this example because it looks simple, but it's actually doing a lot under the hood. This is a real-time pixel sandbox where every particle follows different physical rules. Sand falls and piles up, water flows and spreads, stone blocks movement, and acid actually interacts with each other material. So, let's take a look at this. So, if I click on over here, you can see the sand is falling and filling up the area. And based on where I click, it's going to land on that section. Then, if I take water, it's going to fill up a specific area. So, as you can see, since we have these sand blocks blocking the water path, it's going to follow that. Then, we have stone, we can place that over here, and it's going to block the area. So, now if I were to pour water over it, it would kind of, you know, make its own path depending on where the stones are. And then we have acid, which is going to remove everything. What matters here isn't the visuals, it's actually the statefulness. The model has to generate logic that runs continuously and update thousands of elements every frame and it has to keep everything stable as the system evolves. This is exactly the kind of task that breaks shallow code generators because the logic never stops running. It has to reason about cause and effort over time depending on what element we're pouring over in that simulation. The next simulation that we're looking at is the Boyd's flocking algorithm, but it's a great test of real reasoning. Each of these agents follows just a few local rules: separation, alignment, and cohesion. There's no global control telling them where to go. The overall flock behavior emerges from local interactions. So, let's take a look at it. So, if I move my mouse around here, you can see that these boys have to avoid that. And it kind of shows you how the flock works. But if I take away, we can see that area is being filled up. Again, what's impressive here is that the model didn't just generate the algorithm. It built a tunnelable system where you can adjust vision radius, speed, and force weights in real time. And when I move the mouse, the agents react instantly, scatter, and reorganize themselves. And this last demo is less about deep algorithms and more about the full stack competence. The model generates a full 3D solar system simulation, orbital mechanics, camera controls, different view models, and smooth interaction. You've got state management, rendering logic, user input handling, and physics concepts all working together. We can see this in action. So, we can see we can increase the speed of the simulation. We can do a side view, which is really cool, I think, like having that section. Now, we're in the free camera because we're moving around. Then, we have the angle view. We have the top view. We also have the follow planet view. So we'll click on this. And right now we're following Venus. We'll slow this down a little. We can zoom in and zoom out. We can see sorry. This is the orbital line. And we also have a description. So what's really cool here is that this is the first time I've seen a 3D simulation add all of these features and it looks pretty amazing and the graphics and everything look very cohesive. So this lines up well with his strong performance on full stack bench in larger compositional coding tasks. What I like about these demos is that they match the benchmarks. They're not just flashy. They show state, iteration, interaction, and recovery. And that's exactly what I Quest Coder was trained to do. IQ Quest Coder version one isn't just another coding model. It's a signal of where coding AI is going next. Less autocomplete and more autonomy. If you want, I'll test this model hands-on in a follow-up video. Just leave a comment if you would like that. If you enjoyed this