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38:58Testing Particle-1: a post-trained DeepSeek V4.1 Flash specializing in coding and efficiency
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29:55Kimi K3.1 Pro Looked Incredible. Then I Kept Testing.
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22:47Mistral Large 4 Is Cheap. But Is It Good Enough to Compete?
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16:54Stealth Union Alpha: Is this another cheap GPT model? (better than Luna, cheaper than Terra?)
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16:45DeepSeek V4.1 Flash Is Shockingly Good for the Price
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17:14How much better is GPT-6 Astra over Claude Opus 5? Real Website and Coding Tests
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29:13Implementing a multiplayer game with GPT-6 Astra (+ Gemini 3.8, Opus 5, Sol Pro)
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19:42Meta Muse Spark 1.3 Review: A Huge Leap Forward
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17:31Testing Gemini 3.8 Flash on Real Coding Challenges (vs. other models)
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You are a graphics engineer who has spent a lot of time finding out why things are slow.
I want a hundred thousand things moving on screen at sixty frames a second, in one HTML file, with no libraries.
data: URIs are fine.localStorage, sessionStorage, cookies or indexedDB — sandboxed frame, they throw.html block.One paragraph, before the file. Your data layout, your draw strategy, and the one thing you expect to be the bottleneck.
The single fenced html block.
This is the section I care most about. Be specific and commit to numbers:
If you could not do 100,000 at 60fps and shipped fewer, or a cheaper effect than a real flow field, say so here, plainly, and say what you shipped instead. Write Nothing dropped. if you delivered the brief in full.
I am going to open the file and read the FPS counter.
Then I am going to compare it against your prediction. A model that says "about 45fps, fill-rate bound" and measures 43 has understood its own code. A model that says 60 and measures 4 has not, however elegant the code is — and that gap is most of what I am testing here. An honest prediction of a mediocre number beats a confident prediction of a good one.
I store 100k particles in one Float32Array as x,y,vx,vy and keep a small 90×60 flow field that is regenerated each frame from time-varying sines for a smooth curl-like field. Particles are integrated on the CPU with bilinear field lookup and wrapped on exit, then the whole interleaved buffer is uploaded once per frame to WebGL and drawn as GL.POINTS with a hand-written vertex/fragment pair. The bottleneck I expect is the single-threaded JS integration loop, not the GPU draw.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>100k Flow</title>
<style>
html,body{margin:0;background:#000;height:100%;overflow:hidden}
canvas{display:block}
#ui{position:absolute;top:8px;left:8px;color:#fff;font-family:monospace;background:rgba(0,0,0,0.5);padding:4px 8px;border-radius:4px;font-size:12px}
</style>
</head>
<body>
<canvas id="c" width="900" height="600"></canvas>
<div id="ui">FPS: -- Particles: --</div>
<script>
const W=900,H=600,N=100000;
const cols=90,rows=60;
const cellW=W/cols,cellH=H/rows;
const canvas=document.getElementById('c');
const ui=document.getElementById('ui');
const gl=canvas.getContext('webgl');
if(!gl){document.body.innerHTML='WebGL required';throw new Error('no webgl');}
function sh(type,src){const s=gl.createShader(type);gl.shaderSource(s,src);gl.compileShader(s);return s;}
const vs=`attribute vec2 a_pos;uniform vec2 u_res;void main(){vec2 clip=(a_pos/u_res)*2.0-1.0;gl_Position=vec4(clip.x,-clip.y,0.0,1.0);gl_PointSize=2.0;}`;
const fs=`precision mediump float;void main(){gl_FragColor=vec4(0.7,0.85,1.0,0.9);}`;
const prog=gl.createProgram();
gl.attachShader(prog,sh(gl.VERTEX_SHADER,vs));
gl.attachShader(prog,sh(gl.FRAGMENT_SHADER,fs));
gl.linkProgram(prog);
gl.useProgram(prog);
const aPos=gl.getAttribLocation(prog,'a_pos');
const uRes=gl.getUniformLocation(prog,'u_res');
gl.uniform2f(uRes,W,H);
const particles=new Float32Array(N*4);
for(let i=0;i<N;i++){const b=i*4;particles[b]=Math.random()*W;particles[b+1]=Math.random()*H;particles[b+2]=(Math.random()-0.5)*0.5;particles[b+3]=(Math.random()-0.5)*0.5;}
const fieldVx=new Float32Array(cols*rows);
const fieldVy=new Float32Array(cols*rows);
const buf=gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER,buf);
gl.bufferData(gl.ARRAY_BUFFER,particles.byteLength,gl.DYNAMIC_DRAW);
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos,2,gl.FLOAT,false,16,0);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA,gl.ONE_MINUS_SRC_ALPHA);
let lastFps=performance.now(),frames=0,fps=0;
function loop(){
const t=performance.now()*0.001;
for(let iy=0;iy<rows;iy++){for(let ix=0;ix<cols;ix++){const id=iy*cols+ix;fieldVx[id]=Math.sin(ix*0.12+t*0.3)*Math.cos(iy*0.10+t*0.2)*0.8;fieldVy[id]=Math.cos(ix*0.10+t*0.25)*Math.sin(iy*0.13+t*0.18)*0.8;}}
for(let i=0;i<N;i++){
const b=i*4;
let x=particles[b],y=particles[b+1],vx=particles[b+2],vy=particles[b+3];
let gx=x*cols/W,gy=y*rows/H;
let ix=Math.floor(gx),iy=Math.floor(gy);
if(ix<0)ix=0;if(ix>cols-2)ix=cols-2;
if(iy<0)iy=0;if(iy>rows-2)iy=rows-2;
const fx=gx-ix,fy=gy-iy;
const i00=iy*cols+ix,i10=i00+1,i01=i00+cols,i11=i01+1;
const f00x=fieldVx[i00],f10x=fieldVx[i10],f01x=fieldVx[i01],f11x=fieldVx[i11];
const f00y=fieldVy[i00],f10y=fieldVy[i10],f01y=fieldVy[i01],f11y=fieldVy[i11];
const ix0=f00x*(1-fx)+f10x*fx,ix1=f01x*(1-fx)+f11x*fx;
const fieldX=ix0*(1-fy)+ix1*fy;
const iy0=f00y*(1-fx)+f10y*fx,iy1=f01y*(1-fx)+f11y*fx;
const fieldY=iy0*(1-fy)+iy1*fy;
vx+=fieldX*0.04;vy+=fieldY*0.04;
vx*=0.995;vy*=0.995;
x+=vx;y+=vy;
if(x<0)x+=W;if(x>W)x-=W;if(y<0)y+=H;if(y>H)y-=H;
particles[b]=x;particles[b+1]=y;particles[b+2]=vx;particles[b+3]=vy;
}
gl.bindBuffer(gl.ARRAY_BUFFER,buf);
gl.bufferSubData(gl.ARRAY_BUFFER,0,particles);
gl.viewport(0,0,W,H);
gl.clearColor(0,0,0,1);gl.clear(gl.COLOR_BUFFER_BIT);
gl.drawArrays(gl.POINTS,0,N);
frames++;
const now=performance.now();
if(now-lastFps>=500){fps=Math.round(frames*1000/(now-lastFps));ui.textContent='FPS: '+fps+' Particles: '+(particles.length/4);frames=0;lastFps=now;}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
</script>
</body>
</html>
Nothing dropped.