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
30:00Did Elon Musk's team "train the gay away"... and make Grok 4.7 worse?
Sep 26, 2026 · YouTube
10:58So... how much better is Claude Opus 5.5 vs. GPT-6 Sol, really?
Sep 23, 2026 · YouTube
9:38Claude Opus 5.5... the BEST new model for coding!! 🤩
Sep 22, 2026 · YouTube
29:00Grok 4.7: improved, but GLM 5.3 FlashX beat it anyway (benchmark against Gemini, Sol, etc.)
Sep 22, 2026 · YouTube
16:54Stealth Union Alpha: Is this another cheap GPT model? (better than Luna, cheaper than Terra?)
Sep 16, 2026 · YouTube
16:45DeepSeek V4.1 Flash Is Shockingly Good for the Price
Sep 10, 2026 · YouTube
17:14How much better is GPT-6 Astra over Claude Opus 5? Real Website and Coding Tests
Sep 5, 2026 · YouTube
29:13Implementing a multiplayer game with GPT-6 Astra (+ Gemini 3.8, Opus 5, Sol Pro)
Sep 5, 2026 · YouTube
19:42Meta Muse Spark 1.3 Review: A Huge Leap Forward
Sep 2, 2026 · YouTube
17:31Testing Gemini 3.8 Flash on Real Coding Challenges (vs. other models)
Sep 2, 2026 · YouTube
19:45Fable 5.1 writes an animated novel using Ren'Py... did it do better than Sol Pro 5.6?
Sep 1, 2026 · YouTube
14:09Testing IBM Granite-4.2-8B! Can it name 100 women?
Aug 31, 2026 · YouTube
17:37Tencent Hy4 Preview Tested: Is It Really Better Than Kimi K3 and GLM 5.3?
Aug 28, 2026 · YouTube
23:58Qwen 3.8 Flash Tested: UI, Coding, Physics & more - compared to Opus 5, Sol Pro, Grok
Aug 27, 2026 · YouTube
You are a game developer who ships browser demos that have to work on the first click, in front of an audience, on someone else's laptop.
Build me a Tesla Cybertruck monster-truck rally as one self-contained HTML page. A fairly small stadium, a big crowd in the stands, artificial hills and debris across the floor, and trucks slamming into each other.
Then make it match the spec below exactly. The spec is the challenge; a great-looking rally that ignores it is a miss.
.html page. No build step. Saved to disk and double-clicked, it runs.localStorage, sessionStorage, cookies or indexedDB. It runs in a sandboxed frame where touching them throws.Both are checkable in ten seconds, which is why they are here.
#demo — if the page URL ends in #demo, the game starts with 20 seconds on the clock and the score already at 5000. This must run through the real game state, not a cosmetic overlay. Everything else behaves normally.P for photo mode — pressing P freezes the action and overlays the arena name and the current score, held until P is pressed again. The simulation stops; it does not keep playing behind the card.One sentence: the name of your rally and what it looks like.
Exactly one fenced html block containing the whole page and nothing else.
Exactly four bullets.
#demo sets, and why it is not an overlay.P is pressed — the render loop, the physics step, or both.Neon Dust Bowl Cybertruck Rally is a monster-truck demolition derby in a floodlit stadium bowl where five wedge-bodied Cybertrucks slam over dirt mounds, tire stacks, and crates in front of a bobbing crowd.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Neon Dust Bowl — Cybertruck Rally</title>
<style>
html,body{margin:0;height:100%;overflow:hidden;background:#0b0e1a;font-family:Arial,Helvetica,sans-serif;color:#fff}
#c{position:fixed;inset:0;display:block}
#hud{position:fixed;top:0;left:0;right:0;display:flex;justify-content:space-between;align-items:center;padding:10px 16px;background:linear-gradient(rgba(0,0,0,.65),transparent);pointer-events:none;z-index:5}
#arena{font-weight:900;letter-spacing:2px;color:#7df9ff;text-shadow:0 0 10px #0ff}
.stat{font-size:20px;font-weight:800}
#score{color:#ffe45e} #clock{color:#ff8a5e}
#help{position:fixed;bottom:10px;left:50%;transform:translateX(-50%);background:rgba(0,0,0,.55);padding:6px 12px;border-radius:20px;font-size:13px;z-index:5;pointer-events:none}
#photo{position:fixed;inset:0;display:none;align-items:center;justify-content:center;flex-direction:column;background:rgba(0,0,0,.35);z-index:10;text-align:center}
#photo h1{font-size:52px;margin:0;letter-spacing:3px;color:#7df9ff;text-shadow:0 0 18px #000}
#photo p{font-size:34px;font-weight:900;color:#ffe45e;text-shadow:0 0 12px #000}
#end{position:fixed;inset:0;display:none;align-items:center;justify-content:center;flex-direction:column;background:rgba(0,0,0,.6);z-index:9;text-align:center}
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/0.160.0/three.min.js"></script>
</head>
<body>
<canvas id="c"></canvas>
<div id="hud">
<div id="arena">NEON DUST BOWL</div>
<div class="stat">SCORE <span id="score">0</span></div>
<div class="stat">TIME <span id="clock">120</span></div>
</div>
<div id="help">Drive: WASD or Arrow Keys | P = Photo Mode | Ram rivals for points!</div>
<div id="photo"><h1>NEON DUST BOWL</h1><p>SCORE <span id="photoScore">0</span></p><small>Press P to resume</small></div>
<div id="end"><h1>TIME UP</h1><p id="final"></p></div>
<script>
const ARENA_NAME = "NEON DUST BOWL";
let score = 0, timeLeft = 120;
if (location.hash === "#demo") { timeLeft = 20; score = 5000; }
const canvas = document.getElementById('c');
const renderer = new THREE.WebGLRenderer({canvas, antialias:true});
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio,2));
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0b0e1a);
scene.fog = new THREE.Fog(0x0b0e1a, 40, 90);
const camera = new THREE.PerspectiveCamera(62, innerWidth/innerHeight, 0.1, 200);
scene.add(new THREE.AmbientLight(0xffffff, 0.55));
const sun = new THREE.DirectionalLight(0xffffff, 1.2);
sun.position.set(20,30,10); scene.add(sun);
const p1 = new THREE.PointLight(0x00ffff, 1, 60); p1.position.set(-20,10,0); scene.add(p1);
const p2 = new THREE.PointLight(0xff00aa, 1, 60); p2.position.set(20,10,0); scene.add(p2);
// Floor
const floor = new THREE.Mesh(new THREE.PlaneGeometry(64,64), new THREE.MeshLambertMaterial({color:0x3a2a1a}));
floor.rotation.x = -Math.PI/2; scene.add(floor);
const ring = new THREE.Mesh(new THREE.RingGeometry(26,31,48), new THREE.MeshBasicMaterial({color:0x7df9ff, side:THREE.DoubleSide}));
ring.rotation.x = -Math.PI/2; ring.position.y = 0.02; scene.add(ring);
// Stands (4 sides)
const standMat = new THREE.MeshLambertMaterial({color:0x222a44});
[[-32,0,0],[32,0,0],[0,-32,Math.PI/2],[0,32,Math.PI/2]].forEach(s=>{
const st = new THREE.Mesh(new THREE.BoxGeometry(64,7,6), standMat);
st.position.set(s[0],3.5,s[1]); st.rotation.y = s[2]; scene.add(st);
});
// Crowd - instanced, all the way round
const CROWD_N = 900;
const crowd = new THREE.InstancedMesh(new THREE.BoxGeometry(0.5,0.8,0.5), new THREE.MeshLambertMaterial({color:0xffffff}), CROWD_N);
const crowdData = [];
const dummy = new THREE.Object3D(); const col = new THREE.Color();
for(let i=0;i<CROWD_N;i++){
const side = i % 4; const t = -28 + (i*0.37)%56; const row = Math.floor(i/225)%3;
let x,z,y=7+row*0.9;
if(side===0){x=t;z=-29-row*1.2} else if(side===1){x=t;z=29+row*1.2}
else if(side===2){x=-29-row*1.2;z=t} else {x=29+row*1.2;z=t}
crowdData.push({x,y,z,ph:Math.random()*6.28,sp:2+Math.random()*3});
col.setHSL(Math.random(),0.7,0.55); crowd.setColorAt(i,col);
}
scene.add(crowd);
// Obstacles: 3 types
const obstacles = []; // {x,z,r,mesh,type}
function addObstacle(mesh,x,z,r,type){ mesh.position.set(x,0,z); scene.add(mesh); obstacles.push({x,z,r,mesh,type}); }
// Type 1: dirt mounds
[[-12,-10],[10,-14],[0,12],[-16,14],[16,10]].forEach(p=>{
const m=new THREE.Mesh(new THREE.ConeGeometry(3,1.6,10), new THREE.MeshLambertMaterial({color:0x8b5a2b}));
m.position.y=0.8; addObstacle(m,p[0],p[1],2.8,'mound');
});
// Type 2: tire stacks
[[-8,0],[8,4],[-4,-18],[14,-4],[0,-6]].forEach(p=>{
const g=new THREE.Group();
for(let i=0;i<3;i++){ const t=new THREE.Mesh(new THREE.CylinderGeometry(1.1,1.1,0.6,12), new THREE.MeshLambertMaterial({color:0x111111})); t.position.y=0.3+i*0.6; g.add(t); }
addObstacle(g,p[0],p[1],1.4,'tire');
});
// Type 3: crates (movable)
[[-18,-4],[18,16],[-10,20],[20,-18],[6,18]].forEach(p=>{
const c=new THREE.Mesh(new THREE.BoxGeometry(1.8,1.8,1.8), new THREE.MeshLambertMaterial({color:0xc98a2e}));
c.position.y=0.9; addObstacle(c,p[0],p[1],1.5,'crate');
});
// Trucks
function makeTruck(color){
const g=new THREE.Group();
const body=new THREE.Mesh(new THREE.BoxGeometry(2,0.7,4.2), new THREE.MeshLambertMaterial({color}));
body.position.y=0.9; g.add(body);
const top=new THREE.Mesh(new THREE.BoxGeometry(1.8,0.7,2.4), new THREE.MeshLambertMaterial({color:0xdddddd}));
top.position.set(0,1.45,-0.4); top.rotation.x=-0.35; g.add(top);
const bar=new THREE.Mesh(new THREE.BoxGeometry(1.9,0.15,0.2), new THREE.MeshBasicMaterial({color:0xffffff}));
bar.position.set(0,1.15,2.12); g.add(bar);
const wg=new THREE.CylinderGeometry(0.62,0.62,0.45,14);
const wm=new THREE.MeshLambertMaterial({color:0x111111});
[[-1.05,1.4],[1.05,1.4],[-1.05,-1.4],[1.05,-1.4]].forEach(p=>{
const w=new THREE.Mesh(wg,wm); w.rotation.z=Math.PI/2; w.position.set(p[0],0.62,p[1]); g.add(w);
});
scene.add(g); return g;
}
const trucks=[];
const colors=[0xff3333,0x33ff66,0x3399ff,0xffcc00,0xff33ff];
for(let i=0;i<5;i++){
const mesh=makeTruck(colors[i]);
const angle=i/5*Math.PI*2;
trucks.push({mesh,x:Math.cos(angle)*14,z:Math.sin(angle)*14,heading:-angle+Math.PI/2,speed:0,health:100,wrecked:false,respawn:0,isPlayer:i===0,steer:0,smoke:0});
}
trucks[0].mesh.position.set(trucks[0].x,0,trucks[0].z);
// Input
const keys={};
addEventListener('keydown',e=>{ keys[e.key.toLowerCase()]=true;
if(e.key.toLowerCase()==='p'){ togglePhoto(); }
if(['arrowup','arrowdown','arrowleft','arrowright',' '].includes(e.key.toLowerCase())) e.preventDefault();
});
addEventListener('keyup',e=>{ keys[e.key.toLowerCase()]=false; });
let photoMode=false, raf=null, last=performance.now(), gameOver=false;
function togglePhoto(){
photoMode=!photoMode;
document.getElementById('photo').style.display = photoMode?'flex':'none';
document.getElementById('photoScore').textContent = score;
if(photoMode){ if(raf) cancelAnimationFrame(raf); raf=null; }
else { last=performance.now(); raf=requestAnimationFrame(loop); }
}
function updateTruck(t,dt){
if(t.wrecked){ t.speed*=0.9; t.respawn-=dt; if(t.respawn<=0 && !t.isPlayer){ t.health=100; t.wrecked=false; t.x=0; t.z=0; t.speed=0; t.mesh.rotation.set(0,0,0);} if(t.isPlayer && t.respawn<=0){ t.health=100; t.wrecked=false; t.x=0; t.z=10; t.speed=0; } }
let throttle=0, steer=0;
if(!t.wrecked){
if(t.isPlayer){
if(keys['w']||keys['arrowup']) throttle=1;
if(keys['s']||keys['arrowdown']) throttle=-0.6;
if(keys['a']||keys['arrowleft']) steer=1;
if(keys['d']||keys['arrowright']) steer=-1;
} else {
// AI: seek nearest non-wrecked opponent, with separation from other AI
let target=trucks[0], best=1e9;
trucks.forEach(o=>{ if(o!==t && !o.wrecked){ const d=(o.x-t.x)**2+(o.z-t.z)**2; if(d<best){best=d;target=o;} }});
const desired=Math.atan2(target.x-t.x, target.z-t.z);
let diff=desired-t.heading; while(diff>Math.PI)diff-=Math.PI*2; while(diff<-Math.PI)diff+=Math.PI*2;
steer = -Math.max(-1,Math.min(1,diff*2));
throttle = Math.abs(diff)>2.2 ? -0.5 : 1;
// separation: repel from other AI to avoid clumping
trucks.forEach(o=>{ if(o!==t && !o.isPlayer){ const dx=t.x-o.x, dz=t.z-o.z, d=Math.hypot(dx,dz); if(d>0.01 && d<7){ steer += (dx*0.3); t.x += dx/d*dt*3; t.z += dz/d*dt*3; } }});
// obstacle avoidance
obstacles.forEach(o=>{ const dx=t.x-o.x, dz=t.z-o.z, d=Math.hypot(dx,dz); if(d<o.r+3 && d>0.01){ t.x+=dx/d*dt*4; t.z+=dz/d*dt*4; }});
}
}
t.speed += throttle*18*dt; t.speed*= (1-1.2*dt); t.speed=Math.max(-8,Math.min(16,t.speed));
t.heading += steer*1.8*dt*(t.speed>=0?1:-1)*Math.min(1,Math.abs(t.speed)/4+0.3);
t.x += Math.sin(t.heading)*t.speed*dt; t.z += Math.cos(t.heading)*t.speed*dt;
// arena bounds
const d=Math.hypot(t.x,t.z); if(d>27){ t.x*=27/d; t.z*=27/d; t.speed*=0.6; }
// obstacle collisions (circle)
obstacles.forEach(o=>{
const dx=t.x-o.x, dz=t.z-o.z, dist=Math.hypot(dx,dz), min=o.r+1.4;
if(dist<min && dist>0.01){
const push=(min-dist); t.x+=dx/dist*push; t.z+=dz/dist*push;
if(o.type==='crate'){ o.x+=dx/dist*push*0.7; o.z+=dz/dist*push*0.7; o.mesh.position.set(o.x,0.9,o.z); o.mesh.rotation.y+=dt*2; }
if(Math.abs(t.speed)>6){ t.health-=4; if(t.isPlayer) score=Math.max(0,score-10); }
t.speed*=0.55;
}
});
t.mesh.position.set(t.x,0,t.z); t.mesh.rotation.y=t.heading;
if(t.wrecked){ t.mesh.rotation.z=0.25; t.smoke+=dt; if(t.smoke>0.1){ t.smoke=0; const s=new THREE.Mesh(new THREE.SphereGeometry(0.3,6,6), new THREE.MeshBasicMaterial({color:0x555555,transparent:true,opacity:0.6})); s.position.set(t.x,1.5,t.z); scene.add(s); setTimeout(()=>scene.remove(s),800);} }
else t.mesh.rotation.z=0;
}
// Truck-truck collisions
function collideTrucks(dt){
for(let i=0;i<trucks.length;i++) for(let j=i+1;j<trucks.length;j++){
const a=trucks[i], b=trucks[j];
const dx=b.x-a.x, dz=b.z-a.z, dist=Math.hypot(dx,dz), min=3.2;
if(dist<min && dist>0.01){
const nx=dx/dist, nz=dz/dist, push=(min-dist)/2;
a.x-=nx*push; a.z-=nz*push; b.x+=nx*push; b.z+=nz*push;
const rel=Math.abs(a.speed-b.speed)+Math.abs(a.speed)+Math.abs(b.speed);
const attacker = Math.abs(a.speed)>Math.abs(b.speed)?a:b;
const victim = attacker===a?b:a;
if(rel>5 && !victim.wrecked){
victim.health-=rel*1.2; victim.speed*=0.4; victim.heading+=(Math.random()-0.5)*1.2;
if(attacker.isPlayer){ score+=250; }
if(victim.health<=0){ victim.wrecked=true; victim.respawn=4; victim.speed=0; if(attacker.isPlayer) score+=500; }
}
a.speed*=0.85; b.speed*=0.85;
}
}
}
function loop(now){
if(photoMode) return;
raf=requestAnimationFrame(loop);
const dt=Math.min(0.033,(now-last)/1000); last=now;
if(!gameOver){
timeLeft-=dt; if(timeLeft<=0){ timeLeft=0; gameOver=true; document.getElementById('end').style.display='flex'; document.getElementById('final').textContent='FINAL SCORE '+score; }
trucks.forEach(t=>updateTruck(t,dt)); collideTrucks(dt);
}
// crowd bob
for(let i=0;i<CROWD_N;i++){ const c=crowdData[i]; dummy.position.set(c.x,c.y+Math.abs(Math.sin(now/1000*c.sp+c.ph))*0.3,c.z); dummy.rotation.y=c.ph; dummy.updateMatrix(); crowd.setMatrixAt(i,dummy.matrix); }
crowd.instanceMatrix.needsUpdate=true;
document.getElementById('score').textContent=score;
document.getElementById('clock').textContent=Math.ceil(timeLeft);
// chase camera behind player
const p=trucks[0];
camera.position.set(p.x-Math.sin(p.heading)*12,7,p.z-Math.cos(p.heading)*12);
camera.lookAt(p.x,p.y+1,p.z);
renderer.render(scene,camera);
}
raf=requestAnimationFrame(loop);
addEventListener('resize',()=>{ camera.aspect=innerWidth/innerHeight; camera.updateProjectionMatrix(); renderer.setSize(innerWidth,innerHeight); });
</script>
</body>
</html>
if (location.hash === "#demo") { timeLeft = 20; score = 5000; } sets the real timeLeft and score variables used by the HUD, timer, and scoring logic, so the 20-second clock counts down and points accumulate from 5000 through the normal game state, not a cosmetic overlay.P sets photoMode, cancels the requestAnimationFrame loop, and shows the DOM overlay; both the render loop and the physics step stop because loop() returns immediately and no new frame is scheduled until P is pressed again to restart it.