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.