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A 1940s dogfight flight simulator: Gemini 4 Carbon

A browser-playable air-combat flight simulator with a real flight model, enemy fighters that dogfight back and a coastline built in Blender.

  • Gemini 4 Carbon
  • Fable 5.2
  • Opus 5.5
  • GPT-6 Astra

The prompt

Build a browser-playable air-combat flight simulator: 1940s propeller fighters dogfighting over a realistic coastline that you build in Blender. It must look and fly as close to real as you can make it.

Context you should know: this is going into a video watched by a large audience. Your game is put on screen next to games built by other frontier models given this identical prompt, played by the same person on the same machine. It is judged on how real it looks, how real it flies, and how good the dogfight is.

The comparison is blind. Never put your model name, your company's name, or any mention of which AI made it anywhere in what you build: not in on-screen text, credits, the page title, file names, code comments, or metadata.

You have three creative tools: **Blender**, driven headless with Python scripts and rendered on a GPU render machine; an **image generator** you call from the command line; and a **sound-effects generator** (ElevenLabs). The game runs in the browser in real time; Blender is how you make the world and the aircraft.

Requirements:

1. **The world, made in Blender.** A coastal region at least 20 x 20 km: mountains or hills that read as real geology (eroded ridgelines, valleys, cliffs at the sea), a coastline with beaches and surf, a river or lake, fields, forest, and at least one town and one airfield with a runway, hangars and a control tower. Model and texture it in Blender (procedural terrain, scattered vegetation, buildings), bake lighting and texture detail, and export it for the browser with sensible level of detail so it holds 60 fps. From 3,000 m it must look like aerial photography, and at 100 m over the trees it must still hold up. Real sky: sun position, atmospheric haze that thickens with distance, volumetric-looking clouds you can fly through or around, a sea with moving waves and sun glint.

2. **The aircraft, made in Blender.** Your fighter and the enemy fighter are two distinct, historically accurate 1940s propeller fighters of your choosing, modeled with correct proportions: spinning propeller (blurred disc at speed), moving ailerons, elevator, rudder and flaps that visibly follow the controls, retractable landing gear, canopy, panel lines, wear and markings that are generic (no real national insignia or unit codes). A detailed cockpit with working gauges (airspeed, altimeter, attitude, turn and slip, RPM) for the cockpit view.

3. **A real flight model.** Not arcade. Lift from angle of attack with a real stall (buffet, wing drop, spin if mishandled), induced and parasitic drag, energy that bleeds in hard turns and returns in dives, engine torque and propeller effects, G limits with blackout and redout, weight and inertia you can feel, trim. Takeoff from the runway and landing back on it must both be possible and must require skill. Write down your equations and constants in the README.

4. **The dogfight.** Guns with real ballistics (muzzle velocity, drop, tracer every Nth round), so you have to lead the target. A per-part damage model: hits on engine, wings, tail, fuel tank and pilot each do something different you can see (smoke, oil on the canopy, fire, a wing that breaks off, a dead engine you have to glide). Enemy AI that actually dogfights: it uses energy, turns, climbs, extends, breaks when you're on its tail, and it can kill you. A mission structure: take off, intercept a wave of enemy fighters, survive escalating waves, land back at the airfield. Score and a debrief screen.

5. **Cameras and feel.** Cockpit view with free look, a chase camera, and a cinematic kill camera that follows a shot-down plane into the ground or sea. Wind noise, engine note that changes with RPM and dive speed, guns, hits, and explosions, all generated, no copyrighted audio and no music you didn't make. A minimal HUD: no arcade clutter.

6. **Controls.** Mouse-and-keyboard with a mouse-aim mode for newcomers and a direct stick mode for realism, plus gamepad. A pause menu with control help.

7. **Prove it works.** QA your own work in a real browser: write a test pilot (an autopilot script) that takes off, flies a pattern, engages one enemy and lands, and use it plus your own screenshots to fix what looks or flies wrong. Check frame rate at 1920x1080. Look at your screenshots critically for realism and fix what a viewer would notice.

8. **Depth over breadth.** If you must choose, a world that looks real, a flight model that feels real, and one great dogfight beat more planes, more modes or more maps.

The exact prompt from the article.

The builds

Gemini 4 Carbon · Screenshot of the buildRuns in your browser

The full write-upGemini 4 Carbon: No-Hype Full Review & TestingRead the article

Written by

Pat Simmons. Pat tests AI models and tools on his YouTube channel.

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