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nagi-bench/models/mistral-medium-3-5.json
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{
"label": "Mistral Medium 3.5",
"vendor": "Mistral AI",
"harness": "Vibe",
"effort": "Thinking",
"artifactDir": "mistral-medium-3-5/vibe-thinking",
"order": 80,
"runs": {
"mythos-craft": {
"note": {
"zh": "在 Vibe 网页版以 Mistral Medium 3.5(开启 Thinking)一次生成;本页为修复版(仅改 1 行)。问题:初始化时一次性同步生成 RENDER_DISTANCE=4 的 9×9=81 个区块,而每个区块要对 16×16×128 个体素逐一在 mythStructures 数组里做线性查找(再加 6 个相邻面),约 O(体素×建筑)≈ 数十亿次/区块。修复前:加载后主线程被卡死,页面一直停在加载界面、始终无法打开。原因:首屏同步生成量过大且单区块为暴力线性查找,首帧渲染前即阻塞主线程。将 RENDER_DISTANCE 由 4 改为 1(首屏改为同步生成 3×3=9 个区块)后即可正常打开并以 60fps 运行。地形、画面与玩法均为模型原始产出,未作他改。",
"en": "Generated in one shot in the Vibe web app on Mistral Medium 3.5 (Thinking enabled); fixed build (1 line changed). Bug: on init the world synchronously builds the full RENDER_DISTANCE=4 ring — a 9x9 = 81-chunk grid — and each chunk runs a linear scan over the mythStructures array for every one of its 16x16x128 voxels (plus six neighbor faces), roughly O(voxels x structures) ≈ billions of ops per chunk. Before the fix: the main thread froze on load and the page stayed on the loading screen, never opening. Cause: the first-screen synchronous generation is far too large and each chunk uses a brute-force linear lookup, blocking the main thread before the first frame. Setting RENDER_DISTANCE from 4 to 1 (a 3x3 = 9-chunk first-screen load) lets it open and run at 60fps. Terrain, visuals and gameplay are the model's original output, otherwise unmodified."
},
"contributor": "Nagi-ovo"
},
"pelican-cycling": {
"note": {
"zh": "在 Vibe 网页版以 Mistral Medium 3.5(开启 Thinking)一次生成,未作修改。",
"en": "Generated in one shot in the Vibe web app on Mistral Medium 3.5 (Thinking enabled), unmodified."
},
"contributor": "Nagi-ovo"
}
}
}