.get_as_text()
file.close()
var json := JSON.new()
var error := json.parse(text)
if error != OK:
push_error("Could not parse JSON in %s: %s at line %d" % [path, json.get_error_message(), json.get_error_line()])
return {}
if json.data is Dictionary:
return json.data
push_error("JSON root is not a Dictionary: %s" % path)
return {}
Health with signals: pass
The task: Write res://health.gd for Godot 4: a script extending Node with health starting at 100, a signal health_changed(old_value: int, new_value: int), a signal died, and a method take_damage(amount: int) that lowers health without going below 0, emits health_changed when health changes, and emits died once, when health reaches 0.
Passed on the first try.
extends Node
signal health_changed(old_value: int, new_value: int)
signal died
var health: int = 100
func take_damage(amount: int) -> void:
if amount <= 0:
return
var old_value := health
health = maxi(health - amount, 0)
if health != old_value:
health_changed.emit(old_value, health)
if health == 0:
died.emit()
Fade out with a tween: pass
The task: Write res://fader.gd for Godot 4: a script extending Node2D with a method fade_out(duration: float) that fades the node's modulate alpha from 1 to 0 over duration seconds with a tween, and a signal faded emitted when the fade ends.
Passed on the first try.
extends Node2D
## Emitted when the fade-out tween has finished.
signal faded
## Fades the node's modulate alpha from 1 to 0 over [param duration] seconds,
## then emits [signal faded].
func fade_out(duration: float) -> void:
modulate.a = 1.0
var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, duration)
tween.finished.connect(func() -> void: faded.emit())
Spawn on a timer, then stop: pass
The task: Write res://spawner.gd for Godot 4: a script extending Node that, once in the scene, adds a new child Node2D every 0.25 seconds, using a Timer, and stops after 4 children. It keeps the number spawned in a variable spawned_count.
Passed on the first try.
extends Node
var spawned_count: int = 0
var _timer: Timer
func _ready() -> void:
_timer = Timer.new()
_timer.wait_time = 0.25
_timer.timeout.connect(_on_timer_timeout)
add_child(_timer)
_timer.start()
func _on_timer_timeout() -> void:
if spawned_count >= 4:
_timer.stop()
return
var child := Node2D.new()
add_child(child)
spawned_count += 1
if spawned_count >= 4:
_timer.stop()
A door with states: pass
The task: Write res://door.gd for Godot 4: a script extending Node for a door with the states CLOSED, OPENING and OPEN. It starts CLOSED. A method interact() starts opening a closed door; 0.5 seconds of game time later it is OPEN. A method get_state_name() -> String returns "CLOSED", "OPENING" or "OPEN".
Passed on the first try.
extends Node
enum State { CLOSED, OPENING, OPEN }
var _state: State = State.CLOSED
func interact() -> void:
if _state != State.CLOSED:
return
_state = State.OPENING
await get_tree().create_timer(0.5).timeout
_state = State.OPEN
func get_state_name() -> String:
match _state:
State.CLOSED:
return "CLOSED"
State.OPENING:
return "OPENING"
State.OPEN:
return "OPEN"
return "CLOSED"
An inventory with counts: pass
The task: Write res://inventory.gd for Godot 4: a script extending RefCounted with add_item(item_name: String, count: int), remove_item(item_name: String, count: int) -> bool that removes only when there are enough and returns whether it did, and get_count(item_name: String) -> int that is 0 for an item never added.
Passed on the first try.
extends RefCounted
var _items: Dictionary = {}
func add_item(item_name: String, count: int) -> void:
_items[item_name] = _items.get(item_name, 0) + count
func remove_item(item_name: String, count: int) -> bool:
var current: int = _items.get(item_name, 0)
if current < count:
return false
_items[item_name] = current - count
return true
func get_count(item_name: String) -> int:
return _items.get(item_name, 0)
Load a level scene from a path: pass
The task: Write res://level_loader.gd for Godot 4: a script extending Node with a method load_level(path: String) -> Node that loads the scene file at path, creates an instance of it, adds it as a child, and returns it.
Passed on the first try.
extends Node
func load_level(path: String) -> Node:
var scene: PackedScene = load(path)
if scene == null:
push_error("Failed to load scene at path: %s" % path)
return null
var instance: Node = scene.instantiate()
add_child(instance)
return instance
Paint cells on a TileMapLayer: pass
The task: Write res://grid_painter.gd for Godot 4.7: a script extending TileMapLayer with paint_row(y: int, from_x: int, to_x: int) that sets the cells from (from_x, y) to (to_x, y) inclusive to tile source 0, atlas coordinates (0, 0), and is_painted(cell: Vector2i) -> bool that says whether a cell has a tile.
Passed on the first try.
extends TileMapLayer
## Sets all cells from (from_x, y) to (to_x, y) inclusive
## to tile source 0, atlas coordinates (0, 0).
func paint_row(y: int, from_x: int, to_x: int) -> void:
var start_x: int = mini(from_x, to_x)
var end_x: int = maxi(from_x, to_x)
for x in range(start_x, end_x + 1):
set_cell(Vector2i(x, y), 0, Vector2i(0, 0))
## Returns whether the given cell has a tile.
func is_painted(cell: Vector2i) -> bool:
return get_cell_source_id(cell) != -1
Cast a physics ray: pass
The task: Write res://line_of_sight.gd for Godot 4: a script extending Node2D with first_hit(from: Vector2, to: Vector2) -> Vector2 that casts a physics ray through the 2D world from `from` to `to` and returns the point where it first hits a collider, or `to` when it hits nothing. It is called from physics processing.
Passed on the first try.
extends Node2D
## Casts a physics ray from `from` to `to` and returns the position of the
## first collider hit, or `to` if nothing was hit.
func first_hit(from: Vector2, to: Vector2) -> Vector2:
var space_state := get_world_2d().direct_space_state
var query := PhysicsRayQueryParameters2D.create(from, to)
var result := space_state.intersect_ray(query)
if result:
return result.position
return to
A path on a grid around walls: pass
The task: Write res://path_finder.gd for Godot 4: a script extending RefCounted with find_path(size: Vector2i, walls: Array[Vector2i], from: Vector2i, to: Vector2i) -> Array[Vector2i] that returns the shortest path of grid cells from `from` to `to`, both included, on a grid of `size` cells, never entering a wall cell and moving only up, down, left or right.
Passed on the first try.
extends RefCounted
func find_path(size: Vector2i, walls: Array[Vector2i], from: Vector2i, to: Vector2i) -> Array[Vector2i]:
var path: Array[Vector2i] = []
if not _is_inside(from, size) or not _is_inside(to, size):
return path
var wall_set := {}
for wall in walls:
wall_set[wall] = true
if wall_set.has(from) or wall_set.has(to):
return path
if from == to:
path.append(from)
return path
var directions: Array[Vector2i] = [
Vector2i(1, 0),
Vector2i(-1, 0),
Vector2i(0, 1),
Vector2i(0, -1),
]
# Breadth-first search guarantees the shortest path on an unweighted grid.
var visited := {from: true}
var came_from := {}
var queue: Array[Vector2i] = [from]
var head := 0
while head < queue.size():
var current: Vector2i = queue[head]
head += 1
if current == to:
break
for direction in directions:
var next: Vector2i = current + direction
if not _is_inside(next, size):
continue
if wall_set.has(next) or visited.has(next):
continue
visited[next] = true
came_from[next] = current
queue.append(next)
if not visited.has(to):
return path
var step := to
while true:
path.push_front(step)
if step == from:
break
step = came_from[step]
return path
func _is_inside(cell: Vector2i, size: Vector2i) -> bool:
return cell.x >= 0 and cell.y >= 0 and cell.x < size.x and cell.y < size.y
Build and play an animation in code: pass
The task: Write res://blinker.gd for Godot 4: a script extending Node2D that, when it enters the scene, creates an AnimationPlayer child and a looping animation named "blink", 1 second long, that keeps the node visible for the first half of each second and hidden for the second half, and plays it.
Passed on the first try.
extends Node2D
func _ready() -> void:
var player := AnimationPlayer.new()
add_child(player)
var animation := Animation.new()
animation.length = 1.0
animation.loop_mode = Animation.LOOP_LINEAR
var track := animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track, NodePath(".:visible"))
animation.value_track_set_update_mode(track, Animation.UPDATE_DISCRETE)
animation.track_insert_key(track, 0.0, true)
animation.track_insert_key(track, 0.5, false)
var library := AnimationLibrary.new()
library.add_animation("blink", animation)
player.add_animation_library("", library)
player.play("blink")
Wait for a signal or a timeout: pass
The task: Write res://waiter.gd for Godot 4: a script extending Node with wait_for(sig: Signal, seconds: float) -> bool, a coroutine that waits until the signal is emitted or `seconds` of game time pass, whichever comes first, and returns true if the signal came first. The signal has no arguments.
Passed on the first try.
extends Node
## Utility for awaiting a signal with a timeout.
## Waits until [param sig] is emitted or [param seconds] of game time pass,
## whichever comes first. Returns [code]true[/code] if the signal came first,
## [code]false[/code] if the timeout elapsed. The signal must have no arguments.
func wait_for(sig: Signal, seconds: float) -> bool:
var timer := get_tree().create_timer(seconds)
var state := {"fired": false}
var on_sig := func() -> void: state.fired = true
sig.connect(on_sig, CONNECT_ONE_SHOT)
while not state.fired and timer.time_left > 0.0:
await get_tree().process_frame
if sig.is_connected(on_sig):
sig.disconnect(on_sig)
return state.fired
Questions
- Is Ember-1 good at Godot?
- On these 15 tasks it passed 15 on the first try and 15 after one fix. Each task is small and checked by running it, so the score says whether its Godot 4 code works, not how well it designs a game.
Related
- Claude Haiku 5.5 on the same tasks
- Claude Opus 5.5 on the same tasks
- Claude Sonnet 5.5 on the same tasks
- DeepSeek V4.1 Flash on the same tasks
- Gemini 3.1 Pro Preview on the same tasks
- GLM 5.2 on the same tasks
- GPT-5.6 Luna on the same tasks
- GPT-6 Luna on the same tasks
- Every verified Godot 4 answer
- Can Muse Wonder write working Godot 4 code? 15 of 15 on the first try
- Can GPT-5.4 write working Godot 4 code? 14 of 15 on the first try
- Can GPT-6.1 Sol write working Godot 4 code? 15 of 15 on the first try
- Can Kimi K3 write working Godot 4 code? 15 of 15 on the first try
- Can Pareto 26.10 write working Godot 4 code? 15 of 15 on the first try
Flockbay runs your own agent, Claude or ChatGPT on the official Godot 4.7.2, and gives it Godot's errors the way this test does.
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