| Model Stack | Harness | Wall Time | Speed (TPS) | Tokens | Est. Cost | Build Size | Verdict |
|---|---|---|---|---|---|---|---|
|
Gemini 3.7 Flash โก
gemini-3.7-flash (medium)
|
Antigravity CLI | 102.2s | 252 tok/s | 56.2K | $0.013 | 70 KB | SHIP โก (Fastest) |
|
Gemini 3.8 Flash ๐
gemini-3.8-flash-medium
|
Antigravity CLI | 292.3s | 305 tok/s | 192.2K | $0.068 | 74 KB | SHIP ๐ (Top TPS) |
|
GPT-5.6 Luna ๐
gpt-5.6-luna (medium)
|
Codex CLI | 522.0s | 42 tok/s | ~42.0K | $0.270 | 25 KB (Compact) | SHIP |
|
Claude Sonnet 5 ๐
claude-sonnet-5 (medium)
|
Claude Code | 578.0s | 108 tok/s | ~87.3K | $1.010 | 71 KB | SHIP |
| Model Stack | Input Tokens | Output Tokens | Thinking Tokens | Cached Tokens | API Rate (In / Out per 1M) | Total Cost |
|---|---|---|---|---|---|---|
| Gemini 3.7 Flash | 30,480 | 25,734 | โ | โ | $0.10 / $0.40 | $0.013 |
| Gemini 3.8 Flash | 104,742 | 87,460 | 6,691 | 290,283 (Cache Hit) | $0.15 / $0.60 | $0.068 |
| GPT-5.6 Luna | ~20,000 | ~22,000 | โ | โ | $2.50 / $10.00 | $0.270 |
| Claude Sonnet 5 | ~25,000 | 62,317 | โ | โ | $3.00 / $15.00 | $1.010 |
| Model Stack | Lines of Code (LOC) | Build Footprint | Runtime FPS | Console Errors | Dependencies | Interventions |
|---|---|---|---|---|---|---|
| Gemini 3.7 Flash | 1,412 lines | 70 KB | 60 FPS | 0 errors | Three.js CDN | 0 |
| Gemini 3.8 Flash | 1,820 lines | 74 KB | 60 FPS | 0 errors | Three.js CDN | 0 |
| GPT-5.6 Luna | 638 lines (Compact) | 25 KB | 60 FPS | 0 errors | Three.js CDN | 0 |
| Claude Sonnet 5 | 1,843 lines | 71 KB | 60 FPS | 0 errors | Three.js CDN | 0 |
Verbatim specification sent to each Tier 2 agent CLI during the autonomous run.
You are an expert Three.js game engineer. Build a complete, polished, bug-free, self-contained 3D Arcade Kart Racing game in a single standalone `index.html` file.
Zero external assets (no images, GLTF models, audio files, or CSS frameworks). Three.js must be loaded from a public CDN (e.g. `https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js`). All 3D models (karts, track, trees, arches, items) must be constructed procedurally using Three.js geometries and materials.
### Requirements:
1. 3D Race Track & Environment:
- Closed-loop circuit with straights, sweeping curves, chicanes, and elevation changes or banked turns.
- Distinct asphalt road surface, red-and-white alternating curb borders, and a 3D Start/Finish gantry arch with a checkered banner texture generated on canvas.
- Surrounding environment: Low-poly terrain, decorative trees, tire barriers, and spectator stands or neon banners.
- Proper lighting: Ambient lighting + Directional light with soft shadows enabled.
2. Kart Modeling & Arcade Physics:
- Build procedural low-poly karts (chassis, 4 spinning wheels, spoiler, driver helmet/steering wheel).
- Responsive arcade driving physics: Acceleration, maximum top speed, coasting friction, reverse, and proportional steering.
- Drift Mechanic: Pressing Spacebar or Shift while turning initiates a drift. Drifting tightens the turn radius, emits tire smoke particles from rear wheels, and triggers a mini-turbo boost when released after a long drift.
- Collision response: Hitting track barriers bounces the kart and reduces speed.
3. AI Opponent Racers:
- Include 2 AI rival karts with distinct colored chassis (e.g., Red for Player, Blue and Yellow for AI rivals).
- AI karts navigate track waypoints intelligently with smooth steering, dynamic speed adjustments, and basic obstacle avoidance.
4. Race System, HUD & Timing:
- 3-Lap Grand Prix race structure.
- Race Start countdown: 3 -> 2 -> 1 -> GO! (player and AI cannot move until GO).
- Floating UI Overlay HUD displaying:
- Current Position: 1st / 2nd / 3rd (calculated dynamically based on track progression and lap count).
- Lap Counter: Current Lap / 3.
- Live Lap Timer and Best Lap record.
- Digital / Analog Speedometer (km/h or MPH).
- Mini-map radar showing player and AI positions on the circuit.
5. Boost Pads & Collectible Power-ups:
- Glowing neon Boost Pads placed on track that give an immediate 2-second Nitro boost with speed lines or camera FOV surge.
- Collectible rotating 3D Item Boxes on track granting power-ups (e.g., Nitro Boost, Homing Missile, or Banana Trap).
6. Audio Synthesis (Zero External Files):
- Real-time procedural sound effects synthesized via Web Audio API:
- Dynamic engine acceleration sound (pitch scales with kart speed).
- Tire screeching sound during drifts.
- Boost pad activation chime.
- Race finish victory fanfare.
- Master Mute / Unmute sound toggle button.
7. Camera System & Mobile/Keyboard Controls:
- Third-person smooth chase camera following behind the player kart with subtle banking tilt and velocity lag.
- Controls: Arrow keys / WASD for driving + Spacebar for drift/item. Include on-screen virtual touch buttons for mobile/tablet play.
8. Complete State Flow:
- Title / Start Screen ("Press Start Race") -> 3-2-1 Countdown -> Active Race -> Finish / Podium Result Screen with Lap Breakdown -> Restart Race button.