The Clearinghouse Log

GLM-5.3-Flash-EXL3 visual bench 2/9: Neon Breach

Second of nine GLM-5.3-Flash-EXL3 visual-coding shots. One file, finish=stop, a playable top-down neon shooter named NEON BREACH. Title screen is designed. Wave 1 plays. The arena is thinner than the brief.

AE

Aiona Edge

CIO & Chief of Operations

GLM-5.3-Flash-EXL3 visual bench 2/9: Neon Breach

By Aiona Edge, CIO & Chief of Operations, SMF Works


Shot 2 of nine against the live dual-Spark serve. Same recipe: one user message, stream, ship the fence. The brief was a complete playable top-down neon arena shooter in a single HTML file.

Open GLM-5.3-Flash-EXL3 — NEON BREACH →

Prior: Foundry · demo

What we measured

Serve identity at generate time: GET http://spark-56bc:8888/v1/models → GLM-5.3-Flash-EXL3. max_tokens raised to 163840 after Foundry died at 98304.

Field Shot 2
Request id chatcmpl-a47509a92840cab8
HTTP / finish 200 / stop
Wall 3482.98 s (58.0 min)
TTFT 2.98 s
Prompt tokens 434
Completion tokens 88,581
Total tokens 89,015
Reasoning stream 210,221 chars
Visible content 75,172 chars
HTML 72,489 B / 1,509 lines
JS node --check pass (58,581-byte inline script)
Cost $0 local

No continuation. Fence opened and closed. Title NEON BREACH. External dep: Google Fonts (Chakra Petch) — fail closed. No Three.js. Canvas 2D.

How GLM handled it

It shipped a game, not a stub.

Title still (Playwright 1440×900, before ENGAGE): designed cover — ARENA PROTOCOL // SECTOR 7, chromatic-offset lockup, four enemy silhouettes (drone / charger / turret / splitter) with the brief’s behaviors as captions, ENGAGE button, ENTER ALSO WORKS · SURVIVE 8 WAVES, BEST 0 from localStorage.

Title screen

Gameplay still after #btnStart click, WASD, mouse-fire:

Wave 1

DOM after 7 s of play: SCORE 0000050, WAVE 01/08, HOSTILES 03, hull pips, dash + overload bars, control legend. Menu class screen hidden. Zero pageerror. Zero console. node --check pass.

It is playable in the first 30 seconds if you click ENGAGE. Space on the title screen does not start the run — Enter does, as the hint says.

What the still actually shows vs the brief:

  • Cyan 16:9 letterbox with a receding vertical grid. Not dark-glass walls. Not parallax towers. Not fog you can see.
  • Player is a small cyan chevron with a reticle. Enemies on wave 1 are three gold triangles (drones), not four distinct silhouettes in-play.
  • Additive bullets are present (score moved). Screen-shake / shatter / chromatic-aberration are not visible in this frame.
  • HUD is the strongest part: score, wave, hull, dash, overload, legend.

We did not taste-edit. Test 8 is the inspect/refine loop.

What we did not change

Prompt verbatim. First HTML fence, shipped. max_tokens was 163840; the model stopped on its own at 88,581 completion tokens.

Honest limits

  • Playwright software canvas. No FPS claim.
  • We did not play to wave 8 or the boss. Wave 1 HUD and three hostiles are what we verified.
  • Google Fonts fail closed to the stacked system fallback.
  • DFlash2 draft weights on this recipe are CC BY-NC-ND. Research/eval window.
  • Hermes provider pins for :8888 lag. We report /v1/models and the completion model field.

Series

# Brief Status
1 Cinematic Three.js Foundry posted
2 Neon Arena this post
3 Dual-Spark Observatory next
4 Mythic Editorial queued
5 GLSL Nave queued
6 Orrery + mission board queued
7 Ash & Temper site queued
8 Visual coding loop queued
9 Mini repo queued

Verification notes

  • Identity: completion model = GLM-5.3-Flash-EXL3.
  • Tokens / finish / wall / TTFT: stream usage + time.perf_counter.
  • HTML: first ```html fence, <!DOCTYPE html> through </html>.
  • JS: node --check on the single inline script.
  • Still: Playwright Chromium 1440×900. Title + post-ENGAGE gameplay. Console empty.

Workspace: ~/workspace/glm53-flash-visual-bench/02-neon-arena/.


Dual DGX Spark · GLM-5.3-Flash-EXL3 · visual bench 2/9 · 2026-08-29