Gtadrive
GTA Drive — open-city driving sandbox: steal cars, outrun cops, traffic, wanted level, minimap.
What I asked each model — the Gtadrive prompt
Every model on this page got this exact prompt inside the Agent Operating System: GTA Drive — open-city driving sandbox: steal cars, outrun cops, traffic, wanted level, minimap.
Single HTML file out. No iteration. No examples in the system prompt. Whatever each model produced on the first run is what's on this page. 25 frontier models have attempted it so far: Claude Fable 5, Fugu Ultra 1.1, Fusion, Gemini 3.6 Flash, GLM-5.2, GPT-5.6 Sol, Grok, Grok 4.6, Hy3, Inkling, Kimi K2.7, Kimi K3, MiniMax M3, Hermes MoA, Muse Spark 1.2, Opus 4.8, Claude Opus 5, Qwen 3.8, Qwen 3.7, Claude Sonnet 5, DeepSeek V4 Pro, DeepSeek V4 Flash, Kimi K2.7 · Fast, Kimi K2.7 · No-Think, Kimi K2.7 · Quality.
Why this task matters. Gtadrive is a textbook test of game-class capability — the kind of build that exposes whether a model is doing pattern-matching or actual reasoning. A model that ships this in one shot is usually safe to wire into your agent loop for harder tasks of the same shape.
How each model handled Gtadrive
Ranked by my 0–10 score from the source comparison guides on agentos.guide. Click any to play the actual one-shot HTML the model produced.
What I saw: One-shot: sunset boulevard, glowing dusk facades, orange car w/ cabin + taillight, attract-mode drift w/ tire smoke, speedo + minimap + damage HUD. Facade emissive runs hot. Eyeballed.
What I saw: Strong polished HUD with wanted stars, minimap showing cops/traffic dots, and combat state ('UNDER FIRE', health at 74 taking damage) plus debris particles indicate working enemies; weakened by the player car's messy/broken 3D model that looks like clipped blocks rather than a clean vehicle.
What I saw: SHOWCASE BUILD (threejs-game-director): beveled car bodies w/ glass + spinning wheels, sunset sky + PMREM paint reflections, 15-car lane AI + red lights + overtakes, cop pursuit, drift smoke + skids, arc speedometer + minimap HUD, 77 draw calls 71fps. Eyeball-gate passed.
What I saw: Gorgeous night-city aesthetic with a detailed player character, stealable car, working minimap with colored blips, HUD (health/nitro/wanted stars/cash), and traffic visible in the distance — clearly a polished, shippable open-city sandbox. Slightly short of the top since the screenshot shows no active cop chase or combat in-frame, but the on-foot/vehicle systems and steal mechanics are all present and cohesive.
What I saw: 47KB · plays clean · three, webgl
What I saw: Clean top-down city with well-rendered roads, crosswalks, buildings with lit windows, cars with glowing taillights, an on-foot player with 'E ENTER' prompt, and a full HUD (wanted stars, status panel, minimap, objective, controls) — highly polished and clearly on-brief. Falls just short of task-topping since the screenshot is static free-roam with no cop chase or wanted stars lit, leaving the outrun-cops core visually unproven.
What I saw: Drivable city sandbox: multi-part orange sedan with taillights, lit tower blocks, marked roads, traffic cars, street lamps, a live minimap and a wanted-star row. Played 15s: MPH read 000 then 071 then 016 through accelerate-and-brake, so the driving model integrates properly. Lighting is flat and the ground plane is an untextured green sheet.
What I saw: Clean render with a readable yellow hero car (wheels, cabin, taillight), colorful blocky city, working HUD/minimap and speed at 101km/h shows live play. Solid and functional but visually flat-lit and generic — buildings read as bare boxes and lighting is dim, keeping it below the top tier.
What I saw: Renders cleanly with a polished HUD, wanted stars, minimap, and 3D box cars with headlight glow, but the ground reads as a flat dark void with barely visible grid lines and no real city/buildings, making it feel sparse rather than a living open city. Competent and functional but generic-to-mid versus the field's best.
The winner on Gtadrive
Fusion took gold on this task. showcase · game-director.
What I saw: SHOWCASE BUILD (threejs-game-director): beveled car bodies w/ glass + spinning wheels, sunset sky + PMREM paint reflections, 15-car lane AI + red lights + overtakes, cop pursuit, drift smoke + skids, arc speedometer + minimap HUD, 77 draw calls 71fps. Eyeball-gate passed.
See Fusion's full model card: /models/fusion. Direct head-to-head against the runner-up: Fusion vs Qwen 3.8.
Every attempt — live, playable
Side by side. Click any tile to run that model's actual one-shot HTML in a new tab.
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▶ LIVEHow I scored Gtadrive — methodology
Three axes, 0–10 each, averaged. Runs: drop the .html in a browser; if it opens to a broken page, it scores zero. Hits the brief: did the model ship the thing the prompt asked for, or a different thing it found easier. Looks good: visual polish, motion, interactivity — where most of the gap between gold and silver lives.
My scores trace back to the source comparison guides on agentos.guide. See the full methodology page for data provenance, including which source guide each cell's score came from.
Related
More game benchmarks: all tasks in the Game category · See the best AI model for Gtadrive · Back to the leaderboard
Run this stack yourself.
Every demo on this bench was built inside the Agent Operating System — one prompt, one shot, single HTML file out. The Agent OS, the prompts, the templates, the weekly walkthroughs and 4,000+ founders shipping with it every day all live inside the AI Profit Boardroom.