Can Pareto 26.10 write working Godot 4 code? 15 of 15 on the first try

By Eduardo Orellana · Updated

Pareto 26.10 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.

Download for macOSDownload for Windows

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.

Every model measured on the same Godot 4 tasks, each run headless on Godot 4.7.2 at a fixed 60 frames per second., checked 18 October 2026
ModelFirst tryAfter one fixAgentRun onRead from
Claude Opus 5.515 of 1515 of 15Claude Code2026-10-06Claude Opus 5.5 results
Claude Sonnet 5.515 of 1515 of 15Claude Code2026-10-06Claude Sonnet 5.5 results
GPT-6.1 Sol15 of 1515 of 15Codex2026-10-06GPT-6.1 Sol results
DeepSeek V4.1 Flash15 of 1515 of 15Hosted, by API2026-10-18DeepSeek V4.1 Flash results
Ember-115 of 1515 of 15Hosted, by API2026-10-18Ember-1 results
Gemini 3.1 Pro Preview15 of 1515 of 15Hosted, by API2026-10-18Gemini 3.1 Pro Preview results
Muse Wonder15 of 1515 of 15Hosted, by API2026-10-18Muse Wonder results
Kimi K315 of 1515 of 15Hosted, by API2026-10-18Kimi K3 results
GPT-5.6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-5.6 Luna results
GPT-6 Luna15 of 1515 of 15Hosted, by API2026-10-18GPT-6 Luna results
Hy4 preview15 of 1515 of 15Hosted, by API2026-10-18Hy4 preview results
Pareto 26.1015 of 1515 of 15Hosted, by API2026-10-18Pareto 26.10 results
Claude Haiku 5.514 of 1515 of 15Hosted, by API2026-10-18Claude Haiku 5.5 results
MiMo-V2.6-Pro-UltraSpeed14 of 1515 of 15Hosted, by API2026-10-18MiMo-V2.6-Pro-UltraSpeed results
GLM 5.214 of 1515 of 15Hosted, by API2026-10-18GLM 5.2 results
DeepSeek V4 Pro 081314 of 1514 of 15Hosted, by API2026-10-18DeepSeek V4 Pro 0813 results
GPT-5.414 of 1514 of 15Hosted, by API2026-10-18GPT-5.4 results
MiniMax M313 of 1514 of 15Hosted, by API2026-10-18MiniMax M3 results
Qwen3.7 Max13 of 1514 of 15Hosted, by API2026-10-18Qwen3.7 Max results
Fugu Max13 of 1514 of 15Hosted, by API2026-10-18Fugu Max results
Beam 1.0 501B A23B12 of 1514 of 15Hosted, by API2026-10-18Beam 1.0 501B A23B results
Mistral Large 412 of 1513 of 15Hosted, by API2026-10-18Mistral Large 4 results
Claude Haiku 4.511 of 1514 of 15Claude Code2026-10-06Claude Haiku 4.5 results
Nemotron 3.5 Super VL11 of 1514 of 15Hosted, by API2026-10-18Nemotron 3.5 Super VL results
LongCat 2.011 of 1513 of 15Hosted, by API2026-10-18LongCat 2.0 results
Grok 4.311 of 1513 of 15Hosted, by API2026-10-18Grok 4.3 results
Laguna S 2.19 of 1512 of 15Hosted, by API2026-10-18Laguna S 2.1 results
Nova 2 Lite2 of 154 of 15Hosted, by API2026-10-18Nova 2 Lite results

How the test works

Each task asks for one GDScript file with a stated API, in a fresh Godot project. Pareto 26.10 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.

Pareto 26.10 in Flockbay

Pareto 26.10 is a hosted model in the Flockbay app's model menu, on the Hobby plan and above. It uses the plan's hosted usage about 4.9 times as fast as Auto.

It takes images, so Flockbay can show it screenshots of your game, and it has no effort setting.

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


func _physics_process(_delta: float) -> void:
	velocity = Vector2(200.0, 0.0) if Input.is_action_pressed("ui_right") else Vector2.ZERO
	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: float = 980.0


func _physics_process(delta: float) -> void:
	if is_on_floor():
		velocity.y = 0.0
	else:
		velocity.y += GRAVITY * delta

	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:
	text = "Score: 0"

func add(points: int) -> void:
	score += points
	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("Cannot open '%s' for writing: %s" % [
			path, error_string(FileAccess.get_open_error())
		])
		return

	file.store_string(JSON.stringify(data))
	file.flush()
	var write_error := file.get_error()
	file.close()

	if write_error != OK:
		push_error("Cannot save '%s': %s" % [path, error_string(write_error)])


static func load_data(path: String) -> Dictionary:
	var file := FileAccess.open(path, FileAccess.READ)
	if file == null:
		push_error("Cannot open '%s' for reading: %s" % [
			path, error_string(FileAccess.get_open_error())
		])
		return {}

	var text := file.get_as_text()
	var read_error := file.get_error()
	file.close()

	if read_error != OK and read_error != ERR_FILE_EOF:
		push_error("Cannot read '%s': %s" % [path, error_string(read_error)])
		return {}

	var json := JSON.new()
	if json.parse(text) != OK:
		push_error("Invalid JSON in '%s' at line %d: %s" % [
			path, json.get_error_line(), json.get_error_message()
		])
		return {}

	var data: Variant = json.data
	if not data is Dictionary:
		push_error("Expected a JSON dictionary in '%s'." % path)
		return {}

	return data

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
var _dead: bool = false

func take_damage(amount: int) -> void:
	if _dead:
		return
	var new_health = max(health - amount, 0)
	if new_health != health:
		health_changed.emit(health, new_health)
		health = new_health
		if health == 0:
			_dead = true
			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

signal faded

var _fade_tween: Tween


func fade_out(duration: float) -> void:
	if _fade_tween and _fade_tween.is_valid():
		_fade_tween.kill()

	modulate.a = 1.0
	_fade_tween = create_tween()
	_fade_tween.tween_property(self, "modulate:a", 0.0, maxf(duration, 0.0))
	_fade_tween.finished.connect(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 spawn_timer: Timer


func _ready() -> void:
	spawn_timer = Timer.new()
	spawn_timer.wait_time = 0.25
	spawn_timer.one_shot = false
	spawn_timer.timeout.connect(_on_spawn_timer_timeout)
	add_child(spawn_timer)
	spawn_timer.start()


func _on_spawn_timer_timeout() -> void:
	if spawned_count >= 4:
		spawn_timer.stop()
		return

	add_child(Node2D.new())
	spawned_count += 1

	if spawned_count >= 4:
		spawn_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
var open_time: float = 0.5
var timer: float = 0.0

func _process(delta: float) -> void:
    if state == State.OPENING:
        timer += delta
        if timer >= open_time:
            state = State.OPEN

func interact() -> void:
    if state == State.CLOSED:
        state = State.OPENING
        timer = 0.0

func get_state_name() -> String:
    match state:
        State.CLOSED:
            return "CLOSED"
        State.OPENING:
            return "OPENING"
        State.OPEN:
            return "OPEN"
    return "UNKNOWN"

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:
	if count <= 0:
		return
	items[item_name] = items.get(item_name, 0) + count

func remove_item(item_name: String, count: int) -> bool:
	if count <= 0:
		return false
	if not items.has(item_name):
		return false
	if items[item_name] < count:
		return false
	items[item_name] -= count
	if items[item_name] == 0:
		items.erase(item_name)
	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: " + 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


func paint_row(y: int, from_x: int, to_x: int) -> void:
	for x in range(mini(from_x, to_x), maxi(from_x, to_x) + 1):
		set_cell(Vector2i(x, y), 0, Vector2i(0, 0))


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
## Provides line-of-sight raycasting for a Node2D.
## Casts a ray from `from` to `to` and returns the first collision point,
## or `to` if no collision occurs.

## Returns the collision point of the first body hit, or `to` if nothing is hit.
func first_hit(from: Vector2, to: Vector2) -> Vector2:
	var space_state := get_world_2d().direct_space_state
	var query := PhysicsRayQueryParameters2D.create(from, to)
	# Exclude this node from the raycast to avoid self-intersection.
	query.exclude = [self]
	var result := space_state.intersect_ray(query)
	if result.is_empty():
		return to
	return result.position

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 blocked: Dictionary = {}
	for wall in walls:
		blocked[wall] = true

	if blocked.has(from) or blocked.has(to):
		return path

	var directions: Array[Vector2i] = [
		Vector2i(0, -1),
		Vector2i(0, 1),
		Vector2i(-1, 0),
		Vector2i(1, 0),
	]

	# Breadth-first search finds a shortest path on this unweighted grid.
	# The parent map also records which cells have already been visited.
	var parents: Dictionary = {}
	parents[from] = from

	var queue: Array[Vector2i] = [from]
	var head: int = 0

	while head < queue.size():
		var current: Vector2i = queue[head]
		head += 1

		if current == to:
			var cell: Vector2i = to
			while cell != from:
				path.append(cell)
				cell = parents[cell]
			path.append(from)
			path.reverse()
			return path

		for direction in directions:
			var neighbor: Vector2i = current + direction
			if not _is_inside(neighbor, size):
				continue
			if blocked.has(neighbor) or parents.has(neighbor):
				continue

			parents[neighbor] = current
			queue.append(neighbor)

	# No route exists.
	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()
	player.name = "AnimationPlayer"
	add_child(player)
	player.root_node = NodePath("..")

	var blink := Animation.new()
	blink.length = 1.0
	blink.loop_mode = Animation.LOOP_LINEAR

	var track := blink.add_track(Animation.TYPE_VALUE)
	blink.track_set_path(track, NodePath(".:visible"))
	blink.value_track_set_update_mode(track, Animation.UPDATE_DISCRETE)
	blink.track_insert_key(track, 0.0, true)
	blink.track_insert_key(track, 0.5, false)

	var library := AnimationLibrary.new()
	library.add_animation("blink", blink)
	player.add_animation_library("", library)

	player.play("blink")
	player.advance(0.0)

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


class _WaitRace:
	extends RefCounted

	signal finished(signal_won: bool)

	var settled: bool = false

	func resolve(signal_won: bool) -> void:
		if settled:
			return
		settled = true
		finished.emit(signal_won)


func wait_for(sig: Signal, seconds: float) -> bool:
	if seconds <= 0.0:
		return false

	var race := _WaitRace.new()
	# Respect both SceneTree pausing and Engine.time_scale.
	var timer := get_tree().create_timer(seconds, false, false, false)
	var on_signal: Callable = race.resolve.bind(true)
	var on_timeout: Callable = race.resolve.bind(false)

	sig.connect(on_signal, CONNECT_ONE_SHOT)
	timer.timeout.connect(on_timeout, CONNECT_ONE_SHOT)

	var signal_won: bool = await race.finished

	# Remove any remaining connections, including the losing callback.
	if is_instance_valid(sig.get_object()) and sig.is_connected(on_signal):
		sig.disconnect(on_signal)
	if timer.timeout.is_connected(on_timeout):
		timer.timeout.disconnect(on_timeout)

	return signal_won

Questions

Is Pareto 26.10 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.