Grok 4.3
i want you to make a 3rd-person 3D mecha game very heavily inspired by Armored Core VI Fires of Rubicon in HTML. everyth
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Grok 4.3
Modelo de IA
Grok 4.3
i want you to make a 3rd-person 3D mecha game very heavily inspired by Armored Core VI Fires of Rubicon in HTML. everyth
Claude Opus 4 6 Thinking (thinking)
i want you to make a 3rd-person 3D mecha game very heavily inspired by Armored Core VI Fires of Rubicon in HTML. everyth
i want you to make a 3rd-person 3D mecha game very heavily inspired by Armored Core VI Fires of Rubicon in HTML. everything is made by you, no asset importing is allowed, no cheating. It should be ultradetailed, elaborate, expansive and utterly impressive with every single thing done at AAA quality that you yourself will be wowed by, from ai to ui to textures to physics to gameplay to models to anything you could think of. it should have the megastructures (some of which span across the sky and are multiple kilometers long) and smooth combat and movement the game is known for. it should be very performant, utilizing intelligent engineering, while still looking like an utterly breathtaking spectacle. restriction: everything should be made by you, procedural, via code, no asset importing. no simple shapes for models, no placeholders, no half-assing or being unambitious. be ambitious and excited. i want you to be novel and creative and ingenious. if a random person sees a clip they should think "that's literally Armored Core", not "that's a tech demo". use whatever libraries (and CDNs) you want to elevate the experience. Use threejs (webgl2) in order to make a spectacle and make sure to use the dedicated card. test only on big milestones. names that are unique to the armored core game should be changed to something of your choosing. when all is finished, i want to record a 2-3 minute video and post (game is not just 2-3 minutes, that's just how much i'll record), so don't add 500 levels that will never get seen and that will take up the work allocation for no benefit if you know what i mean, focus on immense quality and visual presentation over useless additions. do only 1 map to have excellent level design and layout. i said inspired heavily by AC 6 (improtant). all work should be done, there are no time constraints. the most important thing for you: the game should be utterly amazing and impressive. you should genuinely by amazed by what you will create. ofc the start of the level doesn't start inside of any structure. first list a bunch of libraries that are useful to make something awesome, web search to research AC 6 characteristics and look up recent tech you can use (no copying code tho), and then write a detailed and ambitious spec.md, audit the plan if it's good enough, and then start work.
Crea un juego de fútbol
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