Highway Crossing Frog — Model Benchmarks

The same prompt (below) was given to each model in a coding-agent session to build a single-file Three.js Crossy Road clone. Click a model name to play its result.

Model Full ID Effort Tokens (in / out) Cost Time Speed
DeepSeek V4 Flash 0731 deepseek/DeepSeek V4 Flash max 23.36M / 314k $0.177 5m 06s 132 tok/s
GLM 5.3 Flash zai/GLM-5.3-Flash max 1.53M / 83.3k ~$0.097 1m 50s 49 tok/s
MiMo V2.5 opencode-go/MiMo V2.5 high 2.02M / 72.6k $0.058 2m 35s 87 tok/s
Muse 1.2 opencode-go/Muse Spark 1.2 Contributor low — — — —
Muse 1.2 opencode-go/Muse Spark 1.2 Contributor xhigh 548k / 45.1k $0.019 32s 189 tok/s
Muse 1.3 opencode-go/Muse Spark 1.3 Contributor xhigh 97.8k / 30.2k $0.010 4m 41s 113 tok/s
Muse Glimmer 30B UD-IQ3_XXS Q8/Q8-KV zaphod/muse-glimmer-30b (local) xhigh ~20k / ~18k — 9m 42s 35 tok/s
Qwen 3.8 27B byteshape 3.23 zaphod/qwen3.8-27b-byteshape-3.23 (local) xhigh 197k / 56.7k — 33m 03s 34 tok/s

The Prompt

Write a complete, single-file HTML game — a Crossy Road clone called "Highway Crossing Frog". Everything (HTML, CSS, JS) goes in one file. Use Three.js from a CDN via a `<script>` tag (use a classic non-module build, e.g. `https://cdnjs.cloudflare.com/ajax/libs/three.js/0.160.0/three.min.js` or a version you know works as UMD). No build step, no imports, runs by opening the file in a browser.

**Gameplay:**
- Player controls a low-poly frog on a grid; hop forward/left/back/right one tile per input (arrow keys / WASD, plus tap zones for mobile).
- The world is procedurally generated rows ahead of the player: grass (safe, may contain trees as obstacles), roads (cars/trucks moving at varying speeds/directions, spawning from off-screen), and optionally railroad tracks with a fast train.
- Collision with a vehicle or train = death; stepping onto an obstacle tile = blocked hop. Falling off-screen behind (camera creeps forward — idling too long or falling behind kills you).
- Score = furthest row reached, shown top-center with a game-over overlay and restart button.
- Optional: river rows with moving logs the frog must ride (slipping off the edge = death). Include only if simple.

**Presentation:**
- Isometric-style orthographic camera looking down at ~45°, following the player smoothly.
- Blocky voxel aesthetic: flat-shaded low-poly meshes (box-based frog, cars, trucks, trees), bright saturated colors, directional light with soft shadows.
- Snappy hop animation (small arc, ~120ms), squash on landing, simple death animation (flatten + fade).
- Clean HUD: score, title screen ("Highway Crossing Frog") with "Press any key / tap to start".

**Technical requirements:**
- Plain Three.js scene graph, no shaders required. Animate in a single `requestAnimationFrame` loop with delta-time.
- Object pooling or row recycling so it runs indefinitely without memory growth; dispose nothing mid-game, just reuse.
- Keep it self-contained and readable; comment major sections. No external assets, textures, or fonts — everything procedural.
- Target 60fps on a laptop; keep draw calls low (merge or reuse geometries/materials).

Output the full file in one code block with no omissions.