Driving game benchmark / 2026-11-10
Six models · high reasoning · Custom skills supplied: 0
Main prompt
Build a polished 3D driving game that runs directly in a desktop browser. Prioritize convincing vehicle physics, realistic rendering, and smooth performance.
Include one car and a complete circuit with straights, tight corners, elevation changes, and trackside scenery. Provide a chase camera, keyboard controls, speed display, lap timing, and a reset control.
The car should respond convincingly to acceleration, braking, steering, tire grip, suspension, and collisions. Handling should remain consistent across different rendering frame rates.
Aim for smooth 60 FPS at 1920×1080 on a typical modern laptop. Choose suitable libraries and techniques, balance visual quality against performance, and provide adjustable graphics quality.
No signup or backend is needed. Test driving, collisions, reset, and lap timing. Provide a public playable preview, run instructions, and an honest account of limitations.
Follow-up instruction
Make the driving game mobile friendly as well. Add usable touch controls for steering, acceleration, braking, and reset. Make the layout fit phone screens in portrait and landscape without hiding essential controls or information. Preserve the desktop controls, vehicle physics, graphics options, and existing gameplay. Test the mobile layout and controls, rebuild the final app, update the public preview, and update benchmark-result.json. Continue the same task and session; do not delegate or change model or reasoning settings.
One independent task per model, with fresh Boat workspaces and identical task and platform instructions. Model effort names do not imply equal compute budgets. Timings exclude setup, independent review, and publication; token-cost estimates exclude VM, proxy, tool, subscription, and tax charges. Apps retain the generated gameplay code. Publication adds the model name to each browser title. Browser checks use headless Chrome and SwiftShader software graphics on a shared CPU host. Host load was not controlled; frame-rate samples are not comparable across apps and do not establish real-device FPS. This single comparison does not establish a quality winner. The mobile requirement arrived after launch. Each agent received the same follow-up in its original session. Execution time and cost include both turns; total time also includes the wait between turns.
Sorted by time taken, fastest first.