loop-benchmarking

Controlled experiments across agentic coding configurations. Same task, one variable, what actually works.
git clone https://git.shiptheloop.com/loop-benchmarking.git
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commit 80e4e6b49be41d5d0bef244e40c3ed90ebd10cf9
parent fcfae4ceaccad02d75e02448a116e3bf308a35ea
Author: Brian Graham <brian@buildingbetterteams.de>
Date:   Mon,  6 Apr 2026 21:11:56 +0200

Document gameplay bot known limitations (wall kicks, lock delay, etc.)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

Diffstat:
MCLAUDE.md | 1+
1 file changed, 1 insertion(+), 0 deletions(-)

diff --git a/CLAUDE.md b/CLAUDE.md @@ -118,6 +118,7 @@ Short URL IDs: 8-char SHA256 hash for `/r/` and `/c/` routes with redirect pages ### Eval - [ ] Quality scoring too coarse (binary pass/fail on 3 checks = 0/33/67/100%) +- [ ] Gameplay bot does NOT test: wall kicks, lock delay (sliding at collision line), T-spins, hold piece, ghost piece, next piece preview, level/speed progression, DAS. Known limitation for methodology page. - [ ] Memory leak detection via Playwright heap snapshots - [ ] Frame rate measurement during gameplay - [ ] Dead code detection (knip)

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