APOLLO Proof of Work

Claude built all four games with the same simple prompt: "make a space shooter" and "make a racing game."
The only difference — the "After" versions were built with APOLLO knowledge delivered through MCP.

141,000+ records 1,550,000+ data points 8 databases queried Results in milliseconds
SPACE COMBAT

Space Invaders

BEFORE
Click to play

What was built

  • Fixed grid of enemies moving left/right
  • Single bullet type, straight vertical
  • Basic rectangle collision
  • Simple explosion particles
  • 3 enemy types by row position
vs

Asteroids

AFTER APOLLO
Click to play

What APOLLO knowledge added

  • Screen wrapping (Phaser wrapObject pattern)
  • Angular velocity for spinning asteroids
  • Drag/deceleration for space drift feel
  • Jagged procedural asteroid shapes
  • Thrust particles + momentum-based bullets
  • Parallax star field reacting to velocity
  • CRT scanline overlay from shader data
  • Asteroid splitting on destruction
  • Invincibility respawn with blink

APOLLO Sources Used

phaser-fn-phaser-physics-arcade-world-wrapobject
phaser-fn-phaser-physics-arcade-components-angular-setangularvelocity
phaser-fn-phaser-physics-arcade-image-setdrag
phaser-prop-phaser-physics-arcade-body-angle
gamemaker:image_angle (point_direction pattern)
reshade-ceejay-crt (scanline + curvature uniforms)
500+ Shadertoy particle simulations
ROAD RACING

Road Racer

BEFORE
Click to play

What was built

  • Fixed speed, auto-accelerating
  • Instant left/right steering
  • Uniform car sizes
  • Basic rectangle collision
  • Flat colored cars
  • Simple lane stripes
vs

Road Racer v2

AFTER APOLLO
Click to play

What APOLLO knowledge added

  • Manual acceleration + brake with drag curves
  • Smooth steering with momentum (Phaser drag)
  • 3 vehicle types (sedan, truck, compact)
  • Skid marks when braking at speed
  • Rumble strip road shoulders
  • Scrolling trees for depth
  • Speed lines at high velocity
  • Car shadows for depth
  • CRT scanline overlay
  • Headlights + taillights on all vehicles

APOLLO Sources Used

phaser-fn-phaser-physics-arcade-image-setdrag (deceleration curves)
phaser-prop-phaser-physics-arcade-body-angle (velocity-angle relationship)
gamemaker:collision_rectangle (precise AABB detection)
reshade-ceejay-crt (scanline uniforms for retro overlay)
Shadertoy particle simulations (explosion + skid systems)

The Knowledge Difference

Claude built all four games with virtually no instruction beyond "aliens game" and "racecar game." Before and after — same AI, same prompt, same developer. The only variable was APOLLO's knowledge database delivered through MCP integration.

Patterns from Phaser, GameMaker, and shader code informed physics, collision, visual effects, and game feel. APOLLO didn't write the code — it provided the knowledge that made better code possible. This is what machine-learning-backed context looks like in practice.

12
APOLLO results used
4
databases queried
<50ms
total search time

Now imagine this for medical drug interactions. Clinical guidelines. Emergency protocols.
The knowledge layer changes everything.

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