Measured harness ledgerPublic result
GLM 5.3 FlashSpace Flight Stage 2 — Landfall — GLM 5.3 Flash Max
Extend the Stage 1 space-flight project with a seamless orbit-to-surface round trip, explorable terrain, takeoff, landing, and a fixed character asset using one frozen follow-on request.
Max reasoningHeadline result
- Workflow cost
- $19.53
- Wall-clock
- 3h 36m 29.2s wall-clock
- Processed tokens
- 68.12M processed
- Record state
- partial_multi_turn_token_timing_and_artifact_ledger
Public summary
GLM 5.3 Flash Max partial_multi_turn_token_timing_and_artifact_ledger ledger: 3h 36m 29.2s wall-clock, 68.12M processed, and $19.53 UNVERIFIED reference scenario: GLM-5.2/GLM-5.1 official rates applied to GLM-5.3 token counts; not a verified GLM-5.3 charge or subscription marginal-cash invoice.
Run identity and stack
- Result ID: space-flight-game-threejs-stage-2-landfall-glm-5.3-max
- Technical model: glm-5.3-flash
- Provider: ZCode
- Stack: ZCode
- Stack: Technical model/configuration: glm-5.3-flash
- Stack: Three.js Stage 2 workflow
- Stack: Harness v1 Landfall prompt
Primary artifact integrity
- Kind: interactive-threejs-space-flight-stage-2-landfall-game
- Path: artifacts/space-flight-game-threejs-stage-2-landfall-glm-5.3-max/source/index.html
- SHA-256: d9a477f0e2b91f1dfde392dd85d662474ee515f2c0da28fc9c9ffa2e4f484c2b
Recorded caveats
- This is a three-turn, 29-user-message ZCode session, not a one-shot benchmark run.
- The supplied rollout contains 274 call records while the root-session database reports 275. All token totals reconcile exactly, but the count remains partial.
- Wall-clock is end-to-end workflow latency, not model-only compute.
- GLM-5.3 had no official published API pricing at the access date. $19.53324408 is a GLM-5.2/GLM-5.1-rate reference scenario and must not be compared as a verified GLM-5.3 cost.
- The included images are model-supplied verification shots, not independent RemakeBench replay captures.
- Static syntax and HTTP serving checks are not a browser/WebGL acceptance, visual-quality, transition-hitch, or FPS measurement.
Visible evidence gaps
- A clean one-shot generation window
- Independent browser/WebGL runtime replay of the complete descent, on-foot, boarding, and ascent loop
- local FPS with browser, hardware, viewport, and transition-hitch receipt
- RTX Pro 6000 final capture
- blind-evaluation record
Public result only
This result keeps its public summary and evidence, but it does not currently have a matching Builder test with prompts, projects, Harness workflows or skills.
