AI Model Reviewer

qwen3p8-max in a raw API call

raw API baseline

← Open in the gallerySame prompt, all models

Zoom, inline player and more ways to view
Poster frame of qwen3p8-max's page
Open the original page

The model's own page, run in a sandboxed frame only when you ask (a page that needs its own origin opens in a new tab on a separate demo site). Phones get a full-screen player capped at 1.5x pixel density (2x on larger screens) so it stays smooth; the original page runs uncapped. It starts in its auto-tour (T switches to play mode on a keyboard).

OKFloating pirate island diorama with a cliff cross-section (Three.js)n/a effortRaw baseline

Wall time 9m 48sCost not recorded: the run's token counts were never reported, so there is no estimate

Review

No verdict yet.

The full review

OK. finish=stop; ran in the capture with no console errors

Scores

AI judge

Not scored

No rubric for this prompt

Visitor votes and reviewer grades are not available yet.

AI judge
AI judge: the test runner (model claude-opus-5-5), scoring by visual review of the 1600 px render against the pre-registered rubric. No AI-judge score exists for this result: there is no rubric for this prompt, so no score is shown and none is made up.
Visitors
Public voting with a blind reveal is coming: you score the output first, then see the other scores.
Reviewer
The reviewer's own grade appears here once it is added.

Scores compare results for the same prompt only. AI-judge boards rank runs within one prompt, equal totals sharing a rank; scores from different prompts are never averaged.

Downloads

Files actually published for this run. Original output, site-made previews and post-run conversions are labelled separately.

The exact prompt

as run, 1,047 characters. Every result for this prompt

Build a Three.js scene: A small floating diorama chunk of island with a cliff cross-section shows layered rock, a palm tree, a wooden pier, a beached rowboat and a hidden treasure cave lit by a lantern. Waves lap the shore via a shader, gulls circle, and the palm sways. Click the X-marked sand to dig: sand particles fly and a chest rises and opens with a golden glow; the camera slowly orbits the floating base against a teal sky gradient. Everything is built in code from Three.js geometry, materials and shaders; no external models, textures or fonts. The scene must visibly animate from the moment it loads and run in a browser with software WebGL (no GPU). Deliver ONE self-contained HTML file; load Three.js only through an import map from https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js (addons from https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/), with no other external requests. Output ONLY the complete HTML file, starting with <!DOCTYPE html> and ending with </html>, with no explanation or markdown fences.

How it was made

Wall time 9m 48s

No transcript was delivered with this result.

Cost breakdown

No cost figure: the run's tokens were never reported, so there is nothing to estimate from.

Tokens by typeTokens$ per 1MCost
Input (uncached)289n/an/a
Cache writenot recordedn/an/a
Cache read0n/an/a
Output53,778n/an/a
Total computed from tokens
unknown
Total reported by the harness
none

No list price for this model in the project price table (or no token counts).

Run notes

one prompt, raw API (single request, no tools)

  • Renderer: WebGL via three.js WebGLRenderer (three@0.170.0 loaded from the cdn.jsdelivr.net CDN through an import map plus three.js addons from the same CDN); some textures drawn with Canvas 2D (CanvasTexture); text/HUD overlay in DOM+CSS. No local files.
  • Card video: the row's own capture, re-encoded as H.264. Poster: a frame of that capture.
  • Same frozen prompt as the other rows on this test; all rows are unscored, so this is not a head-to-head result.