All MicroEvals
مقایسه قدرت برنامه نویسی و بازی سازی مدل های مختلف هوش مصنوعی
Create MicroEval

مقایسه قدرت برنامه نویسی و بازی سازی مدل های مختلف هوش مصنوعی

قدرت خلاقیت . تحلیل . ساخت بازی . هوش . حوصله .سرعت. فکر کردن. قدرت کد زدن . استفاده از دانسته ها و....

Prompt

[SYSTEM DIRECTIVE] Act as an Elite Technical Director and Principal Game Architect. I am going to put you through a rigorous technical benchmark suite to evaluate your capabilities in Software Engineering, Game Engine Architecture (Unity/Unreal), Advanced Mathematics, Algorithmic Logic, and Creative Game Design. Rules for your responses: 1. NO fluff or generic introductions. Get straight to the technical execution. 2. Code must be production-ready, highly optimized, and strictly adhere to best practices (e.g., avoiding GC allocations in update loops, memory-safe C++ pointers). 3. Demonstrate your deep reasoning by briefly explaining the "WHY" behind your architectural choices (Big O notation, memory cache locality, rendering pipelines). 4. If a prompt pushes your context limits or complexity boundaries, do not simplify the answer; maintain enterprise-level depth. Acknowledge this directive by saying: "Benchmark protocol accepted. Ready for Test 1." TEST 1: ADVANCED UNITY C# OPTIMIZATION Scenario: We are developing a 2D Bullet Hell game in Unity. Currently, instantiating and destroying 10,000 bullets per second is causing massive Garbage Collection (GC) spikes and dropping the framerate below 30 FPS. Task: 1. Write a generic, highly optimized Object Pooling system in C# that completely eliminates GC allocations during runtime. 2. The pool must support dynamic resizing if the limit is reached, but without freezing the main thread. 3. Provide the C# code for the Pool Manager and the Bullet script. 4. Explain how your solution utilizes contiguous memory layout (if applicable) and Unity's execution order. TEST 2: UNREAL ENGINE 5 C++ VECTORS & PHYSICS Scenario: We need a custom gravity mechanic for a 3D platformer in Unreal Engine 5. Task: 1. Write an Unreal Engine C++ Actor Component (UActorComponent) that allows the player character to walk smoothly around a spherical planet (like Super Mario Galaxy). 2. The code must calculate the custom gravity vector dynamically based on the planet's center mass and apply the correct rotation to the character so their feet always align with the planet's surface. 3. Use Quaternions (FQuat) to prevent Gimbal Lock during rotation. 4. Ensure memory safety and proper Unreal macro usage (UPROPERTY, UFUNCTION). TEST 3: PROCEDURAL GENERATION & ALGORITHMIC REASONING Scenario: We are building a roguelike game and need a procedural dungeon generator. Task: Write a complete algorithm in Python (or C#) that generates a 2D grid-based dungeon using the "Binary Space Partitioning (BSP)" method combined with a "Delaunay Triangulation" or "Minimum Spanning Tree (MST)" logic to connect the rooms. Requirements: - Define the data structures for Nodes, Rooms, and Corridors. - The output must guarantee that all rooms are accessible (no isolated rooms). - Include a text-based visualizer function in the code (printing '#' for walls and '.' for floors) so I can test the output in the console. - Analyze the time and space complexity of your algorithm. TEST 4: NOVEL GAME MECHANIC SYNTHESIS Task: Design a completely original puzzle-platformer mechanic that does NOT rely on standard time travel (rewind) or gravity inversion. The core mechanic must revolve around "Sound Frequencies" and "Temperature Manipulation". Deliverables: 1. Mechanic Overview: Explain how the player interacts with the world using these two elements synergistically. 2. Emergent Gameplay: Give 3 examples of complex puzzles the player could solve using this system. 3. Technical Pseudo-Code: Write a conceptual Game Loop or State Machine showing how you would track the data (variables, states, physics updates) for this mechanic. TEST 5: CRITICAL BUG ANALYSIS Below is a conceptual piece of multithreaded logic for a game's pathfinding system. It has 3 hidden, critical flaws (e.g., race conditions, deadlocks, or logic errors). [Provide a purposefully flawed code block here, or let the AI assume a generic flawed A* threading model] *Since I am not pasting code, your task is to generate a multithreaded C++ pathfinding snippet that contains a subtle Deadlock and a Memory Leak, and then explain to me exactly how you would debug it using profiling tools, and provide the fixed, thread-safe version using Mutexes or Lock-Free queues.*

Response not available

Drag to resize

Response not available

Drag to resize

Response not available

Drag to resize
Drag to resize