Video wird geladen...
Video konnte nicht geladen werden
DeepSeek V4.1 Flash vs Gemini 3.8 Flash at 3D geometry test: six self-contained three.js stereometry scenes — a (3,8) torus knot, a Klein bottle, a great stellated dodecahedron, a hyperboloid ruled by 120 straight rods, a level-3 Menger sponge, a thick Möbius strip. one shot each, no libraries beyond... show more
35,994 Aufrufe • vor 1 Tag •via X (Twitter)
14 Kommentare

interesting benchmark

thanks

@cryptoninjap2e hm, DeepSeek is losing this one

@cryptoninjap2e try it on AI/ML API!

@tere_labs niceeeee

@tere_labs thanks Crezee

our prompts 1) Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders a mathematically exact (3,8) TORUS KNOT - a rope that winds 3 times around the torus axis and 8 times through its hole - rendered as a thick, perfectly smooth glossy tube. Build it yourself with a BufferGeometry: sample the curve p(u) = ((2 + cos(8u/3)) * cos(u), sin(8u/3) * 1.0, (2 + cos(8u/3)) * sin(u)) for u in [0, 6*PI] with at least 900 samples, compute a stable Frenet-like frame (use a parallel-transport frame so the tube does not twist wildly), and extrude a circular cross-section of radius 0.42 with 48 radial segments around each sample, welding the ends so the tube is a seamless closed loop. The hue runs along the length of the knot so the full spectrum wraps around the whole rope several times and visibly flows along it like current through a cable. 2) Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders a KLEIN BOTTLE - the classic self-intersecting "bottle whose neck passes through its own wall" figure-8 immersion - as one continuous glossy skin. Build it with a BufferGeometry over the standard parametrization (u in [0, 2PI], v in [0, 2PI], at least 200x200 segments): the bulbous body, the narrowing neck that curves over and PLUNGES THROUGH the side of the body, and the flared mouth that merges smoothly back into the bottom - the surface must be visibly ONE piece with no boundary edge. Render with side: THREE.DoubleSide so the inside of the neck and mouth are visible, and make sure the self-intersection reads clearly. The hue is driven by the u parameter so the spectrum travels along the whole tube from body through neck to mouth, flowing continuously as it animates. 3) Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders a GREAT STELLATED DODECAHEDRON - the spiky Kepler-Poinsot star polyhedron: 12 regular pentagrammic faces, 20 razor-sharp three-sided spikes radiating outward from an icosahedral core in perfect symmetry, like a crystalline star. Construct it exactly: start from the 12 vertices of a regular icosahedron ((0, ±1, ±phi) and cyclic permutations, phi = 1.618...), build the 20 triangular faces, and raise a sharp pyramidal spike over each face with an apex at 2.6 times the face centroid distance, so the result is a dense sea of long needle-sharp points with clean straight edges and crisp facets. Use flatShading TRUE for this one so every facet is a distinct sharp plane, and give each vertex a hue based on its direction (for example hue from the vertex's spherical angle) so neighbouring spikes glow in different spectrum colors and the whole rainbow rotates around the star as it spins - each spike tip catches a bright white specular flash. 4) Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders a HYPERBOLOID OF ONE SHEET built as a RULED SURFACE out of individual straight rods - the classic "impossible" curved shape made only from straight lines, like a cooling tower or a hyperboloid gear model. Create 120 thin glossy cylinders (radius 0.055, length spanning the full height): take 120 points evenly spaced on a circle of radius 2 at height y = -3, and connect each to a point on the SAME radius circle at y = +3 that is rotated by a fixed twist angle of 75 degrees - each rod is perfectly straight, yet together they sweep out the smooth hourglass waist. Add two thin glossy rings (torus meshes) capping the top and bottom circles. Each rod gets its own hue from its angular position so the 120 rods form a continuous rainbow ring, and the hue offset shifts every frame so the colors race around the hyperboloid like a spinning spectrum. ALSO animate the twist angle very subtly between 70 and 80 degrees with a period of exactly 5 seconds (rebuild or re-orient the rods) so the waist gently pulses - the loop must stay perfectly seamless. 5) Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders a MENGER SPONGE fractal cube at RECURSION LEVEL 3 - a cube riddled with square holes at three nested scales (20 sub-cubes per level, 8000 small cubes total): start from a cube of side 6, recursively subdivide each cube into a 3x3x3 grid and delete the 6 face centers and the 1 body center, three levels deep. For performance use a SINGLE THREE.InstancedMesh (or a merged BufferGeometry) for all 8000 cubelets, never 8000 separate meshes. Every cubelet is a crisp glossy cube with slightly beveled-looking shading. The hue of each cubelet is a function of its 3D position (for example hue = fract((x + y + z) * 0.12 + time)) so the rainbow sweeps DIAGONALLY through the whole sponge in waves - set per-instance colors via instanceColor and update them each frame so the spectrum visibly flows through the fractal. The intricate holes must read clearly: keep the object bright and let the light reach into the tunnels. 6) Create a complete, single self-contained HTML file using three.js (everything fully procedural - no textures, no models, no external assets). It renders a MOBIUS STRIP with real thickness - a wide ribbon with a single half-twist, so it has only ONE side and ONE edge, rendered as a solid glossy band you could hold. Build it with a BufferGeometry over u in [0, 2*PI] (at least 400 segments) and v in [-1, 1] (at least 40 segments): center circle radius 3, ribbon half-width 1.0, one half-twist (the cross-section rotates by u/2), and give the ribbon a real thickness of 0.18 by generating both an outer and an inner surface plus the closed side edges, so the band is a watertight solid with a visible cut-free edge. The hue runs along the u parameter so the spectrum wraps the entire band exactly twice (proving the one-sided topology as the color returns to itself only after two laps) and flows continuously along the ribbon while it rotates.

How is gemini 3.8 flash cheaper than deepseek??

deepseek isn't more expensive per token — it just reasons a lot longer before writing code. ~168k output tokens total vs gemini's ~21k for the same 6 scenes, that's what drove the cost.

DeepSeek dropping banger after banger.

yeah but it costs more :(

outputs is also better

Not everytime DeepSeek

yes, in this case Gemini is cheaper and (in my opinion) better even despite a bug in the first scene
