27:18Gemini 4 Hydrogen: Cheaper Tokens, More Expensive Answers?
Nov 13, 2026 · YouTube
18:40ERNIE 5.5 Flash Preview vs GLM 5.3 Flash: Baidu's new model is very impressive!
Nov 11, 2026 · YouTube
36:22Fable 5.2 robbing me blind, plus: Nex AGI's N2.6 vs GLM 5.3 Flash
Nov 11, 2026 · YouTube
14:03Gemini 4 Carbon: Can it handle my challenges? (First look with one-shot coding tests)
Nov 10, 2026 · YouTube
47:51Ranking major U.S. Open-Weights Models. (Where does Ripple 65B fit in?)
Nov 6, 2026 · YouTube
10:57"Crouton Alpha": the latest super-efficient coding model by Meta?
Nov 3, 2026 · YouTube
38:58Testing Particle-1: a post-trained DeepSeek V4.1 Flash specializing in coding and efficiency
Oct 28, 2026 · YouTube
22:14GPT-6.1 Terra Pro vs Terra: How Much Better Is Pro?
Oct 27, 2026 · YouTube
29:55Kimi K3.1 Pro Looked Incredible. Then I Kept Testing.
Oct 26, 2026 · YouTube
31:28Is this company reselling GPT Sol 6.1 at a loss (for non-agentic/text-only)?🤔 Is this sustainable?
Oct 20, 2026 · YouTube
17:58Nemotron 3.5 Super VL vs Opus 5.5: Testing NVIDIA’s new coding juggernaut
Oct 15, 2026 · YouTube
16:04Testing a *massive* new open-weights model 🤯: Muse Spark Open (vs. Nemotron, Opus 5.5, and more)
Oct 15, 2026 · YouTube
16:43Gemini 4 Argon: Great 🐈 Animation, but a broken escalator. (Coding challenge vs Opus 5.5, Sol 6.1)
Oct 13, 2026 · YouTube
16:37Meta's new "Muse Wonder" AI is impressive... but can it compete with Anthropic's models?
Oct 12, 2026 · YouTube
11:12WOW... Haiku 5.5 is very impressive. RIP OpenAI?
Oct 7, 2026 · YouTube
22:47Mistral Large 4 Is Cheap. But Is It Good Enough to Compete?
Oct 6, 2026 · YouTube
22:02Is Pareto 26.10 Preview Just Routing to GPT Sol? I Tested It Against Sol 6.1 Pro
Oct 1, 2026 · YouTube
11:22I Tested Sonnet 5.5 Against Opus 5.5. Is It Actually Cheaper?
Sep 28, 2026 · YouTube
19:21I Tested the Stealth "Space Bunny Alpha" Model Before It Went Offline
Sep 23, 2026 · YouTube
You build physics toys, and you have held an umbrella in a gale.
Build me a single HTML page: a person holding an umbrella in wind that keeps getting stronger.
data: URIs are fine.localStorage, sessionStorage, cookies or indexedDB — sandboxed frame, they throw.html block.One paragraph, before the file: what the canopy is made of in your code, what inversion is as a state change, and what decides when it happens.
The single fenced html block.
Where it looks right and where it looks wrong. Everyone who has held an umbrella knows what one does in wind, so say what yours gets wrong before I find it.
The canopy is coded as a quadratic Bézier ribbon whose control-point height is driven by a flex value that grows with wind speed. Inversion is a boolean state flag that flips the control point from above the canopy line to below it, changing the apparent inside-out fold. It triggers when wind speed passes a threshold while flex is high enough, and detachment happens when the computed aerodynamic force exceeds a wind-dependent grip limit.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Umbrella in the Gale</title>
<style>
html, body { margin:0; height:100%; background:#0b0e14; overflow:hidden; }
#c { display:block; width:100%; height:100%; }
#ui { position:absolute; top:10px; left:10px; color:#e8f4ff; font:14px/1.4 monospace; background:rgba(0,0,0,0.45); padding:8px 10px; border-radius:6px; max-width:340px; }
#ui input { width:140px; }
</style>
</head>
<body>
<canvas id="c"></canvas>
<div id="ui">
Wind: <input type="range" id="windSlider" min="0" max="30" step="0.1" value="0"><span id="windVal">0</span> m/s<br>
Direction: <input type="range" id="dirSlider" min="-180" max="180" step="1" value="0"><span id="dirVal">0</span>°<br>
Rain: <span id="rainVal">0</span><br>
Status: <span id="status">Holding</span>
</div>
<script>
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
canvas.width = 960;
canvas.height = 540;
const GROUND = 430;
const HIP_X = 280;
const L_TORSO = 120;
const L_ARM = 150;
const SHAFT = 130;
const CANOPY_R = 70;
let wind = 0;
let windRad = 0;
let manualOverride = false;
let manualWind = 0;
let elapsed = 0;
let lastTime = performance.now();
let rainDrops = [];
let status = 'Holding';
let inverted = false;
let detached = false;
let flex = 0;
let hipX = HIP_X;
let lean = 0;
let ux = 0, uy = 0, uangle = 0;
const windSlider = document.getElementById('windSlider');
const windVal = document.getElementById('windVal');
const dirSlider = document.getElementById('dirSlider');
const dirVal = document.getElementById('dirVal');
const rainVal = document.getElementById('rainVal');
const statusEl = document.getElementById('status');
windSlider.addEventListener('input', (e) => {
manualOverride = true;
manualWind = parseFloat(e.target.value);
wind = manualWind;
});
dirSlider.addEventListener('input', (e) => {
windRad = parseFloat(e.target.value) * Math.PI / 180;
dirVal.textContent = e.target.value;
});
window.addEventListener('keydown', (e) => {
if (e.key === 'ArrowUp') { manualOverride = true; manualWind = Math.min(30, manualWind + 1); wind = manualWind; }
if (e.key === 'ArrowDown') { manualOverride = true; manualWind = Math.max(0, manualWind - 1); wind = manualWind; }
if (e.key === 'ArrowLeft') { windRad = Math.max(-Math.PI, windRad - 0.1); }
if (e.key === 'ArrowRight') { windRad = Math.min(Math.PI, windRad + 0.1); }
if (e.key === 'r' || e.key === 'R') { manualOverride = false; manualWind = 0; wind = 0; windRad = 0; }
});
window.addEventListener('keyup', (e) => {
if (['ArrowUp','ArrowDown','ArrowLeft','ArrowRight'].includes(e.key)) e.preventDefault();
});
function clamp(v, min, max) { return Math.max(min, Math.min(max, v)); }
function getHand() {
const x = hipX + Math.sin(lean) * L_ARM;
const y = GROUND - Math.cos(lean) * L_ARM;
return {x, y};
}
function getTop(hand) {
const x = hand.x + Math.sin(lean) * SHAFT;
const y = hand.y - Math.cos(lean) * SHAFT;
return {x, y};
}
function draw() {
ctx.fillStyle = '#0b0e14';
ctx.fillRect(0, 0, 960, 540);
ctx.strokeStyle = '#4a5a6a';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(0, GROUND);
ctx.lineTo(960, GROUND);
ctx.stroke();
ctx.strokeStyle = 'rgba(173,216,230,0.7)';
ctx.lineWidth = 1;
for (let d of rainDrops) {
ctx.beginPath();
ctx.moveTo(d.x - d.vx*0.016, d.y - d.vy*0.016);
ctx.lineTo(d.x, d.y);
ctx.stroke();
}
const wx = wind * Math.cos(windRad);
const wy = -wind * Math.sin(windRad);
ctx.strokeStyle = '#ff5a5a';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(120, 80);
ctx.lineTo(120 + wx*8, 80 + wy*8);
ctx.stroke();
drawPerson();
if (detached) {
drawUmbrella(ux, uy, uangle);
} else {
const hand = getHand();
const top = getTop(hand);
drawUmbrella(hand.x, hand.y, lean, top);
}
ctx.fillStyle = '#fff';
ctx.font = '16px monospace';
ctx.fillText(`Wind: ${wind.toFixed(1)} m/s`, 20, 30);
ctx.fillText(`Rain: ${(wind*0.03).toFixed(1)}`, 20, 55);
}
function drawPerson() {
ctx.strokeStyle = '#cfd8e3';
ctx.lineWidth = 6;
ctx.beginPath();
ctx.moveTo(hipX, GROUND);
ctx.lineTo(hipX - 15, GROUND);
ctx.moveTo(hipX, GROUND);
ctx.lineTo(hipX + 15, GROUND);
ctx.stroke();
const shoulder = {x: hipX + Math.sin(lean)*L_TORSO, y: GROUND - Math.cos(lean)*L_TORSO};
ctx.beginPath();
ctx.moveTo(hipX, GROUND);
ctx.lineTo(shoulder.x, shoulder.y);
ctx.stroke();
ctx.beginPath();
ctx.arc(shoulder.x, shoulder.y - 20, 8, 0, Math.PI*2);
ctx.fillStyle = '#cfd8e3';
ctx.fill();
const hand = getHand();
ctx.beginPath();
ctx.moveTo(shoulder.x, shoulder.y - 20);
ctx.lineTo(hand.x, hand.y);
ctx.stroke();
ctx.fillStyle = '#cfd8e3';
ctx.beginPath();
ctx.arc(hand.x, hand.y, 5, 0, Math.PI*2);
ctx.fill();
}
function drawUmbrella(x, y, angle, top) {
const topX = top ? top.x : x + Math.sin(angle)*SHAFT;
const topY = top ? top.y : y - Math.cos(angle)*SHAFT;
ctx.strokeStyle = '#8a5a2b';
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(topX, topY);
ctx.stroke();
const r = CANOPY_R;
const controlY = inverted ? r*1.8*(1-flex) + r*0.5*flex : -r*1.8*(1-flex) - r*0.5*flex;
ctx.beginPath();
ctx.moveTo(topX - r, topY);
ctx.quadraticCurveTo(topX, topY + controlY, topX + r, topY);
ctx.closePath();
ctx.fillStyle = inverted ? '#ffcc00' : '#e8e8e8';
ctx.fill();
ctx.strokeStyle = inverted ? '#cc9900' : '#999';
ctx.stroke();
}
function update() {
const now = performance.now();
let dt = (now - lastTime) / 1000;
lastTime = now;
dt = Math.min(0.05, dt);
elapsed += dt;
if (!manualOverride) {
wind = Math.min(25, elapsed * 1.2);
}
wind = Math.max(0, Math.min(30, wind));
windVal.textContent = wind.toFixed(1);
const rainRate = wind * 0.03;
rainVal.textContent = rainRate.toFixed(1);
if (Math.random() < rainRate * dt * 10 && rainDrops.length < 200) {
const a = Math.random() * Math.PI * 2;
rainDrops.push({
x: Math.random() * 960,
y: Math.random() * -100,
vx: wind * Math.cos(windRad) * (wind * 0.2) + Math.cos(a) * 5,
vy: -wind * Math.sin(windRad) * (wind * 0.2) + 300 + Math.sin(a) * 5
});
}
for (let i = rainDrops.length - 1; i >= 0; i--) {
const d = rainDrops[i];
d.x += d.vx * dt;
d.y += d.vy * dt;
if (d.y > 540) rainDrops.splice(i, 1);
}
const Fmag = wind * wind * 0.05;
const Fx = Fmag * Math.cos(windRad);
const Fy = -Fmag * Math.sin(windRad);
lean = clamp(Fx * 0.003, -0.8, 0.8);
hipX = clamp(HIP_X + Fy * 0.001, 150, 450);
flex = clamp((wind - 8) * 0.05, 0, 1);
if (wind > 16 && !inverted) {
inverted = true;
status = 'Inside out';
}
if (wind > 22 && !detached) {
detached = true;
status = 'It got away';
ux = getHand().x;
uy = getHand().y;
uangle = lean;
}
const maxGrip = Math.max(0, 15 - wind * 0.5);
const required = Fmag;
if (required > maxGrip && !detached) {
detached = true;
status = 'It got away';
ux = getHand().x;
uy = getHand().y;
uangle = lean;
}
if (detached) {
ux += Fx * dt * 0.01;
uy += Fy * dt * 0.01;
uangle += Fx * dt * 0.002;
status = 'It got away';
}
statusEl.textContent = status;
}
function loop() {
update();
draw();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
</script>
</body>
</html>
It looks right in the ways a side-view toy should: wind rises on its own, the slider and arrow keys move it up or down, rain leans with the wind, the person leans and the canopy flexes, then inversion and detachment arrive. The wind speed is always on screen.
It goes wrong in the usual toy-physics ways. Inversion is mostly a visual flag rather than a real membrane stress state, detachment is a scalar force comparison rather than a vector failure model, and the person’s compensation is a simple lean calculation rather than a believable balance/footing simulation. The rain spawn logic is also more atmospheric than physical, and the umbrella’s free-flight behavior after detachment is arcade-like rather than aerodynamic. But as a single-file, no-library, no-network physics toy, it gives you the basic arc: hold, flex, invert, wrench, lose, or get away.