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😱 ChatGPT vs Gemini vs Claude vs DeepSeek vs GLM: مين يبني أحسن لعبة؟

بحيري : behairy

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😱 ChatGPT vs Gemini vs Claude vs DeepSeek vs GLM: مين يبني أحسن لعبة؟

44 просмотра · 5 дней назад
بحيري : behairy
24 подписчика
44 просмотра · 5 дней назад
🏎️ طلبت من ٥ ذكاءات اصطناعية يبنوا لعبة سباق سيارات ثلاثية الأبعاد (3D) بنفس الأمر بالحرف.. وواحد بس كسب! مين هو؟ شوف الفيديو للآخر. 👇 في الفيديو ده عملت تحدي برمجة بالذكاء الاصطناعي: نفس البرومبت، أول محاولة، من غير أي تعديل، على ٥ موديلات: 🟢 ChatGPT 🟠 Claude Sonnet 5.5 🔵 Gemini 🟣 DeepSeek 🔴 GLM 5.3 كل موديل طُلب منه يبني لعبة سباق 3D كاملة في ملف HTML واحد بمكتبة Three.js: حلبة، سيارة، منافسين بالذكاء الاصطناعي، عداد سرعة، صوت، وشاشات تحكم. وبعدها قيّمت كل لعبة من ١٠ على: ✅ هل اشتغلت من غير أخطاء؟ ✅ الرسومات والبيئة ✅ الإحساس بالسواقة ✅ ذكاء المنافسين ✅ الصوت والواجهة ⏱️ محتوى الفيديو: 00:00 النتيجة المفاجئة 00:30 قواعد التحدي والبرومبت [00:00] ChatGPT [00:00] Gemini [00:00] DeepSeek [00:00] GLM 5.3 [00:00] Claude Sonnet 5.5 [00:00] المقارنة النهائية والدرجات [00:00] الفايز! 📝 البرومبت اللي استخدمته (نسخة مختصرة، والكامل في أول تعليق مثبت 📌): You are an expert game developer and Three.js engineer. Build a complete, polished, playable 3D car racing game as ONE single self-contained HTML file (HTML + CSS + JavaScript inside the same file) that I can save as race.html and open directly in a modern desktop browser. Technical constraints Use Three.js loaded from this CDN only: https://cdnjs.cloudflare.com/ajax/lib... NO other external libraries, images, models, textures, fonts, or audio files. Everything must be generated procedurally in code (geometry, materials, canvas-generated textures, WebAudio for sound). No placeholders, no TODOs, no "add your code here". The code must run correctly on the first try with zero edits. Target a stable 60 FPS. Use delta-time based movement so speed is identical on any refresh rate. Handle window resize. Game concept A time-attack circuit race: the player drives a sports car around a closed 3D track against 3 AI opponents for 3 laps. Required features 1. **Track**: a closed loop with at least 8 corners, mixed long straights and tight turns, generated procedurally from a smooth spline. Visible road surface with lane markings, curbs (red/white) on corners, and barriers/walls on both sides. Cars must not be able to leave the track (collide with walls or slow down on grass). 2. **Environment**: ground/grass, a gradient sky, distant mountains or a city skyline, trees or lights along the track, a start/finish line with a gantry banner, and soft shadows or fake blob shadows under cars. 3. **Player car**: a recognizable low-poly sports car built from primitives (body, cabin, spoiler, 4 wheels that spin, headlights, brake lights that glow when braking). Front wheels should steer visually. 4. **Driving physics**: acceleration, braking, reverse, drag, speed-dependent steering, drifting/grip loss at high speed in corners, and a boost mechanic (Shift or Space) with a cooldown or meter. It must feel fun and arcade-like, not stiff. 5. **Controls**: Arrow keys or WASD to drive, Shift/Space for boost, R to reset the car to the track, P to pause, C to switch camera. 6. **Cameras**: chase camera (default, smooth follow with speed-based FOV change) and a hood/cockpit camera. Add subtle camera shake at high speed. 7. **AI opponents**: 3 AI cars with different colors and skill levels that follow the racing line, brake before corners, and avoid getting stuck. They must be beatable but competitive. Add simple car-to-car collision so cars bump each other. 8. **Race logic**: 3-2-1-GO countdown, lap counting with proper checkpoint validation (no cheating by skipping sections), current lap time, best lap time, total time, live race position (e.g., 2/4), and a results screen at the end with final standings and a "Race Again" button. 9. *HUD* (HTML/CSS overlay): speedometer in km/h, boost bar, lap counter, position, lap timer, and a minimap of the track showing all cars. 10. **Menu screens**: a start screen with the game title, controls list, and a Start button; a pause overlay; a finish screen. 11. *Audio* (WebAudio, procedurally generated): engine sound whose pitch follows speed, tire squeal while drifting, boost whoosh, countdown beeps, collision thud. Include a mute toggle (M). Audio must start only after the first user click to satisfy browser autoplay rules. 12. **Visual polish**: dynamic lighting, fog for depth, skid marks or tire smoke while drifting, speed lines during boost, and smooth animations. Make it look impressive in a screen recording. Code quality Clean, well-organized, commented code with clear sections (setup, track, cars, physics, AI, HUD, audio, game loop). Handle edge cases: cars flipping, going backward, getting stuck, and tab losing focus (auto-pause). 💬 إنت شايف مين الأحسن؟ اكتب رأيك في التعليقات، وقولي أي مهمة تانية عايزني أجربها على الموديلات دي! 👍 لو الفيديو عجبك: لايك + اشتراك + فعّل الجرس 🔔 علشان توصلك تجارب الذكاء الاصطناعي الجاية. #ذكاء_اصطناعي #ChatGPT #Claude #Gemini #DeepSeek #GLM #برمجة_بالذكاء_الاصطناعي #لعبة_سباق #ThreeJS #مقارنة_الذكاء_الاصطناعي