Being built right now
A League-style lane in three.js: fixed high-angle camera, click-to-move hero with four abilities on Q W E R, minion waves, towers, an AI enemy hero, health bars, a minimap and a kill feed. Every asset generated in code.
Measured, not judged. Nothing here is a score.
| Measure | Claude Opus 5.5 | Claude Fable 5.1 | GPT-6 Astra | GPT-6.1 Sol |
|---|---|---|---|---|
| Time to build | — | 2h 10m | 24m 47s | 19m 41s |
| AttemptsOnly an infrastructure failure (a rate limit or an outage) earns a retry. Every interrupted attempt is listed, and nothing from it is published. | — | 4Attempt 1: The Claude CLI could not reach the API ("Unable to connect to API: SSL certificate has expired") and ended the run after a few seconds. No index.html existed. Nothing from this attempt was published; the model got a fresh attempt once the API was reachable again. Attempt 2: The account's Claude session limit was reached (HTTP 429) after 58 minutes; unfinished files were on disk. Nothing from this attempt was published. Attempt 3: The benchmark harness itself was stopped 82 minutes in (the operator's session ended and took the runner with it). Nothing from this attempt was published; the run was restarted from scratch. | 1 | 1 |
| Delivered source | — | 204 KB | 95 KB | 85 KB |
| Files | — | 14 | 5 | 3 |
| Tokens in / outAs reported by each CLI. Tokenizers differ between vendors, so compare within a vendor. | — | 16.0M / 276k | 2.6M / 74k | 2.7M / 67k |
| Errors during recording | — | 0 | 0 | 0 |
| Video lengthUI recordings scroll at a fixed speed, so a longer page makes a longer video. | — | 60s | 60s | 60s |
Questions, not answers. The call is yours.
The same 60-second script for every build: press Play, click up the lane, cast Q W E R toward the enemy, fall back, push again.
The same script runs on every build. Open any build live to judge sound, feel and anything a video can't show. Full method
Sent word for word to every model. Try it on your own favourite.
Build a small MOBA-style game that runs in the browser: one lane, top-down 3D, in the spirit of League of Legends. TECHNOLOGY - three.js r186 is provided in this folder as an ES module: ./three.module.js (it imports ./three.core.js; keep both files and do not modify or rename them). Load it from a <script type="module"> with: import * as THREE from './three.module.js'; - No other libraries and no network requests. There are no asset files: every model, texture and sound must be generated in code (procedural geometry, textures drawn on canvas, sound synthesised with the Web Audio API). THE GAME - A fixed-angle camera looking down at the battlefield from a high diagonal angle (roughly 55 degrees above the ground), locked on the player's hero. Seen on screen, the player's base is at the bottom-left of the map and the enemy base at the top-right, with one lane between them. - Each side has a base and two towers along the lane. Towers shoot at enemies in range. Towers and bases can be destroyed; destroying the enemy base wins, losing your own base loses. - Minion waves (a few melee and ranged minions) spawn from both bases every 20 seconds, the first wave 3 seconds after Play. They walk down the lane and fight whatever they meet. - The player's hero: left-click on the ground to move there, pathing around obstacles; when idle, the hero auto-attacks the nearest enemy in range. Four abilities on the Q, W, E and R keys, cast toward the mouse cursor, each with a cooldown, a distinct visual effect and a sound. Design them yourself (for example a skillshot, an area effect, a dash and an ultimate). - One enemy hero controlled by a simple AI: it farms minions, trades with the player when it is favourable and retreats when low on health. - Heroes respawn at their base 8 seconds after dying. - HUD: health and mana bars above every unit, ability icons with cooldown sweeps at the bottom, a minimap in a corner, a kill feed, gold and a match timer. - A start screen with a button labeled "Play" and an end screen that says Victory or Defeat with a button labeled "Play again". - Right-click must not open the browser context menu; the game must be fully playable with the left button and the keyboard. - Aim for 60 frames per second at 1440x900 and adapt to the window size. Art direction, atmosphere and sound design are up to you: make the battlefield readable from above and the abilities satisfying to use. DELIVERY RULES - Work autonomously. Nobody will answer questions, so make reasonable assumptions and keep going until the game is finished. - Deliver ./index.html (JavaScript may be inline or in additional .js files in this folder, loaded with relative paths). No build step. - The game must work when this folder is served over HTTP and opened in a current version of Chrome.