Kimi K3 In-Depth Review - Tops the World in Front-End Development Capabilities
Last night, the Dark Side of the Moon quietly launched its new flagship model, the Kimi K3, and my WeChat Moments and social media groups were practically flooded with it. This time, the Kimi K3 not only doubled its specifications, boasting a 2.8T processor, but also directly broke global open-source benchmarks...
Last night, the Dark Side of the Moon quietly launched its new flagship model, the Kimi K3, and my WeChat Moments and social media groups were practically flooded with it.
This time, the Kimi K3 not only doubled its specifications,2.8T specifications, directly setting a new global benchmark.open sourceA new model size record! The context window has also been increased from 256K in the previous generation to a maximum of 1M tokens. Furthermore, through the innovative MoE architecture and Kimi Delta Attention mechanism, the overall scaling efficiency has been improved by 2.5 times.。
Official case studies show that Kimi K3 ran continuously and autonomously for 48 hours, demonstrating that a chip capable of running the Nano model based on its own architecture was designed. This indicates that Kimi K3 has begun to possess interdisciplinary, long-cycle, and verifiable independent research and development capabilities.
Many netizens also shared photos of RPG games they made with the Kimi K3, and the visual effects were truly stunning.
On Arena's blind review rankings, Kimi K3 topped the global charts, sweeping across almost all front-end development fields.
Official reviews from Kimi show that the Kimi K3 outperforms the Opus 4.8 overall, but falls short of its predecessor. GPTThere is still a gap between -5.6 Sol and Fable 5.
Without further ado, let's take a look at some real-life examples.
Kimi K3 is now available on kimi.com, the Kimi App, the Kimi Work desktop client, Kimi Code, and the Kimi API.
If you're like me and mainly want to test the code,recommendUsing Kimi Code, you can download it with just one command, following the steps on the official website:
- macOS / Linux:
curl -fsSL https://code.kimi.com/kimi-code/install.sh | bash
- Windows(PowerShell):
printf("hello world!");irm https://code.kimi.com/kimi-code/install.ps1 | ie
Open the terminal page, type Kimi, launch Kimi Code, and Kimi Code will...automaticLog in via the web browser; you can use it without entering the API information.
Type /model to switch the model to K3.
Ready? Let's start testing.
Case 1 3D Games
Recently, a friend invited me to watch the World Cup live. I really enjoy the atmosphere of playing together with others, but I really don't know anything about football.
So I used the voxel style of Minecraft to build a World Cup final stadium, bringing the match between Spain and Argentina into the blocky world.
The stadium can be freely rotated and the view can be switched. Clicking on any player will show their name, position, technical characteristics, and tactical role in the team.
Prompt wordsDesign and fully implement a sophisticated, expansive, and colorful Minecraft voxel art style 3D scene, recreating the 2026 World Cup final: Spain vs. Argentina.
The files "Venue.png" and "Venue2.png" in the working directory represent the match scene to be recreated. "Players.png" shows the teams on the field; the red jersey on the left represents Spain, and the blue and white striped jersey on the right represents Argentina. "Players.png" serves as the sole visual reference for the team members' proportions, jersey colors, patterns, and designs. Please carefully read and analyze the reference images, and strictly adhere to the scene and clothing appearance in the images when modeling, including the stadium's outer outline and main volume, the pitch, and the color distribution of the upper, middle, and lower stands, seats, and spectators. Please study these three images carefully, and strictly recreate them according to their color scheme, proportions, and details.
The scenes need to be presented simultaneously:
Venue: New York/New Jersey Stadium (Actual location: East Rutherford, New Jersey, USA)
Complete football stadium and stands
Players from both Spain and Argentina
Football match in progress
Team introduction, roster and player introduction
World Cup final-level audience, lighting, and celebratory atmosphere
All buildings, characters, props, and environments must be constructed using clearly identifiable block voxels.
Basic information about the competition
Match: Spain vs Argentina
Event: 2026 FIFA World Cup Finals
Date: July 19, 2026
Kick-off time: 3:00 PM local time in New York
Location: East Rutherford, New Jersey, USA
Venue: New York/New Jersey Stadium
World Cup mode capacity: 80,663 players
Default score: 0–0
Default scene time: Second half, 68 minutes
The scores and times are for interactive demonstration purposes only and do not represent actual match results.
User Control
lens
Supports free pan, tilt, tilt, and zoom.
Left-click and drag: circle the stadium
Right-click and drag: Pan the focus
Roller:fastScaling
The camera rotates around the vertical axis of the world coordinate system.
The operation must be light and sensitive:
Extremely low inertia
Extremely low damping
It does not produce a feeling of heaviness or drift.
Limit the pitch angle to prevent the camera from flipping or penetrating the ground.
Lens preset
Provides a compact lens switching button:
Panoramic view of the stadium
High-altitude tactical perspective
Sideline broadcast perspective
Behind the goal
Spanish attacking perspective
Argentina's attacking perspective
Follow the football
Follow the selected player
Camera transitions need to be smooth, but the animation time should not exceed 0.8 seconds.
Re-center
Includes a "Recenter" button
Let's refocus on the center of the court.
At the same time, restore the default distance, pitch angle, and panoramic view.
Do not reset match animation, score, or current time.
Game Control
Pause/Resume the game
0.5×, 1×, 1.5× Animation Speed
Show/hide player names
Show/hide tactical movement trajectory
Restore default game status
Scenario Requirements
New York/New Jersey Stadium
The venue was recreated using voxels, with key features highlighted:
Huge open rectangular oval bowl
Three main spectator stands
Silver-gray metallic facade
Rhythmically varied vertical metal grilles
Large high-definition screens in the four corners
Digital light strips surrounding the stands
Main entrance, players' tunnel, media area and VIP area
An open top profile, without adding a non-existent closed roof.
Stadium exterior plaza, roads, parking areas, and security checkpoints
The building's proportions, hierarchical relationships, and silhouette should be highly recognizable.
It cannot simply be a regular circular arena; it must reflect the modern architectural features of the New York/New Jersey stadium.
football field
Modeled to the scale of a standard football field
Alternating light and dark stripes on the lawn
Center line, center circle, penalty area, goal area, corner arc and penalty spot
The white border must be clear and complete.
Voxel goals and cube nets are set at both ends.
Includes the substitutes' bench, technical area, corner flags, cameras, and advertising boards on the sidelines.
The lawn is composed of fine textures formed by different green voxels, avoiding a flat surface.
Spain
Visual recognition
Main color: Red jersey
Secondary color: Yellow details
Dark blue basketball shorts
Red or dark-colored socks
Goalkeepers use distinctly different color schemes
The jersey pattern must remainvoxelizationDo not use blur maps
Team Introduction
The team information panel should include:
Team Name: Spain
English name: Spain
Identity: European Champion
Best World Cup result: Champion
Tactical tags:
Ball control organization
High-level pressure
one-on-one on the wing
Midfield short passing combination
Brief introduction: Characterized by skill, ball control, and...fastFocusing on localized teamwork, opportunities are created through breakthroughs on the flanks and rotations in midfield.
Key Players
Create individual profiles for at least the following players:
Lamin Yamal
Pedri
Rodri
Nico Williams
Mikel Oyarzabal
Mark Cucurella
Unai Simon
Each player's introduction includes:
Chinese name and English name
Location
Technical features
Tactical Responsibilities in this Match
Current scene action
Team color identifier
Do not fabricate real-time goal, assist, rating, or injury information.
Argentina
Visual recognition
White and sky blue striped jersey
Black or dark basketball shorts
White basketball socks
Goalkeepers use distinctly different color schemes
Stripes need to be formed directly using the colors of the squares.
Team Introduction
The team information panel should include:
Team Name: Argentina
English name: Argentina
Identity: Defending World Champion
Best World Cup result: Champion
Tactical tags:
Central organization
fastConversion
compact defense
free movement in the attacking third
Overview: Emphasizing midfield intensity, transitions between attack and defense, and creativity in the attacking third, the team breaks down defenses through the free movement of its key players.
Key Players
Create individual profiles for at least the following players:
Lionel Messi
Julian Alvarez
Lautaro Martinez
Alexis McAllister
Enzo Fernandez
Rodrigo de Paul
Christian Romero
Emiliano Martinez
Each player's introduction includes:
Chinese name and English name
Location
Technical features
Tactical Responsibilities in this Match
Current scene action
Team color identifier
Player modeling
Each player must be composed of multiple independent voxel components:
head
hair
trunk
left and right arms
left and right legs
sneakers
Jersey colors and team logo
There needs to be:
Height difference
Hairstyle differences
Skin color difference
Differences between goalkeepers and regular players
Different running, passing, shooting and defensive postures
Don't copy all players into the exact same model.
Competition moves
There must be 22 players on the field at the same time, and the game must be in a real match situation.
The following actions should be emphasized:
Yamar dribbles down the right flank
Nico Williams makes a forward run on the left.
Pedri looking for passing lanes
Rodri is in midfield to receive the ball.
Messi dropped back to receive the ball in the middle.
Alvarez sprinted behind the defense.
De Paul oppresses
Romero stepped forward to intercept
Defenders marking, covering, and tracking back
The goalkeeper adjusted his position and prepared to make a save.
Substitutes watch the game
The match animation should include:
dribbling
short pass
Long pass
Shot
Steal
Slide shovel
Jumping to the top
Goalkeeper saves
off-the-ball movement
Celebration or regret action
Use a cyclic state machine to create a continuous game, and don't let the players just move in place.
The football must move realistically between players, avoiding unprovoked teleportation. Passes and shots can be enhanced for readability using short, blocky particle trajectories.
Audience and the atmosphere of the final
The three-tiered stands must accommodate a large number of voxel-based spectators.
Spanish fans primarily used red and yellow.
Argentine fans primarily used sky blue and white.
Neutral viewers use more color combinations
Avoid regular, mechanical repetition.
Set up flags, scarves, banners, and cheering placards.
Some audience members stood, waved, or jumped.
The four large screens display thumbnails of the game or team logo color blocks.
Circular LED strip display:
WORLD CUP FINAL
ESPAÑA
ARGENTINA
2026
Add camera flashes, spotlights, player entrance tunnels, and the media area on the sidelines.
Venue exterior environment
Stadium exterior plaza
Fans entering the stadium
Block-shaped vehicles and buses
Spanish and Argentinian fan activity areas
Security check facilities and souvenir stalls
Roads, parking lots, streetlights and trees
The New York metropolitan area is depicted in voxel silhouettes in the distance.
The environment must be rich, but it should not distract from the main body of the stadium.
Minecraft voxel style requirements
All scene elements must be composed of cubes or blocky geometry.
The use of smooth, realistic character models is prohibited.
It is forbidden to use a plain low-poly style to impersonate a voxel style.
The large-scale building elements and the small-scale character elements are rendered at different levels of precision.
Preserve clear block edges and stepped outlines.
Use hard-edged shadows and directional lighting
Add slight ambient fog and blocky shadows
Vibrant colors, but maintaining the overall order befitting a sports broadcaster.
Do not use realistic photo textures
Stadium markings, jersey stripes, and advertising content should prioritize procedural generation.
Team and player interaction
Click on a player on the field to open their corresponding player profile card.
Click on the lineup list, then the camera.automaticFocus on the corresponding player
When selecting a player:
Add voxel contour highlighting
Display name, position and team
Selectable to follow the camera
Click on the team name to open the team introduction panel.
Within the panel, you can switch between "Team Introduction," "Key Players," and "Full Roster."
After closing the panel, the game view is restored to an unobstructed state.
UI/Information Layer Constraints
The interface adopts a pixelated sports broadcast style, but it must be simple.
Only the top section is retained:
World Cup Final Logo
Spanish team name and color blocks
score
Argentina team name and color blocks
Match time
Only the bottom is retained:
Lens preset
Pause/Play
Lineup Entry
Re-center
The bottom right corner displays compact performance data:
FPS
Draw Calls
Current LOD
Visible voxel count
limit:
Do not display long operation tutorials
Do not set a welcome page or title page
Large permanent panels that do not obstruct the field
Team and player introductions are collapsed by default.
The panel must support being turned off.
The buttons remain blocky and pixelated, avoiding the use of numerous rounded corner cards.
Technical Specifications
Deliverables
Provide the complete implementation code in the chat.
Output as a standalone HTML file
Double-clicking allows you to directly access the file via file://up to dateRunning in Chrome
No dependencies need to be installed
No build steps required
Completely offline
Block any network requests
Ban CDN
Remote fonts are prohibited
Remote images, textures, or audio are prohibited.
All code, shaders, lineup data, and resources must be inlined.
The number of network requests must be 0 when the program runs.
Rendering method
Prefer native WebGL2:
Implement voxel cube rendering yourself
Vertex and fragment shaders are directly inlined
Use instantiation to draw
Use TypedArray to store voxel data
Static buildings, spectators, and dynamic players are processed in separate batches.
It does not depend on Three.js or other third-party libraries.
Performance goals
Modern desktop devices consistently maintain a minimum of 55 FPS.
Default target: 60 FPS
Limit devicePixelRatio to <= 2
Use requestAnimationFrame
Avoid creating a large number of objects per frame
Reuse matrices, vectors, arrays, and particle objects
Static stadium geometry is generated only once.
Dynamic updates only apply to players, the football, and a small number of spectators.
Draw calls per frame should ideally be kept to 3–8.
Instantiation and Batch Processing
Establish separately:
Static voxel batches of stadium
Lawn and field batches
Audience batches
Player activity batch
Football and Particle Batch
UI Independent DOM Layer
Try to draw voxels of the same material in one go.
LOD and Visibility Optimization
Implementing dynamic LOD:
Long distance: Reduce audience density and conceal small props
Mid-range: Displays main spectators, players, and stadium facilities.
Close-up: Shows player hairstyles, jersey details, and movement components.
Player Follow Mode: Prioritizes player details
Panoramic mode: Prioritizes the alignment of the stadium outline with the spectator color blocks.
accomplish:
View frustum clipping
Distance clipping
Dynamic audience budget
automaticPixel ratio adjustment
If the FPS remains below 52 for an extended period, reduce the LOD by one level.
Gradually restore details when continuously above 58 FPS.
Lens implementation requirements
Rotation around the world upward axis
Pitch based on the camera's right axis
Pitch angle is limited to ±(π/2 – epsilon)
The zoom distance must be set to a minimum and a maximum value.
Preventing cameras from penetrating the players, the ground, and the stands
"Re-centering" requires re-locking the center of the court.
Players in follow mode should maintain a readable distance and not get too close to the model.
Naming and Scope Safety
Use "use strict"
Do not redeclare variables in the same scope
Avoid using a large number of single-letter variable names in nested logic.
Use readable names, for example:
previousTime
currentTime
cameraYaw
cameraPitch
playerInstanceCount
Prevent global variable leakage
All modules are placed within explicit closures or namespaces.
Data accuracy
Both teams used their official 2026 World Cup squads.
The lineup shown on the field is for modeling demonstration purposes only and is not claimed to be the official starting lineup for the finals.
Do not fabricate real match results
No fabricated player real-time data
Not displaying goals, injuries, ratings, or win rates that are not provided.
Player introductions should focus on their position, characteristics, and tactical responsibilities.
For the 2026 World Cup squads of Spain and Argentina, please refer to the official FIFA rosters: Spain squad and Argentina squad.
Quality Standards
The final implementation must satisfy:
The stadium's outline is recognizable as the New York/New Jersey Stadium.
Can be distinguished from Spain at a glance
All 22 players are in match fitness.
The player's actions were notSimpleIn-place loop
Football has continuity
Team introductions and player introductions can interact normally.
Mouse operation is light and accurate
Recentering function is reliable
All features are available offline.
0 network requests
0 console errors
0 console warnings
No black screen, model flickering, depth conflict, or obvious clipping occurs.
The default view immediately shows the stadium, the pitch, and the players from both sides in the match.
Kimi K3 pairs longPrompt wordsKimi K3's comprehension skills are excellent; he completed almost everything I requested. The overall outline of the stadium, the tiers of the stands, and the proportions of the grass are quite close to the reference drawing. The players from different teams are also highly recognizable.
This voxel-style World Cup venue is interactive; we can freely switch between panoramic, overhead, and live views, and even follow the football and a particular player. The consistency of the venue remains stable across different perspectives.
Click to continue, and the players will start passing, shooting, and making saves just like in a real match. The goalkeeper will even raise his hand and cheer after a successful save, which is kind of cute!
Kimi K3's ability to simultaneously create stadium modeling, player animation, camera systems, and interactive logic demonstrates its impressive capabilities in both gaming and 3D programming.
Case 2 3D Modeling
Let's test the Kimi K3's native visual capabilities. Give the Kimi K3 an image and let it recreate an interactive 3D model.
Prompt wordsHelp me build a high-quality 3D product showcase webpage for tower fans, and once completed, deploy and launch it online, returning an accessible web address.
The reference image, "fan.png," in the working directory, represents the tower fan we need to recreate. Please read and carefully analyze the reference image, and model the product strictly according to its appearance, including the overall color scheme, structural proportions, material texture, tower outline, top dual knobs, front vertical grille, the hidden cross-flow impeller behind the air outlet grille, the wide, flat oval base, and other visible details. Please study this image carefully and recreate it strictly according to its color scheme, proportions, and details.
Special Note: This product does not have traditional round fan blades and a round protective net, but it has a hidden cross-flow fan wheel behind the front vertical air outlet grille. An animation of the cross-flow fan wheel and its rotation must be produced. The product must not be made into a hollow air duct without any internal power structure, nor should exposed round fan blades be added.
Build Requirements
- It supports mouse and touch screen rotation, zooming, and viewing of models, and can be used with OrbitControls.
- The page should display and function correctly on both desktop and mobile devices.
1. Prioritize the main model
The core objective is to accurately reproduce the shape, proportions, structure, and materials of a tower fan, while adhering to the physical laws of the real product.
2. Enrich scene details
In addition to the fan itself, design a high-quality display environment that complements the product, such as a minimalist living room.
3. Interactive components and animations
Add rich yet intuitive interactions to the page based on the actual function of tower fans.
Examples include: animated movable parts, rotating display, preset view switching, power on and off, three-speed fan adjustment, left and right oscillation function switch, timer adjustment, and showing or hiding airflow effects.
All animations should be smooth and natural.
4. Testing and Screenshot Iteration
You must maintain extremely high quality standards for the final product.
After completing the initial version, it should be run and tested in a browser, continuously taking screenshots from different angles such as front, side, back, top view, close-up, and mobile device, and gradually making improvements:
Model scale error
The oscillating mechanism's movement is unreasonable.
Material transparency or reflection abnormalities
Shadow suspended in the air
Control panel occlusion model
Mobile layout overflow
Page loading error
Animation stuttering
Control buttons are not working
Repeatedly compare and contrast the product's color scheme, structure, and key appearance features with the fan.png file, iterating continuously until the work meets the standards of a high-quality commercial product display page.
5. Technology Selection
Choose the appropriate technology stack based on the desired effect, for example:
Three.js or React Three Fiber
WebGL / WebGPU
HTML, CSS, JavaScript or TypeScript
GSAP or other animation solutions
Web Audio API
Procedural geometry, SVG, CSS effects, or GLSL shaders
Multiple technologies can be used in combination, but it is necessary to ensure that the project structure is clear, the operation is stable, and the loading speed is reasonable.
This additional mandatory requirement
1. Actual wind speed settings
The fan supports at least four states: off, low speed, medium speed, and high speed.
Different speed settings must significantly alter the rotational speed of the internal cross-flow fan, employing a smooth acceleration and deceleration process. After the fan is turned off, the cross-flow fan should gradually come to a stop due to inertia, rather than coming to an instantaneous stop.
2. Left and right head shaking function
The fan speed and oscillation knob has 8 physical settings, in the following order: Off A, Low speed without oscillation, Medium speed without oscillation, High speed without oscillation, Off B, Low speed oscillation, Medium speed oscillation, High speed oscillation. Both Off settings stop airflow and oscillation.
After the oscillation is activated, the upper tower should rotate back and forth left and right around the vertical axis centered on the base, relative to the base. The base must remain fixed and should not rotate with the tower.
3. The dual knobs on top allow for interactive adjustment.
The two mechanical knobs at the top need to support mouse dragging, touchscreen swiping, or click rotation:
Timer knob: Adjusts to off, 30 minutes, 60 minutes, 90 minutes, and 120 minutes.
Function knob: Adjusts off, low speed, medium speed, high speed, and the corresponding oscillation mode.
The knob should have adjustable positions, reasonable angle limitation, damping feel, and a click-click sound for each setting. The web control panel and the physical knob must be synchronized.
4. Dynamic airflow visualization
Once the fan is turned on, a restrained, semi-transparent, wide dynamic airflow effect is displayed in front of the vertical air outlet grille.
The speed and intensity of the airflow need to vary with the fan speed setting and can be turned off independently by the user. The airflow must not obstruct the main body of the product, nor can it be made into an exaggerated solid cylinder.
5. Fan operating sound effects
Use the Web Audio API to synthesize subtle motor and wind noises without requiring external audio files.
Volume and pitch should change according to wind speed. Sound effects should be muted by default or play only after the user first actively clicks to power on, to conform to browser settings.automaticPlayback is limited, and a clear mute button is provided.
6. Deployment and Delivery
After development and testing are completed:
- Create production build
- Confirm that the online environment can load 3D models, materials, and all interactions normally.
- Deploy the webpage to a suitable hosting platform
- Return to the final publicly accessible online address
- Also, explain the project's running commands, build commands, and the locations of major files.
Do not just provide code or local previews; you must actually deploy the system and verify that the online page is accessible.
This is the picture I sent to Kimi.
Look at the 3D model generated by Kimi K3, isn't it incredibly realistic?
Kimi K3 understood the product structure in the image and even generated the logo details on the product.
When we adjust the wind speed to different levels, the wind turbine's rotation speed will have smooth acceleration and deceleration animations, and the oscillation is very stable and rapid, which is very realistic.
The two physical mechanical knobs at the top of the page support dragging and rotation. Most impressively, the HTML control panel of the webpage and the physical knob states of the 3D model are synchronized bidirectionally, resulting in a very high overall quality.
Case 3 3D Webpage
Whether you're looking for a job, taking on a project, or showcasing your personal abilities, a portfolio is essential.
I tried having Kimi K3 create a 3D version where we can freely explore a miniature world by driving a small car, and view personal profiles, project cases, skills, contact information, and so on.
Prompt wordsPlease help me develop a creative 3D personal portfolio webpage.
Project Objectives
Create a 3D interactive portfolio that runs in a browser. Users drive a low-poly style car, moving freely in a miniature 3D world, exploring scenes to learn about their profile, project examples, skills, and contact information.
The overall experience should resemble a lightweight web-based game, while also possessing the information delivery capabilities of a portfolio website.
Technical Requirements
Preferred use:
React
TypeScript
Vite
Three.js
React Three Fiber
@react-three/drei
@react-three/rapier
Zustand
If the current project already has a technology stack, please implement it without disrupting the existing structure.
Avoid relying on paid assets, proprietary APIs, or services that require login. Prioritize basic geometric combinations for 3D objects, and ensure your project runs immediately after downloading dependencies.
Core Experience
1. 3D Miniature World
Create an original low-poly scene, including:
Large areas of light-colored ground
Roads or driving areas
Decorations such as trees, stones, road signs, and boxes
Personal Introduction Area
Project display area
Skills demonstration area
Contact Information Area
A few ramps, obstacles, and collision objects
The scene layout needs to have a clear exploration path, but do not use completely closed roads to restrict the player.
2. Driving car
Create an original low-poly car that includes at least:
Body
Roof or cockpit
Four wheels
Headlights or taillights
Clear direction of the car's front
Control method:
W / ↑: Forward
S / ↓: Back
A / ←: Turn left
D / →: Turn right
Space: Brake
R: Reset when the vehicle overturns or gets stuck.
The driving experience needs to be smooth, with acceleration, deceleration, steering, and inertia effects. The vehicle needs to physically collide with the ground, obstacles, and display panels.
Do not allow the car to easily go through the clipping, accelerate indefinitely, or fly out of the scene due to a minor collision.
3. Lens System
Using a third-person follow-the-camera perspective:
The camera is located above and behind the vehicle.
Smoothly follow vehicle position and orientation
It can slightly increase the distance when accelerating.
There is a natural delay when turning.
Avoid severe camera shake
Camera lens after vehicle resetautomaticrecover
Provide a reasonable range of near and far clipping.
4. Content Exhibition Area
Design four types of interactive areas within the scene:
About
Use large 3D text or pop-up panels for display:
K Sister Research Society
One to help you AI Women who actually use it
Projects
Create at least three project showcases. Each project should include:
Project Name
One-sentence summary
Technical tags
Project cover placeholder image
"View Project" button
When the car approaches the display board:
Highlighted display board
Slightly enlarged or glowing animation
The page displays a project details overlay.
Users can click the button to open the project link.
Do not force a page to redirect just because a vehicle passes by briefly.
Skills
Use original 3D presentation methods to showcase skills, for example:
Floating blocks
3D Icon Wall
Ring-shaped skill device
Skill pillars at different heights
Example skill:
React
TypeScript
Three.js
WebGL
UI Design
Creative Coding
Contact
Set a clear endpoint area, including:
social media
Community
"Contact Me" button
5. Interface Layer
Add a clean HTML UI on top of the 3D Canvas:
Top left corner: Personal logo or name
Top right corner: Sound on/off switch, Help button, Full screen button
Bottom left corner: Keyboard operation tips
Bottom right corner: Current location
Central: The start screen upon first entry
Mobile devices: Touchscreen directional controls and accelerator/brake buttons
During loading: Display loading progress.
The start screen should include:
Project Title
A brief explanation
"Start Exploration" button
Control method prompt
The user can then enable vehicle control by clicking "Start Exploration".
6. Visual direction
Featuring an original low-poly toy world style:
Bright, warm, and relaxing
Soft shadows
Combination of ambient light and main directional light
Using a limited color scheme
The ground is mainly off-white or light gray.
Use orange, blue, or green as accent colors.
Adding appropriate fog effects enhances the spatial depth.
Sharp object edges, avoid realistic textures.
The page has a game-like feel, but still maintains a professional appearance.
Do not use Bruno Simon's name, logo, copy, vehicle models, map layouts, or original site materials.
7. Animation and Feedback
Add appropriate amounts of detailed animation:
Trees sway slightly
The display panels are either suspended or breathing.
The wheels rotate when the vehicle moves.
When turning, the front wheels change direction
A slight feedback is generated upon collision.
A prompt will appear when entering the interactive area.
The button has hover and click feedback.
Page loading and overlay switching use smooth transitions
Animation requires restraint; avoid having all elements moving continuously at the same time.
8. Sound
Reserved for sound system:
Background ambient sound
Vehicle movement sound
Collision sound
UI Click Sound
If suitable local audio materials are unavailable, implement the sound switch and interface structure first, and avoid using audio with unclear copyright sources.
9. Performance and Compatibility
Performance must be considered:
Control scene draw calls
Reasonable reuse of geometry and material
Rendering repeating objects using InstancedMesh
Limit shadow map size
Adjust DPR according to equipment capacity
Reduce decorations and shadows on mobile devices
Pause unnecessary updates when the page is switched to the background.
Provides a fallback tip when WebGL is unavailable
Avoid creating new objects in each frame
Clean up event listeners and Three.js resources
The goal is to run smoothly in common desktop browsers and be able to browse and operate normally on mobile devices.
10. Responsiveness and Accessibility
Supports desktop and mobile devices
Mobile devices offer touchscreen control
The UI text has sufficient contrast.
All clickable buttons support keyboard access.
Add clear aria-labels to buttons
Supports prefers-reduced-motion
Provides an entry point for "Skip 3D and view the list of regular works".
Disallowing 3D scenes prevents users from accessing core content information.
Engineering Structure
Please break down the code appropriately, for example:
components/Experience
components/Vehicle
components/World
components/CameraRig
components/ProjectZone
components/Interface
components/TouchControls
stores/useGameStore
config/portfolio
hooks/useVehicleControls
Works, skills, contact information, and theme colors should be configured centrally to avoid being scattered within components.
Implementation sequence
Please complete the following steps in order:
Check the current project structure and existing dependencies.
Build a working 3D scene
Achieving vehicle movement and physical collision
Achieving third-person follow camera
Create four content exhibition areas
Add interactive detection and project overlay
Complete the start screen and operation prompts
Add mobile control
Optimize visuals, animations, and performance
Run the build, type check, and necessary tests.
Provide final results after bug fixes
Acceptance Standards
The project should meet the following requirements upon completion:
The page can start and build normally.
Click "Start" to drive the vehicle.
Keyboard and mobile controls are effective
The camera can follow smoothly.
Vehicles can collide with obstacles
There are four types of content areas in the scene.
Show at least three interactive items
Project details can be turned on and off.
All content can be modified through configuration files.
No obvious errors will appear after refreshing the page.
Desktop and mobile layouts are available
Do not use copyrighted material from the original website
The console did not display any persistent errors or obvious resource leaks.
Please start checking and implementing immediately; do not just provide design suggestions. Post a completion note:
What functions were implemented?
Main file location
How to start a project
What content can be replaced in the configuration file?
Current limitations
Let's take a look at the final result:
The vehicle moved very smoothly, and when it entered the project area, the display board highlighted and project details popped up. Works, skills, and contact information were also centrally managed in a configuration file, making it much easier to update content later.
Kimi K3 not only creates the pages, but also takes care of the project structure, interaction status, and subsequent maintenance.
Kimi K3's generation and response speeds are relatively slow, but its long-range code planning capabilities are the best I've tested so far.open sourceLarge ModelThe most outstanding one.
Throughout the entire testing process, the Kimi K3 did not experience any bugs, gaps, or loops, and required almost no manual intervention. The resulting project structure was self-consistent and highly complete, making it very time-saving and worry-free in actual R&D.
The dark side of the moon is...Large ModelFrom a chatbot, it has been redesigned into a system capable of handling long tasks, managing large codebases, and iterating repeatedly based on feedback. Agent Operating environment。
In Kimi's vision of the future, Kimi is more like a development sandbox that's ready to use out of the box.AI Responsible for handling long-range coding,automaticFrom testing and debugging to cloud deployment, the closed-loop process only requires us to provide ideas, confirm requirements, and make authorization decisions at key points.
In terms of overall performance, the Kimi K3 currently ranks third globally, behind only the Fable 5 and... GPT-5.6 Sol。
Considering the US front line GPTThe -5.6 and Fable 5 had already completed training months ago, and the surprise release of the Kimi K3 means...Chinaopen sourceLarge ModelThe gap with the world's leading teams has likely been reduced from 6-8 months last year to about 2-4 months now.。
Based on this iterative efficiency, China AI Laboratory in vertical applications andopen sourceCatching up with or even surpassing the world in some areas of ecology may only be a matter of time.
Original link:Kimi K3 launches unexpectedly, how far are we from Fable 5?