GPT 6 ASTRA TEST

جربت GPT 6 Astra لـ10 ساعات.. ودي النتيجة

البرومبتات الكاملة المستخدمة لاختبار قدرات GPT 6 Astra في الـ3D، تطوير الألعاب، البحث العميق، تصميم الويب والـWebGL.

مدرسة الذكاء الاصطناعي

الاختبارات المستخدمة في الفيديو

اضغط على أي اختبار للانتقال مباشرة إلى البرومت الخاص به.

البرومت الأول: Blender MCP

3D

نمذجة سفينة X-Wing

Use blender MCP (at localhost:9876) to create a X wing fighter spaceship with realistic texture and motion.
Make it incredibly detailed and faithful to the original spaceship.

البرومت الثاني: لعبة سباق 3D

GAME

لعبة سباق كارت متكاملة

Build a complete, playable 3D kart racing game in the browser. The spec below is fixed

1. **One original track, designed — not generated.** A closed circuit with real character: elevation change, at least one long sweeping corner and one tight technical section, a hazard or shortcut that rewards a risk, and readable sightlines so a first-time driver knows where the track goes. Three laps. It should be a track someone would want to learn, not a loop of gray ribbon.

2. **Drift is the core mechanic and it has to feel right.** Hold to drift, charge a boost through the turn, release for a speed burst with a tiered payoff for holding it longer. The handling model needs weight — grip that breaks progressively, a slide the player can control with counter-steer, and a chassis that reacts to the surface. Arcade, not simulation, but with honest physics under it. If the drift doesn't feel good, nothing else in the build matters.

3. **Five AI opponents that actually race.** They follow real racing lines — outside-inside-outside through corners, braking points, an attempt at the shortcut. They collide with the player and each other, recover from spins, and stay close enough to make the race tense without teleporting. Mild rubber-banding is fine; obvious cheating is not.

4. **At least three usable items**, picked up from the track. One offensive, one defensive, one speed. They need a visible pickup, a clear activation, and impact the player can see and hear.

5. **HUD and race structure.** Lap counter, position, speedometer, lap and total time, item slot, minimap or track position indicator. A three-two-one countdown at the start, a finish sequence, and a results screen with placings and times. One line of on-screen control instructions.

6. **The graphics bar is high.** This should look like a game someone would ship. Real materials and lighting, shadows, a coherent art direction carried through the kart, the track, and the environment. Motion effects that sell speed: camera FOV punch on boost, drift sparks that tier with the charge, tire marks, dust and impact particles, screen shake on collision. Untextured primitives and programmer art are failures regardless of how good the driving is. No neon-on-black — it reads as a default and has been seen too many times.

7. **Sixty locked frames per second with all six karts, all particles, and the full track on screen.** Frame drops during a race are the most visible failure mode on camera. Profile it and fix it.

8. **Audio, synthesized via the Web Audio API.** Engine note that tracks throttle and speed, drift and boost, impacts, item sounds, countdown. No hotlinked audio files.

9. **Single self-contained `index.html`.** Any library via CDN — three.js, a physics engine, anything you want. No build step, no server, no API keys, no hotlinked sprites or textures. Generate art procedurally, author it in canvas/SVG/WebGL, or use library-driven generation. You have free reign to look up what libraries exist and how to use them.

10. **Keyboard controls**, explained on screen in one line. Playable the moment it loads — no menu maze, no tutorial wall.

11. **QA it by actually playing it.** Race several full three-lap runs. Confirm the drift charges and pays off, the AI completes laps without getting stuck or cutting the track, collisions are honest, items work, lap counting is correct, nothing softlocks, and the frame rate holds through a full pack fight. Fix what breaks.

Work completely autonomously. Do not ask for anything until it's finished.

DONE when: a first-time driver can load it and enjoy driving it within ten seconds, the drift feels good, six karts race a clean three laps at sixty frames per second, and it looks like a shipped game.

البرومت الثالث: تحليل SpaceX

RESEARCH

تحليل استثماري تفاعلي عميق

You are a private wealth advisor preparing an investment committee deck for a high-net-worth client. They have asked you one question: should I buy SpaceX (NASDAQ: SPCX)?

Do a serious amount of research before you build anything — real, current, sourced figures. Do not just read headlines and summarize them. Go all the way into what this business actually is: every business unit and how each one makes money, the real cost structure and unit economics, the capital intensity, the contract and revenue base, the competitive position, the regulatory and execution risk, and where all of it is heading over the next decade. Work out for yourself what actually matters to this decision and what a generalist would miss. The analysis is yours to construct, and the quality of what you choose to examine is a large part of what's being evaluated here.

Take the macro view. Your client does not want a summary of recent headlines; they want to understand what this company actually is as an investment, what they would be underwriting, and what has to be true for it to work.

Build a real forecast with visible, defensible assumptions across a range of outcomes. Argue against your own thesis as hard as you argue for it. Then commit to a specific recommendation — position, sizing, entry approach, and the conditions that would change your mind. No hedging into "it depends."

**The deck itself has to be beautiful.** This is going in front of a client, so it needs to be genuinely professional — but professional does not mean plain. Real data visualization drawn from your own model: interactive bar charts, comparisons, ranges, sensitivities. Considered color and accent, deliberate typography, a coherent visual system carried across every slide. Interactivity where it earns its place — hover states, toggles between scenarios, charts that respond. No wall-of-text slides, no default chart-library styling.

Deliverable: a single self-contained `index.html`, 1920x1080 slides, arrow-key navigation. Any library via CDN.

Cite sources for every hard number. If something isn't publicly known, say so and mark your estimate as an estimate — do not invent figures.

البرومت الرابع: ساعة 3D

WEBGL

صفحة ساعة ثلاثية الأبعاد

Build the product page for a mechanical dive watch — a single scrolling page whose centerpiece is a real-time 3D model of the watch that assembles, explodes, and is annotated as the visitor scrolls.

Context you should know: this is going into a video watched by a large audience, your page is shown on camera against two other frontier models, and your work will be credited to you by name. Every model gets this identical prompt, including the same product. What's being judged is taste, motion choreography, and craft.

The product: a mechanical dive watch. You name it, position it, and write its copy. Invent the brand. The components you must model and be able to separate are the case, the rotating bezel, the crystal, the dial, the hands, the automatic movement, the winding rotor, the caseback, and the strap or bracelet.

Requirements:

1. **A real-time 3D watch, built in code.** No imported model files, no hotlinked assets — the geometry is authored procedurally or in code. It needs to read as a watch: correct proportions, brushed and polished metal that respond to light differently, a crystal with depth, applied indices, lume, a legible dial. Physically-based materials, real lighting, an environment that gives the metal something to reflect.

2. **Scroll drives everything.** The page is one continuous choreographed sequence — the watch rotates, opens, explodes into its components, isolates individual parts, and reassembles, all bound to scroll position. Scrubbing backward runs it cleanly in reverse. The motion is authored and eased, not linear and mechanical. Getting the *timing* right is most of the grade here.

3. **A wireframe-to-solid transition** somewhere in the sequence, where the watch reads as engineering drawing and resolves into the finished object.

4. **Hotspot callouts on the exploded components.** As each part separates, a labeled annotation appears anchored to it, with a line of copy explaining what it does. They enter and leave with the choreography rather than popping.

5. **A complete page, not just the 3D showcase.** A hero, the scroll sequence, a technical specification table (movement, power reserve, water resistance, case dimensions, crystal, lume, strap), a section on materials and finishing, and a purchase call to action with price and configuration options. The writing matters — this should read like a brand with a point of view, not placeholder copy.

6. **Typography and layout carry the brand.** Deliberate type scale, real hierarchy, generous and confident spacing. This is a luxury object; the page should feel like one. Avoid the default AI-website look — the centered hero, the three feature cards, the gradient blob, the same three fonts.

7. **Sixty frames per second while scrolling**, on a normal laptop. A 3D scroll page that stutters is worse than one that doesn't exist. Profile it and fix it.

8. **Responsive.** It has to work and stay beautiful down to a phone. The scroll choreography adapts rather than breaking.

9. **Single self-contained `index.html`.** Any library via CDN — three.js, GSAP, Lenis, whatever you want. No build step, no server, no API keys, no hotlinked images or fonts (use system or CDN-loaded webfonts, and generate any imagery in code). You have free reign to look up what libraries exist and how to use them.

10. **QA it by using it.** Scroll the whole page top to bottom and back up several times at different speeds. Confirm the sequence scrubs cleanly in both directions, nothing desyncs or jumps, callouts anchor to the right parts, the frame rate holds, and the mobile layout is genuinely good rather than merely functional. Fix what breaks.

Work completely autonomously. Do not ask for anything until it's finished.

DONE when: the scroll sequence is choreographed and holds sixty frames per second in both directions, the watch reads as a real product rather than a 3D exercise, and the page would be credible as a real brand's site.

البرومت الخامس: لعبة FPS

AGENTIC

لعبة تصويب تكتيكية متقدمة

Build me a visually stunning, genuinely playable browser clone of Counter-Strike 2, a single bomb-defusal map in the spirit of Dust 2. Do **NOT** fork an existing project and ship it: if you use an open-source repo, use it only as a scaffold for core gameplay/mechanics, then build far better graphics and deeper gameplay on top. What ships must clearly surpass anything you started from.

Run this as a dynamic workflow in three phases:

### 1. RESEARCH

Before writing any code, spawn parallel research sub-agents to study, from real reference online:

**(a)** Real Counter-Strike 2 / Dust 2, the desert-tactical art style, the HUD (health, ammo, money, round timer, minimap), weapon feel, and the plant/defuse round loop. Find real CS2 gameplay screenshots (gameplay videos, the CS wiki, Steam) and save them as your visual reference target.

**(b)** Browser FPS technique, Three.js first-person controller, hitscan shooting, bot AI, and modern WebGL lighting + post-processing (PBR, real-time shadows, ambient occlusion, tone mapping).

**(c)** Whether any open-source FPS offers usable gameplay scaffolding or asset geometry worth starting from. If so, take only the useful pieces and note the license to credit. Never ship a fork as-is.

Write findings + reference screenshots + any pulled scaffold to shared notes the build phase reads.

### 2. BUILD

Fan across parallel sub-agents: the Dust 2-style map (bombsites, mid, crates, tight sightlines), first-person controller, weapons + hitscan shooting, bot AI (patrol + engage), round logic (buy/plant/defuse/win-lose), HUD, and lighting + post-processing.

For 3D assets, don't settle for low-poly placeholders. Generate and refine real models with Blender running headless (Python scripts: build/import geometry, UV unwrap, apply PBR materials, export glTF for Three.js). Generate textures with GPT Image for albedo, normal, and roughness maps, one at a time.

### 3. QA

Target clean tactical realism: crisp daylight, sharp real-time shadows, ambient occlusion, PBR materials, subtle bloom. **NOT** neon or stylized.

**Stack:** Three.js / WebGL, WASD + mouse, click to shoot, smooth 60fps.

كل البرومبتات المستخدمة في اختبار GPT 6 Astra

استخدم زر النسخ للحصول على البرومت كامل بدون الحاجة لفتحه، أو اضغط عرض البرومت لمراجعته داخل الصفحة.