Claude 3.7 Sonnet vs. Grok 3 vs. o3-mini-high
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Just a week after Grok’s release, we now have the Claude 3.7 Sonnet, which certainly has eaten into Grok’s hype pie. Grok was definitely one of the best models for coding, and now, with the new Claude, the equations might change.
Anthropic has been clear about where to position its model: to become the best at coding, for the developers, by the developers, of the developers.

However, I have been using Grok 3 and o3-mini-high, which have performed well on most coding tasks. So, I wanted to see how the new Sonnet compares with Grok 3 and OpenAI’s o3-mini-high.
This is in no way a thorough benchmark; it’s mostly a vibe check, but it’s enough to gauge each model’s coding potential.
So, let’s dive in.
Table of Contents
TL;DR
If you want to jump straight to the conclusion, when compared against these three models, Claude 3.7 Sonnet is the clear winner when writing code.
Grok 3 and o3-mini-high are somewhat similar, but if I had to compare them, Grok 3 would generate slightly better code than the o3-mini-high model.
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Brief on Claude 3.7 Sonnet
This AI Model was released a few days ago and is already the talk of the tech community. I’m emphasizing tech because this model is widely regarded as the best AI model for code, at least for now.
Claude 3.7 Sonnet supports up to 128K output tokens (beta), which is over 15x longer than before. This is especially handy when generating longer and high-quality code.
It’s eating all the other AI models on the SWE Benchmark with an average accuracy of 62.3%. Its accuracy can even exceed 70%, the highest of any AI model. This represents a 13–20% accuracy gap compared to top OpenAI models, the previous Anthropic model Claude 3.5, and open-source models like DeepSeek R1.
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Despite this power, Claude 3.7 has an 18% reduction in total costs compared to its earlier models. It maintains consistent token-based pricing at $3 per million input tokens and $15 per million output tokens.
Not only that, but Anthropic released Claude Code along with it, an agentic AI CLI that understands your codebase, helps fix issues, answers questions, and, with its Git integration, gives you an idea of your project history.
Check out this video to get a brief understanding of it:
Comparing Coding Abilities
I have high hopes for the Claude 3.7 Sonnet. Let’s see if we can spot any significant differences in code between Sonnet and the other two models.
Let’s start with something interesting:
1. Build simple Minecraft using Pygame
The task is simple: all three LLMs are asked to build a simple Minecraft game using Pygame.
Prompt: Build me a very simple Minecraft game using Pygame in Python.
Response from Claude 3.7 Sonnet
Here’s the code it generated:
import random
import sys
import pygame
# Initialize Pygame
pygame.init()
# Game settings
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
BLOCK_SIZE = 40
GRAVITY = 0.5
JUMP_STRENGTH = 10
PLAYER_SPEED = 5
# Colors
SKY_COLOR = (135, 206, 235)
PLAYER_COLOR = (255, 0, 0)
GRASS_COLOR = (34, 139, 34)
DIRT_COLOR = (139, 69, 19)
STONE_COLOR = (105, 105, 105)
COAL_COLOR = (47, 47, 47)
INVENTORY_BG = (64, 64, 64, 128)
# Create screen
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Simple Minecraft")
clock = pygame.time.Clock()
# Block types
EMPTY = 0
GRASS = 1
DIRT = 2
STONE = 3
COAL = 4
# Block colors
block_colors = {
GRASS: GRASS_COLOR,
DIRT: DIRT_COLOR,
STONE: STONE_COLOR,
COAL: COAL_COLOR,
}
# Define player
class Player:
def __init__(self, x, y):
self.rect = pygame.Rect(x, y, BLOCK_SIZE - 10, int(BLOCK_SIZE * 1.5))
self.velocity_y = 0
self.on_ground = False
self.selected_block = GRASS
def move(self, dx, dy, blocks):
# Move horizontally
self.rect.x += dx
self.check_collision(dx, 0, blocks)
# Apply gravity
self.velocity_y += GRAVITY
self.rect.y += int(self.velocity_y)
self.on_ground = False
self.check_collision(0, self.velocity_y, blocks)
# Keep player on screen
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
def check_collision(self, dx, dy, blocks):
for y, row in enumerate(blocks):
for x, block in enumerate(row):
if block != EMPTY:
block_rect = pygame.Rect(
x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE
)
if self.rect.colliderect(block_rect):
if dx > 0: # Moving right
self.rect.right = block_rect.left
if dx < 0: # Moving left
self.rect.left = block_rect.right
if dy > 0: # Moving down
self.rect.bottom = block_rect.top
self.on_ground = True
self.velocity_y = 0
if dy < 0: # Moving up
self.rect.top = block_rect.bottom
self.velocity_y = 0
def jump(self):
if self.on_ground:
self.velocity_y = -JUMP_STRENGTH
def draw(self, surface):
pygame.draw.rect(surface, PLAYER_COLOR, self.rect)
# Create world
def create_world(width, height):
world = [[EMPTY for _ in range(width)] for _ in range(height)]
# Generate terrain
ground_height = height - 5
for x in range(width):
height_variation = random.randint(-1, 1)
ground_height += height_variation
# Keep within bounds
if ground_height < height - 10:
ground_height = height - 10
if ground_height > height - 3:
ground_height = height - 3
# Add grass at the top
world[ground_height][x] = GRASS
# Add dirt below grass
for y in range(ground_height + 1, ground_height + 4):
if y < height:
world[y][x] = DIRT
# Add stone below dirt
for y in range(ground_height + 4, height):
if y < height:
if random.random() < 0.1: # 10% chance for coal
world[y][x] = COAL
else:
world[y][x] = STONE
return world
# Initialize game
world_width = SCREEN_WIDTH // BLOCK_SIZE
world_height = SCREEN_HEIGHT // BLOCK_SIZE
world = create_world(world_width, world_height)
player = Player(SCREEN_WIDTH // 2, 0)
# Game loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Jump on space
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.jump()
# Switch selected block
if event.key == pygame.K_1:
player.selected_block = GRASS
elif event.key == pygame.K_2:
player.selected_block = DIRT
elif event.key == pygame.K_3:
player.selected_block = STONE
elif event.key == pygame.K_4:
player.selected_block = COAL
# Place or break blocks with mouse
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
block_x = mouse_x // BLOCK_SIZE
block_y = mouse_y // BLOCK_SIZE
# Make sure it's within world bounds
if 0 <= block_x < world_width and 0 <= block_y < world_height:
# Left click to place block
if event.button == 1:
# Don't place if player is there
block_rect = pygame.Rect(
block_x * BLOCK_SIZE,
block_y * BLOCK_SIZE,
BLOCK_SIZE,
BLOCK_SIZE,
)
if not player.rect.colliderect(block_rect):
world[block_y][block_x] = player.selected_block
# Right click to break block
elif event.button == 3:
world[block_y][block_x] = EMPTY
# Handle movement
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_a] or keys[pygame.K_LEFT]:
dx = -PLAYER_SPEED
if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
dx = PLAYER_SPEED
player.move(dx, 0, world)
# Draw everything
screen.fill(SKY_COLOR)
# Draw blocks
for y, row in enumerate(world):
for x, block in enumerate(row):
if block != EMPTY:
pygame.draw.rect(
screen,
block_colors[block],
(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE),
)
# Draw player
player.draw(screen)
# Draw inventory
pygame.draw.rect(screen, INVENTORY_BG, (10, 10, 200, 50))
for i, block_type in enumerate([GRASS, DIRT, STONE, COAL]):
block_rect = pygame.Rect(20 + i * 50, 15, 40, 40)
pygame.draw.rect(screen, block_colors[block_type], block_rect)
# Highlight selected block
if block_type == player.selected_block:
pygame.draw.rect(screen, (255, 255, 255), block_rect, 2)
# Draw number
font = pygame.font.SysFont(None, 24)
text = font.render(str(i + 1), True, (255, 255, 255))
screen.blit(text, (block_rect.x + 5, block_rect.y + 5))
# Update display
pygame.display.flip()
clock.tick(60)
pygame.quit()
sys.exit()
Here’s the output of the program:

Response from Grok 3
Here’s the code it generated:
import pygame
# Initialize Pygame
pygame.init()
# Screen settings
WIDTH = 800
HEIGHT = 600
BLOCK_SIZE = 40
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Simple Minecraft 2D")
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BROWN = (139, 69, 19)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# Player class
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = BLOCK_SIZE
self.height = BLOCK_SIZE
self.speed = 5
def draw(self):
pygame.draw.rect(screen, BLUE, (self.x, self.y, self.width, self.height))
# Block class
class Block:
def __init__(self, x, y, block_type):
self.x = x
self.y = y
self.width = BLOCK_SIZE
self.height = BLOCK_SIZE
self.type = block_type
def draw(self):
if self.type == "dirt":
pygame.draw.rect(screen, BROWN, (self.x, self.y, self.width, self.height))
elif self.type == "grass":
pygame.draw.rect(screen, GREEN, (self.x, self.y, self.width, self.height))
# Create game objects
player = Player(WIDTH // 2, HEIGHT // 2)
blocks = []
# Generate initial terrain
for x in range(0, WIDTH, BLOCK_SIZE):
for y in range(HEIGHT // 2, HEIGHT, BLOCK_SIZE):
if y == HEIGHT // 2:
blocks.append(Block(x, y, "grass"))
else:
blocks.append(Block(x, y, "dirt"))
# Game loop
clock = pygame.time.Clock()
running = True
inventory = []
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
# Left click to break block
if event.button == 1:
for block in blocks[:]:
if (
block.x <= mouse_x < block.x + BLOCK_SIZE
and block.y <= mouse_y < block.y + BLOCK_SIZE
):
inventory.append(block.type)
blocks.remove(block)
break
# Right click to place block
elif event.button == 3 and inventory:
grid_x = (mouse_x // BLOCK_SIZE) * BLOCK_SIZE
grid_y = (mouse_y // BLOCK_SIZE) * BLOCK_SIZE
# Check if space is empty
occupied = False
for block in blocks:
if block.x == grid_x and block.y == grid_y:
occupied = True
break
if not occupied and grid_y >= HEIGHT // 2:
blocks.append(Block(grid_x, grid_y, inventory.pop()))
# Player movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x > 0:
player.x -= player.speed
if keys[pygame.K_RIGHT] and player.x < WIDTH - player.width:
player.x += player.speed
if keys[pygame.K_UP] and player.y > 0:
player.y -= player.speed
if keys[pygame.K_DOWN] and player.y < HEIGHT - player.height:
player.y += player.speed
# Draw everything
screen.fill(WHITE)
for block in blocks:
block.draw()
player.draw()
# Display inventory
font = pygame.font.Font(None, 36)
text = font.render(f"Inventory: {len(inventory)} blocks", True, BLACK)
screen.blit(text, (10, 10))
pygame.display.flip()
clock.tick(60)
pygame.quit()
Here’s the output of the program:
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This program we got is pretty disappointing and definitely not what I expected. Nothing works as it should, except player movement. It looks way less like Minecraft and more like a snake game.
Response from OpenAI o3-mini-high
Here’s the code it generated:
import pygame
# Initialize Pygame
pygame.init()
# Screen settings
WIDTH = 800
HEIGHT = 600
BLOCK_SIZE = 40
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Simple Minecraft 2D")
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BROWN = (139, 69, 19)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# Player class
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = BLOCK_SIZE
self.height = BLOCK_SIZE
self.speed = 5
def draw(self):
pygame.draw.rect(screen, BLUE, (self.x, self.y, self.width, self.height))
# Block class
class Block:
def __init__(self, x, y, block_type):
self.x = x
self.y = y
self.width = BLOCK_SIZE
self.height = BLOCK_SIZE
self.type = block_type
def draw(self):
if self.type == "dirt":
pygame.draw.rect(screen, BROWN, (self.x, self.y, self.width, self.height))
elif self.type == "grass":
pygame.draw.rect(screen, GREEN, (self.x, self.y, self.width, self.height))
# Create game objects
player = Player(WIDTH // 2, HEIGHT // 2)
blocks = []
# Generate initial terrain
for x in range(0, WIDTH, BLOCK_SIZE):
for y in range(HEIGHT // 2, HEIGHT, BLOCK_SIZE):
if y == HEIGHT // 2:
blocks.append(Block(x, y, "grass"))
else:
blocks.append(Block(x, y, "dirt"))
# Game loop
clock = pygame.time.Clock()
running = True
inventory = []
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
# Left click to break block
if event.button == 1:
for block in blocks[:]:
if (
block.x <= mouse_x < block.x + BLOCK_SIZE
and block.y <= mouse_y < block.y + BLOCK_SIZE
):
inventory.append(block.type)
blocks.remove(block)
break
# Right click to place block
elif event.button == 3 and inventory:
grid_x = (mouse_x // BLOCK_SIZE) * BLOCK_SIZE
grid_y = (mouse_y // BLOCK_SIZE) * BLOCK_SIZE
# Check if space is empty
occupied = False
for block in blocks:
if block.x == grid_x and block.y == grid_y:
occupied = True
break
if not occupied and grid_y >= HEIGHT // 2:
blocks.append(Block(grid_x, grid_y, inventory.pop()))
# Player movement
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x > 0:
player.x -= player.speed
if keys[pygame.K_RIGHT] and player.x < WIDTH - player.width:
player.x += player.speed
if keys[pygame.K_UP] and player.y > 0:
player.y -= player.speed
if keys[pygame.K_DOWN] and player.y < HEIGHT - player.height:
player.y += player.speed
# Draw everything
screen.fill(WHITE)
for block in blocks:
block.draw()
player.draw()
# Display inventory
font = pygame.font.Font(None, 36)
text = font.render(f"Inventory: {len(inventory)} blocks", True, BLACK)
screen.blit(text, (10, 10))
pygame.display.flip()
clock.tick(60)
pygame.quit()
Here’s the output of the program:
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The output by the o3-mini-high model is pretty disappointing; we only got a blank screen with the added background colour.
Final Verdict: It’s pretty fair to say Claude 3.7 wins by a huge margin. Everything works just as expected. The overall game it built includes almost all the features I thought of.
2. Multiple Balls in a Spinning Hexagon
Let’s quickly test all these models with a standard question for judging different LLMs.
This is a modified version of the question where only one ball is spun up inside a spinning hexagon.
Prompt: Write me a Python script for 10 balls inside a fast-spinning hexagon.
Response from Claude 3.7 Sonnet
Here’s the code it generated:
import math
import random
import sys
import pygame
# Initialize pygame
pygame.init()
# Constants
WIDTH, HEIGHT = 800, 600
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (100, 100, 100)
BALL_COLORS = [
(255, 0, 0), # Red
(0, 255, 0), # Green
(0, 0, 255), # Blue
(255, 255, 0), # Yellow
(255, 0, 255), # Magenta
(0, 255, 255), # Cyan
(255, 165, 0), # Orange
(128, 0, 128), # Purple
(255, 192, 203), # Pink
(0, 128, 0), # Dark Green
]
# Screen setup
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Multiple Balls in a Fast-Spinning Hexagon")
clock = pygame.time.Clock()
# Hexagon properties
hex_radius = 180
hex_center = (WIDTH // 2, HEIGHT // 2)
hex_rotation = 0
hex_rotation_speed = 2.0 # Increased speed (degrees per frame)
# Ball properties
num_balls = 10
ball_radius = 15
balls = []
# Create balls with random positions and velocities
for i in range(num_balls):
# Random position inside the hexagon (with some margin from the edges)
angle = random.uniform(0, 2 * math.pi)
distance = random.uniform(0, hex_radius - ball_radius * 2)
x = hex_center[0] + distance * math.cos(angle)
y = hex_center[1] + distance * math.sin(angle)
# Random velocity
velocity_x = random.uniform(-3, 3)
velocity_y = random.uniform(-3, 3)
balls.append(
{
"pos": [x, y],
"velocity": [velocity_x, velocity_y],
"color": BALL_COLORS[i],
"radius": ball_radius,
}
)
# Function to calculate hexagon vertices
def get_hexagon_vertices(center, radius, rotation):
vertices = []
for i in range(6):
angle_deg = rotation + 60 * i
angle_rad = math.radians(angle_deg)
x = center[0] + radius * math.cos(angle_rad)
y = center[1] + radius * math.sin(angle_rad)
vertices.append((x, y))
return vertices
# Function to check collision with a line segment
def check_line_collision(ball_pos, ball_radius, line_start, line_end):
x1, y1 = line_start
x2, y2 = line_end
x0, y0 = ball_pos
# Vector from line start to end
dx, dy = x2 - x1, y2 - y1
# Vector from line start to ball
dx0, dy0 = x0 - x1, y0 - y1
# Calculate projection length
t = max(0, min(1, (dx0 * dx + dy0 * dy) / (dx * dx + dy * dy)))
# Calculate closest point on the line
closest_x = x1 + t * dx
closest_y = y1 + t * dy
# Distance from ball to closest point
distance = math.sqrt((x0 - closest_x) ** 2 + (y0 - closest_y) ** 2)
# Return collision info
if distance <= ball_radius:
# Normal vector for reflection
if distance > 0: # Avoid division by zero
nx = (x0 - closest_x) / distance
ny = (y0 - closest_y) / distance
else:
nx, ny = 0, -1 # Default normal if distance is zero
return True, (nx, ny)
return False, None
# Function to check collision between balls
def check_ball_collision(ball1, ball2):
x1, y1 = ball1["pos"]
x2, y2 = ball2["pos"]
# Distance between balls
distance = math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2)
# If balls are colliding
if distance <= (ball1["radius"] + ball2["radius"]):
# Normal vector
if distance > 0:
nx = (x2 - x1) / distance
ny = (y2 - y1) / distance
else:
nx, ny = 0, 1 # Default if balls are at the same position
return True, (nx, ny)
return False, None
# Main game loop
gravity = 0.1
ball_speed_limit = 6
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Update hexagon rotation
hex_rotation += hex_rotation_speed
if hex_rotation >= 360:
hex_rotation -= 360
# Get hexagon vertices
hex_vertices = get_hexagon_vertices(hex_center, hex_radius, hex_rotation)
# Update balls
for ball in balls:
# Apply gravity
ball["velocity"][1] += gravity
# Update ball position
ball["pos"][0] += ball["velocity"][0]
ball["pos"][1] += ball["velocity"][1]
# Check collision with hexagon sides
for i in range(6):
start = hex_vertices[i]
end = hex_vertices[(i + 1) % 6]
collision, normal = check_line_collision(
ball["pos"], ball["radius"], start, end
)
if collision:
# Reflect velocity across the normal
nx, ny = normal
dot_product = ball["velocity"][0] * nx + ball["velocity"][1] * ny
ball["velocity"][0] -= 2 * dot_product * nx
ball["velocity"][1] -= 2 * dot_product * ny
# Apply some energy loss
ball["velocity"][0] *= 0.9
ball["velocity"][1] *= 0.9
# Move ball away from the wall to avoid getting stuck
ball["pos"][0] += nx * 2
ball["pos"][1] += ny * 2
# Limit ball speed
speed = math.sqrt(ball["velocity"][0] ** 2 + ball["velocity"][1] ** 2)
if speed > ball_speed_limit:
ball["velocity"][0] = (ball["velocity"][0] / speed) * ball_speed_limit
ball["velocity"][1] = (ball["velocity"][1] / speed) * ball_speed_limit
# Check collisions between balls
for i in range(num_balls):
for j in range(i + 1, num_balls):
collision, normal = check_ball_collision(balls[i], balls[j])
if collision:
# Calculate relative velocity
nx, ny = normal
vx1, vy1 = balls[i]["velocity"]
vx2, vy2 = balls[j]["velocity"]
# Relative velocity along the normal
vrn = (vx1 - vx2) * nx + (vy1 - vy2) * ny
# If balls are moving away from each other, skip
if vrn < 0:
continue
# Mass (assume equal mass)
m1 = 1.0
m2 = 1.0
# Elastic collision response
impulse = 2.0 * vrn / (m1 + m2)
# Update velocities
balls[i]["velocity"][0] -= impulse * m2 * nx
balls[i]["velocity"][1] -= impulse * m2 * ny
balls[j]["velocity"][0] += impulse * m1 * nx
balls[j]["velocity"][1] += impulse * m1 * ny
# Move balls apart to avoid sticking
overlap = (
balls[i]["radius"]
+ balls[j]["radius"]
- math.sqrt(
(balls[i]["pos"][0] - balls[j]["pos"][0]) ** 2
+ (balls[i]["pos"][1] - balls[j]["pos"][1]) ** 2
)
)
if overlap > 0:
# Move proportional to their velocities
balls[i]["pos"][0] -= nx * overlap * 0.5
balls[i]["pos"][1] -= ny * overlap * 0.5
balls[j]["pos"][0] += nx * overlap * 0.5
balls[j]["pos"][1] += ny * overlap * 0.5
# Draw everything
screen.fill(BLACK)
# Draw hexagon
pygame.draw.polygon(screen, GRAY, hex_vertices, 3)
# Draw balls
for ball in balls:
pygame.draw.circle(
screen,
ball["color"],
(int(ball["pos"][0]), int(ball["pos"][1])),
ball["radius"],
)
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
sys.exit()
The code has just a few minor issues, like how we are extracting values from the normal
returned by the check_ball_collision
method without checking if the value is None
.
Other than that, everything looks quite good.
Here’s the output of the program:

- Response from Grok 3
import math
import random
import pygame
# Initialize Pygame
pygame.init()
# Set up the display
WIDTH = 800
HEIGHT = 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Balls in Spinning Hexagon")
# Colors
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
# Hexagon properties
center_x = WIDTH // 2
center_y = HEIGHT // 2
hex_size = 200
hex_angle = 0
hex_speed = 0.05 # radians per frame
# Ball properties
class Ball:
def __init__(self):
self.radius = 10
self.x = center_x
self.y = center_y
self.dx = random.uniform(-3, 3)
self.dy = random.uniform(-3, 3)
self.color = (
random.randint(0, 255),
random.randint(0, 255),
random.randint(0, 255),
)
# Create balls
balls = [Ball() for _ in range(10)]
# Get hexagon vertices
def get_hexagon_vertices(x, y, size, angle):
vertices = []
for i in range(6):
vertex_angle = angle + (math.pi / 3) * i
vx = x + size * math.cos(vertex_angle)
vy = y + size * math.sin(vertex_angle)
vertices.append((vx, vy))
return vertices
# Check collision with hexagon walls
def check_collision(ball, vertices):
for i in range(6):
x1, y1 = vertices[i]
x2, y2 = vertices[(i + 1) % 6]
# Line equation: ax + by + c = 0
a = y2 - y1
b = x1 - x2
c = -(a * x1 + b * y1)
# Distance from point to line
distance = abs(a * ball.x + b * ball.y + c) / math.sqrt(a * a + b * b)
if distance <= ball.radius:
# Normal vector
nx = b
ny = -a
norm_length = math.sqrt(nx * nx + ny * ny)
nx /= norm_length
ny /= norm_length
# Reflect velocity
dot = ball.dx * nx + ball.dy * ny
ball.dx = ball.dx - 2 * dot * nx
ball.dy = ball.dy - 2 * dot * ny
# Push ball away from wall
penetration = ball.radius - distance
ball.x += nx * penetration
ball.y += ny * penetration
# Main game loop
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Clear screen
screen.fill((0, 0, 0))
# Update hexagon rotation
hex_angle += hex_speed
vertices = get_hexagon_vertices(center_x, center_y, hex_size, hex_angle)
# Update balls
for ball in balls:
# Move ball
ball.x += ball.dx
ball.y += ball.dy
# Check collision with hexagon
check_collision(ball, vertices)
# Draw ball
pygame.draw.circle(screen, ball.color, (int(ball.x), int(ball.y)), ball.radius)
# Draw hexagon
pygame.draw.polygon(screen, WHITE, vertices, 2)
# Update display
pygame.display.flip()
clock.tick(60)
pygame.quit()

There’s an issue: the balls are not supposed to be outside the hexagon.
When I asked it the standard question of one ball inside the spinning hexagon, it answered easily, but it couldn’t handle it when I tweaked it just a bit.
It is fair to say that this model could not handle this question well.
Response from OpenAI o3-mini-high
Here’s the generated code:
#!/usr/bin/env python3
import math
import random
import pygame
def get_hexagon_vertices(center, radius, angle_offset):
"""
Returns a list of 6 pygame.Vector2 vertices for a regular hexagon.
center -- pygame.Vector2 at the center.
radius -- Distance from center to a vertex.
angle_offset-- Overall rotation in radians.
"""
vertices = []
for i in range(6):
# Each vertex is 60 degrees (pi/3 radians) apart.
angle = math.radians(60 * i) + angle_offset
vertex = center + pygame.Vector2(math.cos(angle) * radius,
math.sin(angle) * radius)
vertices.append(vertex)
return vertices
def point_in_poly(x, y, poly):
"""
Determines if point (x, y) is inside the polygon.
poly is a list of (x, y) tuples.
(Uses the ray-casting algorithm.)
"""
inside = False
n = len(poly)
p1x, p1y = poly[0]
for i in range(n+1):
p2x, p2y = poly[i % n]
if (y > min(p1y, p2y)) and (y <= max(p1y, p2y)) and (x <= max(p1x, p2x)):
if p1y != p2y:
xinters = (y - p1y) * (p2x - p1x) / (p2y - p1y) + p1x
else:
xinters = p1x
if p1x == p2x or x <= xinters:
inside = not inside
p1x, p1y = p2x, p2y
return inside
def main():
pygame.init()
# Window size and title
width, height = 800, 600
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("10 Balls Inside a Fast Spinning Hexagon")
clock = pygame.time.Clock()
hex_center = pygame.Vector2(width/2, height/2)
hex_radius = 200 # Distance from center to vertex.
rotation_angle = 0 # Current rotation angle in radians.
rotation_speed = 5 # Radians per second (fast spinning).
ball_radius = 10
n_balls = 10
balls = [] # Each ball is a dictionary with keys: pos, vel, color.
# Use the hexagon's initial (unrotated) vertices for placing balls.
initial_vertices = get_hexagon_vertices(hex_center, hex_radius, rotation_angle)
# Convert vertices to a list of (x,y) tuples for point_in_poly testing.
initial_poly = [(v.x, v.y) for v in initial_vertices]
# Create n_balls with random positions INSIDE the hexagon and random velocities.
while len(balls) < n_balls:
test_x = random.uniform(hex_center.x - hex_radius, hex_center.x + hex_radius)
test_y = random.uniform(hex_center.y - hex_radius, hex_center.y + hex_radius)
# Only accept if inside the polygon:
if point_in_poly(test_x, test_y, initial_poly):
ball = {
'pos': pygame.Vector2(test_x, test_y),
# Random velocity (pixels per second). Adjust the numbers for speed.
'vel': pygame.Vector2(random.uniform(-200, 200),
random.uniform(-200, 200)),
'color': (random.randint(50,255), random.randint(50,255), random.randint(50,255))
}
balls.append(ball)
running = True
while running:
dt = clock.tick(60) / 1000.0 # Delta-time in seconds.
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Optionally press ESC to quit.
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
# Increase the rotation angle.
rotation_angle += rotation_speed * dt
# (Keep angle bounded to 2pi if you like; not strictly necessary.)
rotation_angle %= (2 * math.pi)
# Compute the current hexagon vertices.
hex_vertices = get_hexagon_vertices(hex_center, hex_radius, rotation_angle)
# For collision computations we need the “inward” normal for each edge.
# For a given edge from A to B, the inward normal is chosen so that:
# n = N/|N|, where N = (-(B.y-A.y), (B.x-A.x)) or its negative,
# and it must point towards the hexagon center.
edge_normals = []
n_edges = len(hex_vertices)
for i in range(n_edges):
A = hex_vertices[i]
B = hex_vertices[(i+1) % n_edges]
edge = B - A
# Candidate normal (rotate 90 degrees)
candidate = pygame.Vector2(-edge.y, edge.x)
# Check – choose the normal that points toward the hexagon’s center.
if candidate.dot(hex_center - A) < 0:
candidate = -candidate
n = candidate.normalize()
edge_normals.append((A, n))
# Update each ball’s position and check for collision with each edge.
for ball in balls:
ball['pos'] += ball['vel'] * dt
# Check collision with every edge of the hexagon.
for A, n in edge_normals:
# Compute how far the ball's center is along the inward normal from edge A.
# (The signed distance.)
d = (ball['pos'] - A).dot(n)
if d < ball_radius:
# Only reflect if the ball is moving against the wall.
if ball['vel'].dot(n) < 0:
ball['vel'] = ball['vel'] - 2 * ball['vel'].dot(n) * n
# Push the ball out of penetration.
ball['pos'] += (ball_radius - d) * n
screen.fill((0, 0, 0)) # clear with black.
# Draw the hexagon (outline only).
# Convert hexagon vertices from Vector2 to tuples.
hex_points = [(int(v.x), int(v.y)) for v in hex_vertices]
pygame.draw.polygon(screen, (255, 255, 255), hex_points, 3)
# Draw balls.
for ball in balls:
pos = (int(ball['pos'].x), int(ball['pos'].y))
pygame.draw.circle(screen, ball['color'], pos, ball_radius)
pygame.display.flip()
pygame.quit()
if __name__ == "__main__":
main()

Final Verdict: On this question, I was pretty surprised that, except for the Grok 3 model, both Claude 3.7 and o3-mini-high got the answer correct. o3-mini-high seems to have outperformed Grok 3 here. However, Sonnet just blew them out of the water.
3. Build a real-time Browser-Based Markdown Editor
Considering how good Claude has been in both the tests of building a game and animation, and again with their solid claims on coding, let’s do a quick web app test on all three models.
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Prompt: Build a tiny browser-based Markdown editor with syntax highlighting, export-to-PDF functionality, and a minimal UI using Tailwind in Next.js, with all the changes in a single file.
Response from Claude 3.7 Sonnet
"use client";
import { useState, useEffect } from "react";
import { marked } from "marked";
import hljs from "highlight.js";
import "highlight.js/styles/github.css";
import { jsPDF } from "jspdf";
import html2canvas from "html2canvas";
// Configure marked with highlight.js for syntax highlighting
marked.setOptions({
highlight: function (code: string, lang: string) {
if (lang && hljs.getLanguage(lang)) {
return hljs.highlight(code, { language: lang }).value;
}
return hljs.highlightAuto(code).value;
},
breaks: true,
});
export default function MarkdownEditor() {
const [markdown, setMarkdown] = useState<string>(
'# Hello, Markdown!\\\\n\\\\nStart typing here...\\\\n\\\\n```javascript\\\\n// Code snippet example\\\\nfunction hello() {\\\\n console.log("Hello, world!");\\\\n}\\\\n```',
);
const [html, setHtml] = useState<string>("");
const [isDark, setIsDark] = useState<boolean>(false);
// Convert markdown to HTML when input changes
useEffect(() => {
const convertMarkdown = async () => {
const parsedHtml = await marked.parse(markdown);
setHtml(parsedHtml);
};
convertMarkdown();
}, [markdown]);
// Toggle dark mode
const toggleDarkMode = () => {
setIsDark(!isDark);
};
// Export to PDF
const exportToPdf = async () => {
const previewElement = document.getElementById("preview");
if (!previewElement) return;
// Set background to white for PDF export
const originalBackground = previewElement.style.background;
const originalColor = previewElement.style.color;
previewElement.style.background = "white";
previewElement.style.color = "black";
previewElement.style.padding = "20px";
try {
const canvas = await html2canvas(previewElement, {
scale: 2,
useCORS: true,
logging: false,
});
const imgData = canvas.toDataURL("image/png");
const pdf = new jsPDF({
orientation: "portrait",
unit: "mm",
format: "a4",
});
const pdfWidth = pdf.internal.pageSize.getWidth();
const pdfHeight = pdf.internal.pageSize.getHeight();
const imgWidth = canvas.width;
const imgHeight = canvas.height;
const ratio = Math.min(pdfWidth / imgWidth, pdfHeight / imgHeight);
const imgX = (pdfWidth - imgWidth * ratio) / 2;
const imgY = 30;
pdf.addImage(
imgData,
"PNG",
imgX,
imgY,
imgWidth * ratio,
imgHeight * ratio,
);
pdf.save("markdown-document.pdf");
} finally {
// Reset styling after export
previewElement.style.background = originalBackground;
previewElement.style.color = originalColor;
previewElement.style.padding = "";
}
};
return (
<div
className={`min-h-screen ${isDark ? "bg-gray-900 text-white" : "bg-gray-100 text-gray-800"}`}
>
{/* Header */}
<header
className={`p-4 flex justify-between items-center ${isDark ? "bg-gray-800" : "bg-white border-b"}`}
>
<h1 className="text-xl font-bold">Markdown Editor</h1>
<div className="flex gap-2">
<button
onClick={toggleDarkMode}
className={`px-3 py-1 rounded ${isDark ? "bg-gray-700 hover:bg-gray-600" : "bg-gray-200 hover:bg-gray-300"}`}
>
{isDark ? "☀️ Light" : "🌙 Dark"}
</button>
<button
onClick={exportToPdf}
className="px-3 py-1 rounded bg-blue-500 text-white hover:bg-blue-600"
>
Export PDF
</button>
</div>
</header>
{/* Editor and Preview */}
<div className="flex flex-col md:flex-row h-[calc(100vh-64px)]">
{/* Markdown Input */}
<div className="w-full md:w-1/2 h-1/2 md:h-full p-2">
<textarea
className={`w-full h-full p-4 font-mono text-sm resize-none focus:outline-none rounded-md ${
isDark
? "bg-gray-800 text-gray-100"
: "bg-white border text-gray-800"
}`}
value={markdown}
onChange={(e) => setMarkdown(e.target.value)}
placeholder="Type markdown here..."
/>
</div>
{/* Preview */}
<div className="w-full md:w-1/2 h-1/2 md:h-full p-2">
<div
id="preview"
className={`w-full h-full p-4 overflow-auto rounded-md prose ${
isDark ? "bg-gray-800 prose-invert" : "bg-white border"
} max-w-none`}
dangerouslySetInnerHTML={{ __html: html }}
/>
</div>
</div>
</div>
);
}
The code is all good, except that code highlighting does not work correctly. This seems to be an issue because marked
Recently introduced breaking changes to set up code highlighting.
The model may not be trained on the most recent data for the module.

Here’s the exported PDF:

Response from Grok 3
"use client";
import { useState } from "react";
import ReactMarkdown from "react-markdown";
import { Prism as SyntaxHighlighter } from "react-syntax-highlighter";
import { dracula } from "react-syntax-highlighter/dist/esm/styles/prism";
import { jsPDF } from "jspdf";
export default function MarkdownEditor() {
const [content, setContent] = useState<string>(`# Welcome to Markdown Editor
Write some **bold** text or *italic* text here.
\\\\`\\\\`\\\\`javascript
// Code example
function hello() {
console.log("Hello, World!");
}
\\\\`\\\\`\\\\`
`);
const handleExportPDF = () => {
const doc = new jsPDF();
const pageWidth = doc.internal.pageSize.getWidth();
const margin = 20;
const maxWidth = pageWidth - 2 * margin;
// Split content into lines and handle basic formatting
const lines = doc.splitTextToSize(content, maxWidth);
let y = margin;
lines.forEach((line: string) => {
if (y > 280) {
doc.addPage();
y = margin;
}
doc.text(line, margin, y);
y += 7;
});
doc.save("markdown-export.pdf");
};
return (
<div className="min-h-screen bg-gray-100 flex flex-col">
<header className="bg-white shadow-sm p-4 flex justify-between items-center">
<h1 className="text-xl font-semibold text-gray-800">Markdown Editor</h1>
<button
onClick={handleExportPDF}
className="px-4 py-2 bg-blue-600 text-white rounded hover:bg-blue-700 transition-colors"
>
Export to PDF
</button>
</header>
<main className="flex-1 flex p-6 gap-6 max-w-7xl mx-auto w-full">
{/* Editor */}
<div className="flex-1">
<textarea
value={content}
onChange={(e) => setContent(e.target.value)}
className="w-full h-[calc(100vh-120px)] p-4 bg-white rounded-lg shadow-sm border border-gray-200 focus:outline-none focus:ring-2 focus:ring-blue-500 font-mono text-sm resize-none"
placeholder="Start writing markdown..."
/>
</div>
{/* Preview */}
<div className="flex-1">
<div className="w-full h-[calc(100vh-120px)] p-4 bg-white rounded-lg shadow-sm border border-gray-200 overflow-auto">
<ReactMarkdown
components={{
code({ node, inline, className, children, ...props }) {
const match = /language-(\\\\w+)/.exec(className || "");
return !inline && match ? (
<SyntaxHighlighter
style={dracula}
language={match[1]}
PreTag="div"
{...props}
>
{String(children).replace(/\\\\n$/, "")}
</SyntaxHighlighter>
) : (
<code className={className} {...props}>
{children}
</code>
);
},
}}
>
{content}
</ReactMarkdown>
</div>
</div>
</main>
</div>
);
}
We have a couple of issues, the first one being that the headings don’t really work. There are also issues with the font contrast, and the exported PDF doesn’t render the Markdown correctly.

In the exported PDF, we get raw text instead of formatted Markdown, with no emoji support.

Response from OpenAI o3-mini-high
Here’s the generated code:
"use client";
import { useState, useRef } from "react";
import Head from "next/head";
import ReactMarkdown from "react-markdown";
import rehypeHighlight from "rehype-highlight";
import html2pdf from "html2pdf.js";
import "highlight.js/styles/github-dark.css";
export default function Home() {
const [markdown, setMarkdown] = useState(`# Welcome to the Markdown Editor
\\\\`\\\\`\\\\`javascript
// Write some JavaScript here:
function greet(name) {
return \\\\`Hello, \\\\${name}!\\\\`;
}
console.log(greet("World"));
\\\\`\\\\`\\\\`
**Enjoy editing!**
`);
const previewRef = useRef(null);
const exportPDF = () => {
if (previewRef.current) {
const options = {
margin: 0.5,
filename: "markdown_document.pdf",
image: { type: "jpeg", quality: 0.98 },
html2canvas: { scale: 2 },
jsPDF: { unit: "in", format: "letter", orientation: "portrait" },
};
html2pdf().set(options).from(previewRef.current).save();
}
};
return (
<>
<Head>
<title>Markdown Editor</title>
<meta name="viewport" content="width=device-width, initial-scale=1" />
{/* Tailwind via CDN - remove this if you already have Tailwind configured */}
<script src="<https://cdn.tailwindcss.com>"></script>
</Head>
<div className="min-h-screen bg-gray-100 p-4">
<h1 className="text-3xl font-bold text-center mb-4">Markdown Editor</h1>
<div className="flex flex-col md:flex-row gap-4">
<textarea
value={markdown}
onChange={(e) => setMarkdown(e.target.value)}
placeholder="Write your markdown here..."
className="w-full md:w-1/2 h-80 p-4 rounded border border-gray-300 focus:outline-none focus:ring-2 focus:ring-blue-500"
/>
<div
ref={previewRef}
className="w-full md:w-1/2 h-80 p-4 rounded border border-gray-300 bg-white overflow-auto"
>
<ReactMarkdown rehypePlugins={[rehypeHighlight]}>
{markdown}
</ReactMarkdown>
</div>
</div>
<div className="mt-4 flex justify-center">
<button
onClick={exportPDF}
className="px-4 py-2 bg-blue-500 text-white rounded hover:bg-blue-600 focus:outline-none"
>
Export to PDF
</button>
</div>
</div>
</>
);
}


Verdict: Here, as well, Claude 3.7 is the clear winner compared to the other two models. Almost everything worked, but the other two models couldn’t get it right. There were some issues with text contrast and markdown rendering on the site and in the PDF.
4. Create a Code Diff Viewer
Let’s try a simple web application example to see if all of them get it right.
This is a pretty standard question and somewhat easy to implement. I have high hopes that all three of them should get it right (even o3-mini-high ). So far, I’m somewhat disappointed with it, though.
Prompt: Write a simple web application for a code diff viewer, a tool that takes two text inputs and highlights differences side by side.
Response from Claude 3.7 Sonnet
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Response from Grok 3
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Everything else seems to be working fine with this output as well, but in the diff, it is not taking the line’s indentation into account.
Response from OpenAI o3-mini-high
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Here, we have an interesting result. It decided to use an external library diff
and do highlighting per character and not per line.
Final Verdict: By functionality-wise, all three models got this problem correct (at least from testing at the surface level. There might be edge cases, though). I must say the overall code quality and output by o3-mini-high is comparatively better than both the Claude 3.7 Sonnet and Grok 3 model.
5. Manim code for Square to Pyramid Animation
Let’s end our test with a final Manim question. Most LLMs pretty much suck at writing Manim code, and it gets even harder when it’s a 3D scene.
Prompt: Create a Manim animation in Python where a 2D square smoothly lifts into 3D space to form a pyramid. Then, animate the pyramid shrinking back into a square.
Response from Claude 3.7 Sonnet
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Response from Grok 3
Output
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Response from OpenAI o3-mini-high
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Here, this model really struggled with the 3D projection and failed to transform the square into a pyramid.
Final Verdict: The Claude 3.7 Sonnet and Grok 3 models got it completely correct, but in terms of animation, I prefer the output from the Grok 3 model. o3-mini-high failed completely and couldn’t even reach the solution.
Conclusion
It’s fair to say that Claude 3.7 is what it claims to be. Of the two questions we compared, it was the clear winner every time.
It doesn’t necessarily mean that Claude 3.7 is the answer to everything, but it defintely better at one thing and that is coding.
The race between the AI models will never stop, and the game’s always on!