Head-to-head · April 2026 — Coding Tool Benchmark

Claude Opus 4 vs GLM-5.1for games

Claude Opus 4 vs GLM-5.1 for games — AI coding benchmark on a Three.js game build with timing, debug iterations, and code metrics.

Claude Opus 4 finished the Three.js brief in 22 min 19 s; GLM-5.1 finished in 48 min 10 s.

pass·pass·Winner: Claude Opus 4
Results

Per-model results.

Anthropic

Claude Opus 4

Winner
Status
PASS
Duration
22m 19s
Code Lines
1,820
Files
11
Debug Loops
0
Cost
Zhipu AI

GLM-5.1

Status
PASS
Duration
48m 10s
Code Lines
2,150
Files
13
Debug Loops
5
Cost
Playable builds

Per-model playable builds.

Raw output from each model. Same brief, same assets, same 60-minute ceiling. No manual edits applied.

Playable build · publishing soon
Claude Opus 4 build is being packaged for web.

Full build output is captured for every run. Hosted versions go live shortly after each round. See the blog for round write-ups.

Now showing: Claude Opus 4
Leaderboard

Wall-clock time to a playable build.

Winner
Pass
Fail

Figure 1. Total elapsed time per model, sorted fastest-first. Failed runs pinned to the end.

Analysis

Results

  • Claude Opus 4: 22 min 19 s, 1,820 lines, 0 debug iterations.
  • GLM-5.1: 48 min 10 s, 2,150 lines across 13 files, 5 debug iterations.

Opus 4 was 2.16x faster in wall-clock time at comparable code volume. Both builds passed the same exit criteria.

Time breakdown

  • Opus 4: 19 min initial development, 3 min 19 s debug cleanup.
  • GLM-5.1: 27 min 36 s initial development, 20 min 34 s debug work.

Debug time accounted for 15% of Opus 4's run and 43% of GLM-5.1's run.

Output characteristics

Both models built the same Three.js arcade racer from the same prompt, the same generated assets, and the same agentic workflow. GLM-5.1's higher debug-iteration count reflects a fix-in-loop strategy rather than a failure mode: the final output compiled and ran.

Selection criteria

  • Latency-sensitive work: Opus 4.
  • Regional availability, data residency, or Zhipu platform integration: GLM-5.1.

Neither model required a retry, human intervention, or fallback to a different agent.

Verdict

Opus 4 produced a playable build in half the wall-clock time with zero debug iterations, while GLM-5.1 required five.

FAQ

FAQ

  • In the April 2026 benchmark, GLM-5.1 produced a playable Three.js arcade racer from the same brief as Claude Opus 4. Total runtime was 48 min 10 s across 2,150 lines and five debug iterations.
Full round

2 of 8 models shown. See the full round.

All models in the round ran the same brief, same assets, same agentic workflow. The archive has full per-model metrics.