Claude 3.7 Sonnet vs. Grok 3 vs. o3-mini-high

Claude 3.7 Sonnet vs Grok 3 vs o3-mini-high

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.

Snippet from Claude's official blog

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.

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.

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:

Claude 3.7 Sonnet for Minecraft.

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:

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:

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:

Claude 3.7 Sonnet output for balls in hexagon
  • 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 theinwardnormal 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)
            # Checkchoose the normal that points toward the hexagons center.
            if candidate.dot(hex_center - A) < 0:
                candidate = -candidate
            n = candidate.normalize()
            edge_normals.append((A, n))

        # Update each balls 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.

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

Response from Grok 3

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

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

Response from Grok 3

Output

Response from OpenAI o3-mini-high

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!

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