A desert oasis inside a jelly cube 🌴
Claude Opus 5.5 vs GPT-6 Astra - who did it better?
Opus nailed the soft sandy colors and beautiful water. And that sandstorm is so satisfying to watch - I just want to keep spinning the scene around
Astra has lots of little details to explore: camel caravans, garden irrigation, and buildings around the lake. The sandstorm looks a bit rough, though. I prefer Opus here
API cost:
Claude Opus 5.5 - $24.70
GPT-6 Astra - $32.11
Which oasis would you choose?
PROMPT
Make an interactive WebGPU soft-body study of an octopus cast in two layers of jelly, in the same studio style as the tiger shark jelly: a domed head with eyes in raised sockets (golden iris, horizontal bar pupil) and a small horn over each, a big soft mantle leaning back, a funnel on the flank, and a web joining eight arms. Each arm is a chain of tapering capsules laid out by integrating curvature: a gentle sweep across the table, then the outer third rolls up off the table into a curl so the two staggered rows of pale suckers face out. The underside of every arm is a milky layer, the back has a chromatophore mottle and small papillae. XPBD tetrahedral sim with firmer arm tips; muscle strain makes the arms writhe (sideways bending waves out along each arm, phased arm to arm) and curl up and let go. Drag to stretch and lift, drop bait beads, three colourways (coral, plum, mint), live mass, volume, arm span and mantle height readouts.
Opus, did you really have to bring the whole neighborhood to life? 🏀
Claude Opus 5.5 vs GPT-6.1 Sol. One prompt, two 3D pixel-art streetball courts - Sol also got a revision
Opus nailed the colors, lighting, and atmosphere. I could just sit and watch this little courtyard
Sol mostly pulled it off, but even after the revision, some issues remain: all six players celebrate every basket - including the team that conceded 😂
$10.44 vs $5.33. Almost twice the price. Would you pay the difference?
PROMPT
Build a real-time pixel-art isometric diorama of 3x3 streetball at a single hoop in a city courtyard, as a single HTML page using three.js (WebGL). A floating island of asphalt holds a painted half court (faded blue with an orange key, worn white lines, the two-point arc) inside a box of low green boards. One hoop stands on a steel pole with a steel backboard, an orange ring and a chain net, with a wire fence behind it.
Around the court: a three-storey brick block of flats with balconies and washing, two grannies on a bench by the door, pigeons on the roof. A row of tin garages with original graffiti tags, and an old boxy car half out with its bonnet up and a man working on it. A playground with working swings, a slide and a sandpit, plus a mother on a bench. A kvass barrel with a seller, poplars, floodlight masts, and a wire with a pair of sneakers hanging from it.
Render at low resolution with an orthographic camera, snap colours to a fixed 64-colour OKLab palette and draw depth outlines. After rain, puddles reflect the scene.
Simulate the ball physically: drag, lively bounces off dry asphalt and duller ones off wet, a steel backboard, the ring as a real torus (rim-outs, rolls, lips) and a chain net that swishes. Solve every jump shot numerically through the flight with drag, at an arc that steepens close in, then add hand error that grows with distance, a defender's contest and a weaker shooter. Make layups steep; put dunks through from above with the shooter hanging on the rim; throw alley-oops as lobs to a point over the ring.
AI: dribbling with a hand that rides the ball, crossovers, drives, open-shot decisions, passes (chest, bounce, lob), cuts and screens. Man-to-man defence with help on drives, reach-in steals, contests and blocks, box-outs and rebounds caught with a jump.
Rules: ones inside the arc, twos outside; after a make the other team takes the ball from under the ring and must clear it past the arc; check at the top after out-of-bounds. First to 11 or 21. Three teams: winners stay, the losers walk off to the bench and the next team walks on.
Life in the yard: grannies feed the pigeons and complain about the boombox, the waiting team nods to the music and goes for kvass, a cat stalks the pigeons, children swing and slide. Day/sunset/night with floodlights and lit windows; dry, after-rain puddles, or rain with rings.
UI: a scoreboard; a side rail with three team ladders, called plays (dunk, deep two, alley-oop), weather and a boombox toggle, field-goal stats and a live feed; click the court to mark the next pass. Original characters only, English UI, responsive down to phone width.
check it out
Claude Opus 5.5 claude.ai/artifact/3E8rcYvhz…
GPT-6.1 Sol yard-radio.vercel.app/
Opus, and this is only $5.19? 🐬
Claude Opus 5.5 vs GPT-6.1 Sol. One prompt - two jelly dolphins
Opus surprised me again: vibrant colors, beautiful jelly, and satisfying physics. Usually it impresses me with quality, but this time with the price too
Sol at $2.92 fell short here: the physics weren’t quite what I wanted, and the colors lacked vibrancy
Just $2.27 more - I’m picking Opus. What about you? 👀
PROMPT
Build "Dolphin Jelly" — Material Studies No. 045: an interactive WebGPU soft-body study of a bottlenose dolphin cast in two layers of jelly, lying on its belly on a pale studio sweep. Same engine as the jelly series (WGSL, no libraries): signed-distance shape → surface-nets render mesh + snapped hex lattice (5 tets/cell) for XPBD with co-rotational shape matching, volume constraints, floor friction, soft grab with twist; shadow map, contact AO, back-face thickness, refraction, Beer–Lambert absorption, thin-part glow, PBR Neutral tone map.
Shape: elliptical section swept along the spine — round melon, deep chest, tall laterally-compressed tail stock, belly pressed flat; a short tapering beak smooth-unioned tightly so a crease stays at the melon; a blowhole dimple. Fins from one recipe (flat triangle, convex leading edge, falcate trailing edge, thinning to the tip): hooked dorsal, small pointed flippers, swept flukes whose roots cross the midline so the trailing edges meet in a median notch.
Two layers: clear jelly over a milky belly whose countershading line runs as a long low wave and forward under the eye to the mouth corner, so throat and lower jaw are pale. Shader in rest space: a darker cape as a pigment film (lowest under the dorsal fin, wrapping the tail stock, on the upper jaw only), eye-to-flipper blaze, eye shadow, blowhole stripe, the smile along the jaw line turning up at the corner, blowhole crescent, a few sets of parallel rake-mark scars different on each side; dark glossy eyes; trapped bubbles.
Interaction: "Kick flukes" drives a dorso-ventral stroke by muscle strain — each tet's rest shape is lengthened/shortened along the body by curvature × its height above/below the spine (volume-preserving), stronger toward the flukes, softened for a very soft jelly. "Blow": a short explosive chuff of jelly drops from the blowhole along its live axis; drops bounce, collide with the deformed body, can be tossed. Palettes Atlantic / Lagoon / Boto (pink river-dolphin nod); readouts mass, volume %, beak-to-notch length, loose drops; firmness & damping sliders, ¼ speed, mesh overlay, pause, reset; editorial UI in English.
try it here:
GPT-6.1 Sol dolphin-jelly.vercel.app/
Claude Opus 5.5 claude.ai/artifact/Jqm5rF2Xj…
Opus, are you ever going to give the others a chance? 🏓
Claude Opus 5.5 vs GPT-6.1 Terra. One prompt - two little courtyards. $14.17 vs $1.23
And Opus dominates again. Those rich colors, the lighting, all the little details - the whole courtyard feels alive. I could just sit and watch it
Terra didn’t really do it for me this time. The washed-out colors and awkward character movement let it down. The price is the saving grace - at $1.23, it’s fine for experimenting
When is GPT-6.1 Astra coming out to give Opus a proper fight? 👀
PROMPT
Build a single-file HTML pixel-art diorama called "King of the Table": table tennis in the courtyard of a three-storey pastel panel apartment block, on a small floating island, rendered with three.js (r160 via importmap) as a real 3D scene drawn into a low-res render target (orthographic isometric camera in 90° steps, whole-pixel snapping, depth outlines, a fixed 64-colour palette matched in OKLab, optional dither, Raw 3D toggle).
World: the block with three entrances (canopies, numbered plates, lamps), windows, balconies with washing; brick garages; a regulation concrete table (2.74 × 1.525 m, top at 76 cm, steel net 15.25 cm) on a slab pad with a flip score counter on a stool; benches; a playground (swings, slide, sandbox, carousel); washing lines whose sheets flap in the wind; two parked cars; birches, lilac, painted-tyre flower beds, a chalk hopscotch; lamp posts. Merge static meshes by material.
Ball physics: 40 mm / 2.7 g ball with strong quadratic drag, Magnus lift from spin (topspin dives, backspin floats), table bounce that converts spin into pace, net and net-cord, ground bounces and rolling, walls, wind with gusts. Shots are solved (bisection over launch angle) to land on a target with a given spin and net clearance, then perturbed by an error model (hurry, incoming pace, risk, wind, mishits). Serves: tossed ≥16 cm from the palm, struck behind the end line, solved so they bounce once on each half; lets.
Game: 4 neighbours with distinct styles (lefty topspin attacker, close blocker, far-back chopper, wild smasher) play king of the table: games to 11, two clear, serve changes every 2 points and every point from 10-all; winner stays, loser to the back of the bench. Players predict the ball's flight, shuffle to meet it after the bounce, and choose forehand/backhand loops, drives, blocks, pushes, flicks, chops, lobs, floated returns and smashes, with keyed bat paths and two-bone IK box-rig bodies. Between points the nearer player fetches the ball wherever it rolled (or takes a new one if it falls off the island), throws it to the server, who bounces it on the table before serving. Yard life via generator coroutines and A*: grandmothers knit and comment, kids swing/slide/ride the carousel/dig/watch, a man walks his dog, pigeons peck and take off when approached. Day/dusk/night, rain (everyone shelters under the canopy, puddle reflections, then the table is wiped), wind calm/breeze/gusty. Clicks: the table aims the next shot; the yard calls the pigeons; buttons call Loop/Push/Smash/Lob. UI: flip-card score board with serve dots, bench ladder with W–L, longest rally, wind readout, comments feed, view controls, "How it's drawn" notes, light/dark themes, phone layout.
try it here:
GPT-6.1 Terra king-of-the-table-vibecoded1…
Claude Opus 5.5 claude.ai/artifact/6Pz9VeJwn…
Vib3Coded retweeted
Small Colosseum - big price difference 🔥
GPT-6.1 Terra vs Claude Opus 5.5 - building a pixel-art Roman arena with gladiators and spectators. Same task. $2.38 vs $8.38
Terra did a decent job for the price. But I prefer Opus here: the arena is brighter, has more depth, and feels more alive. It costs more, sure, but you can see the difference
Would you pay extra for Opus? 👀
GPT-6.1 Terra means business.
Our new fast, efficient model pairs sharper visual reasoning and precise computer use with clearer, more natural writing.
From decoding technical drawings to drafting proposals, filling forms to editing videos—it’s built for the whole workday.
GPT-6.1 Terra is rolling out today to Plus, Pro, Enterprise, and Edu users in ChatGPT Work and Codex.
Opus, did you really have to embarrass the competition again? 🎾
Claude Opus 5.5 vs ChatGPT-6.1 Sol. One prompt - two tennis clubs
And Opus nailed it again. The colors, lighting, physics, detail - I could just sit and watch this little club come to life. Everything feels polished, vibrant, and incredibly cozy
Sol is pretty good for the price. But Opus is a whole level above here - you can see the difference immediately
Almost four times the price. Worth it?
PROMPT:
Make a pixel-art 3D diorama of a small tennis club on a floating island, the same series and engine as my other pixel dioramas (three.js, orthographic isometric camera turned in quarter steps, a small render target with no anti-aliasing snapped to whole pixels, depth-based outlines, a fixed 64-colour palette matched in OKLab, hard sun shadows, day/dusk/night, rain with puddle reflections). Call it "Love All".
The club: one court inside a chain-link fence with low dark-green windscreens reading LOVE ALL, a net that sags from 1.07 m at the posts to 0.914 m at the strap, the umpire's high chair with a sunshade and the players' chairs with parasols, a three-row stand, a clubhouse with a red roof, a clock showing the real time, a flag and a terrace, a groundsman's shed, floodlights (spotlights aimed at the court, so night stays dark around it), poplars and a gravel path. The court can be clay, grass or a hard court, painted to the rule book.
Real ball physics: gravity, drag and the Magnus force of topspin and slice; a different bounce on each surface; net cords that trickle over or drop back. Players predict the ball's flight, pick where the strings can meet it (after the bounce, or on the volley or smash at the net), run there and swing in time. Each figure is a rig of boxes posed with two-bone IK; the racket follows keyed paths for a forehand, a two-handed backhand, a volley, a smash and a serve with toss, trophy pose and jump, and the strings meet the ball at contact. Shot choice comes from the situation (cross court, down the line, sharp angle, slice when stretched, lob or pass against a net rusher, drop shot against a deep player, approach and volley). Each launch is solved to clear the net and land on its target, then thrown a little off, so winners, errors and long rallies come out of the physics. Four players with their own styles play a ladder where the winner stays on: short sets to four games, no-ad scoring, a tiebreak at 3–3 and a match tiebreak to ten.
Life on court: ball kids fetch dead balls and bounce a new one to the server, who bounces it before serving. The umpire watches the ball and calls the score. On clay the ball leaves marks, and on close calls the umpire climbs down to read the mark. Between sets the groundsmen drag the clay; grass wears behind the baselines. In rain the players sit under their parasols and the groundsmen pull a cover over the court. Spectators follow the ball and clap. Click the court to aim the next shot, with buttons for a lob or a drop shot, and a ×3 speed toggle. Show a tennis scoreboard (sets, point, server, serve speed) and the ladder; English UI; it must work on phones.
Claude Opus 5.5 claude.ai/artifact/LgfUeCo8K…
GPT-6.1 Sol love-all-rosy.vercel.app/
Opus 5.5, what are you doing?
It made another perfect jelly whale for $9.26. Translucent, squishy, and full of tiny bubbles. You can spin it, squish it, and toss it around while its whole body flops and wobbles
I just wanted to check the result. Now I can’t stop tossing this little guy around
PROMPT
Build a single-file interactive WebGPU soft-body study called "Whale Jelly" (Material Studies / No. 043), matching the quality of an earlier watermelon-slice jelly study. Subject: a humpback whale cast in two layers of gummy jelly, lying on its belly on a studio table.
Geometry: a signed-distance whale — an elliptical section swept along a curved spine (broad head with a flat crown, deep chest, narrow keeled tail stock), the belly pressed flat on the floor, smoothly joined to notched flukes with a scalloped trailing edge, long flippers with knobs along the leading edge, a small dorsal fin and twin blowhole dimples. Mesh it with surface nets and Newton projection; simulate it with a snapped hex lattice (5 tets per cell, a node layer on the floor) and XPBD (60 Hz, 10 substeps, co-rotational shape matching, volume constraints, edge damping, floor friction). Make the fins firmest and the clear body jelly softest.
Look: clear tinted jelly over a milky layer. The milky layer is its own embedded surface, cut by a wavy line along the flank that rises at the head into the mouth. Light it with key light absorbed through the jelly above it, measured from shadow-map depth. Draw throat pleats, a dark mouth groove, head tubercles and tail-stock knuckles in the shader from rest-space coordinates as bump-mapped relief. Add glossy dark bead eyes and a few trapped air bubbles. Render with refraction plus Beer–Lambert thickness from back-face depth, back-lit glow on the thin fins, a jelly-tinted floor shadow, PCSS soft shadows, contact AO, studio softbox reflections and GGX highlights, then PBR Neutral tone mapping.
Interaction: grab and stretch anywhere, with twist on scroll or a second finger. A "Blow a spout" button fires a column of rigid jelly drops from the blowhole along its deformed axis; the drops bounce, roll, land on the whale through its tets, and can be picked up and thrown.
UI (English, editorial style): masthead, live status pill, specimen panel (three colourways — Ocean, Slate, Lagoon; Firmness and Internal damping sliders; Blow / Reset; ¼ speed; Show mesh; Pause), live readouts (mass, volume %, length in cm snout-to-notch, loose drops), "Inside the experiment" notes, a WebGPU fallback and a stacked mobile layout.


