Show me 'The Lord of the Rings', Karpathy Recommends New Benchmark for Large Model Evaluation

marsbit发布于2026-08-03更新于2026-08-03

文章摘要

In a new benchmark for evaluating large language models, Andrej Karpathy proposes replacing the once-popular "pelican riding a bicycle" SVG test with a more complex challenge: generating a 3D scene from the opening text of *The Lord of the Rings*. Using Anthropic's Opus 5 model and the Three.js library, the task consumed approximately 1 million tokens, 2 hours, and 5,500 lines of code to produce a rudimentary, low-polygon animation of the Shire. While the output is visually crude with notable glitches like floating characters, it demonstrates the model's ability to parse narrative text and translate it into a functional, programmatic 3D world with defined objects, cameras, lighting, and basic animation. This "Lord of the Rings benchmark" is argued to test a model's capacity for long-horizon project planning, spatial reasoning, and maintaining consistency across thousands of code lines—capabilities not fully captured by simpler single-output tests. The initiative has sparked community experimentation, with users generating other 3D worlds like a low-poly San Francisco, a data-driven New York City model, and even a virtual Kanye West concert. Karpathy suggests a future pipeline where code-generated scenes provide the structural "bones" for video-to-video models to enhance visual fidelity. While some debate the computational cost and specificity to Three.js, proponents see it as a test of a model's general ability to structure its understanding of the world into an executable ...

Without further ado, let's start the daily slump (doge)!

Just moments ago, the great Karpathy announced that "we" at Anthropic have started using a brand new way to push large models to their limits—

"The Lord of the Rings."

According to Karpathy, this "Lord of the Rings benchmark" is taking over from the once-popular "Pelican Riding a Bicycle" SVG test.

Specifically, Karpathy directly fed the beginning of "The Lord of the Rings" to Opus 5, instructing the model to use Three.js to craft an entire "Middle-earth" world on the spot.

As for the final effect... well, it somewhat resembles domestic 3D animations from the late 1990s and early 2000s: very rough and quite abstract.

But objectively speaking, if you look closely for a while and happen to be familiar with the "Lord of the Rings" filming location Hobbiton in New Zealand, you can indeed catch a hint of its flavor~

However, this seemingly unpolished creation genuinely cost Opus 5: 1 million tokens, 2 hours, and 5,500 lines of code.

Of course, it's not just the Claude model shining solo on this stage.

The most hilarious part is probably the new offering from netizens—a DeepSeek V4 Flash version.

It's a complete "Chinese people can fly" situation, with all characters floating in the air.

Faced with these currently obvious goofs, Karpathy was quite fair.

He pointed out that Opus 5 still cannot truly "enter" the world it generates; it can only continuously take screenshots at different time points and slowly check where things went wrong.

And this precisely exposes a significant shortcoming of current large models:

They can already write code, build scenes, and generate games, but they still cannot truly understand videos, nor can they actually play the games they create.

Two Hours, Crafting Middle-earth by Hand

Let's first look at how this "Lord of the Rings" test was conducted.

If taken literally from Karpathy's tweet, the main prompt input for Opus 5 should be the beginning of Chapter One, "A Long-expected Party," from "The Lord of the Rings" novel.

When Mr. Bilbo Baggins of Bag End announced that he would shortly be celebrating his eleventy-first birthday with a party of special magnificence, there was much talk and excitement in Hobbiton...

Interested folks can try it themselves.

In addition, Karpathy also specified Three.js in the prompt—a JavaScript library for building 3D scenes with code.

Thus, the task for Opus 5 was to first comprehend the text at the beginning of "The Lord of the Rings," and then translate it into a 3D world that could run in real-time in a browser.

Throughout the process, Opus 5 needed to use polygons to piece together characters, buildings, and props, place them one by one into x, y, z coordinate systems, and then arrange cameras, lighting, and animations.

When characters should move, where the camera should turn, how lighting should change, and how objects in the scene should interact—all needed to be defined by the model using code.

Although the final visuals aren't exactly refined, and issues like clipping and floating frequently occur—for example, characters' bodies and heads separating... but at least the entire scene was genuinely built.

It's important to note that this is not the same as video models directly generating pixel frames.

Three.js first needs to build characters, objects, and scenes as 3D objects, then calculate their positions, angles, and motion states in real-time based on the code.

Therefore, the demo we see is not a regular AI-generated video, but a recording of a running 3D web scene.

However, Karpathy also mentioned in the comments that procedural 3D and video generation are not an either-or choice.

A netizen suggested that this rough Three.js recording could be fed to Sora as a reference video, letting the video model render it again with higher visual quality.

Karpathy quickly agreed.

According to his vision, procedural code could handle storyboarding and control, first finalizing the skeleton: where characters stand, how the camera moves, and how the plot progresses.

Then, the recording could be passed to a Video-to-Video model to add textures, lighting, shadows, and details, enhancing the overall "appeal" of the Middle-earth world.

As for audio, Opus 5 didn't handle it all this time.

Karpathy stated that, due to personal requirements for sound quality, he ultimately used ElevenLabs.

Thus, that "Lord of the Rings" demo with visuals, camera work, and narration at the beginning came into being.

Karpathy has also open-sourced the entire project; the specific link can be found at the end.

Netizens Are More Interesting Than Karpathy

After Karpathy released the demo, many netizens also rushed to test it out.

Looking at the overall response, one can only say:

This bunch of netizens is more imaginative than Karpathy.

Someone used Claude to launch an 'Earth Online' project, aiming to build the entire Earth bit by bit with a group of AI Agents.

Currently, the Agents haven't finished the whole Earth, having only built a low-poly-style San Francisco waterfront area. But from the available visuals, the building proportions, character scales, and overall style remain quite consistent.

This effect is somewhat like those Lego-world animations. The art style isn't complex, but characters, scenes, and actions can operate stably within the same world.

Continuing in this direction, simple-styled animations and lightweight games are already showing a hint of AI-native potential.

Another netizen used Fable 5 and GPT-5.6 Sol to build a 3D digital model of New York City, incorporating real-time data into it.

The model not only had to position New York's streets and buildings correctly but also maintain spatial relationships between different areas. The author thus proposed that this task of generating virtual worlds could perhaps become a new benchmark for spatial reasoning.

Even more exaggerated examples followed.

One netizen couldn't get tickets to Kanye West's concert, so they simply used AI to host a private concert for themselves in the browser.

The entire project was still built with Three.js. It consisted of a single HTML file, without calling any pre-made 3D models; the stage, characters, and lighting were all generated by code.

The concert prepared 14 songs in total, each with independent lighting design and a dedicated set of spherical stage visuals.

Regular users could listen to clips; after connecting a Spotify Premium account, they could play full songs and the entire show.

Couldn't get tickets? Just generate a private show for yourself. Incredible!

And there's more!!!

Karpathy also envisioned in the original post that gameplay could be added to these 3D worlds later, allowing players to enter as observers, NPCs, or even story characters.

Before Karpathy could arrange a game version, netizens had already made one.

This project also used Opus 5 and Three.js. It could not only run and be interactive but also had audio added.

More 3D design cases kept appearing. From building proportions and spatial layouts to scene style, Opus 5 could already maintain relatively stable consistency across fairly large-scale projects.

There are many similar examples; we won't showcase them all here.

Objectively speaking, these works still have some distance from truly mature games.

Whether the dazzling array of gameplay is fun, if it runs stably over long periods, and if players would genuinely stay for 15 minutes—all these questions currently lack answers.

But the barrier to creating real-time 3D content and playable prototypes has indeed been significantly lowered.

Moreover, having a new way to test model capabilities that is also sufficiently fun and interesting—isn't that a beautiful thing?

The Pelican Has Ridden Far Enough

So, why suddenly ask large models to generate "The Lord of the Rings"?

This goes back to the wildly popular "Pelican Riding a Bicycle" test from a few years ago.

This problem originated from developer Simon Willison, with only one sentence as the requirement:

Generate an SVG image of a pelican riding a bicycle.

Although this problem seems simple, it actually tests models quite significantly.

Because an SVG looks like an image, but its underlying structure is a string of code.

The model not only needs to know what a pelican and a bicycle look like separately but also must break them down into lines, circles, and polygons, then arrange the positional relationships of each component using coordinates.

More crucially, pelicans and bicycles themselves are not a natural fit.

The bicycle's frame, tires, and pedals must maintain correct geometric structures; the pelican has a large beak, short legs, and a physique that doesn't look at all suited for pedaling.

Combined, whether the model truly understands spatial relationships becomes almost immediately apparent:

Are the wheels crooked? Are the feet stepping on the pedals? Is the bird actually riding, or has it been dismembered by the bike frame?

Take a look at these demos from late 2024 above~

For this reason, "Pelican Riding a Bicycle" once became a classic folk test for observing large models' spatial understanding, object composition, and code generation abilities.

But as models grew stronger, this pelican's ride is nearing its end.

Just look at the performance of DeepSeek R1 and DeepSeek V4 below. Nowadays, models can handle this problem quite decently.

More importantly, a single SVG can only test a model's one-time output.

It cannot measure whether a model can plan a complex project, work continuously for hours, and repeatedly check and correct its own mistakes across thousands of lines of code.

Thus, Karpathy replaced a small "draw a picture" problem with a major "build a world" project—

The pelican can dismount now; Middle-earth officially takes over.

Karpathy's Pelican

Soon, news that Karpathy was preparing to change the "Pelican test" problem also spread to various communities.

High-rated comments on Hacker News argued that although the visual quality of these demos is generally low, this precisely indicates we need a new test more challenging than generating a single image.

The new benchmark shouldn't just see if the model can draw the picture correctly; it should also examine whether it can comprehend a world.

After all, "Pelican Riding a Bicycle" has been used for too long.

Models continuously optimize for this type of task on leaderboards, making the differences between them harder to discern.

In contrast, generating a complete 3D world requires the model to understand spatial relationships between characters and objects, handle camera, motion, and scene changes—not simply call a video generation model to spit out a sequence of frames.

Of course, there were opposing opinions as well.

The Pelican test is sufficiently concise, low-cost, and its results are easy to compare.

Consuming so many Tokens to generate an entire 3D world just to test a model once seems a bit like setting off fireworks with computing power.

Simultaneously, whether Three.js itself can measure a large model's comprehensive abilities was also questioned.

Some argued that such demos can at most prove that Anthropic has trained well on Three.js code, not that the model truly understands space and the physical world.

But soon, netizens rebutted:

Transforming an abstract, ambiguous literary text into a 3D animation requires the model to simultaneously handle spatial relationships, physical laws, everyday objects, as well as mathematical problems in 3D transformations and computer graphics.

If this is still considered merely "knowing how to write Three.js," that somewhat underestimates these 5,500 lines of code.

Another netizen raised an even more open question:

Is so-called "spatial reasoning" truly different from the reasoning large models typically perform when processing text and code?

One view holds that whether a scene holds up depends on whether the model understands spatial relationships like "front/back, inside/outside, near/far, occlusion," as well as the distance, angles, and relative sizes of objects from different viewpoints.

But another view argues that whether the model processes "beside a stone" or "inside an array," it might be doing the same thing: generating Tokens one by one based on context, completing reasoning in the process.

If so, then what Opus 5 demonstrates is not just a suddenly emerging "spatial ability."

A more likely scenario is that the general reasoning ability originally used by large language models to understand text and code has begun naturally extending into the three-dimensional world.

From drawing a pelican to building Middle-earth, the problem seems to have changed, but what's being tested behind the scenes might always be the same question:

Can the model transform its understanding of the world into a structure that can truly run.

And finally, perhaps there's an even more outrageous question—

If general large models can already write code to build 3D worlds themselves, then call APIs like Sora and ElevenLabs to complete visuals and audio, how much need is there left for users to personally open a specialized video generation product and input a Prompt?

Reference Links

[1]https://karpathy.ai/lotr-movie/

[2]https://simonwillison.net/2025/Jun/6/six-months-in-llms/

[3] https://x.com/wizardbrainz/status/2083012159341203708

[4]https://x.com/aniketjart/status/2083645765097033845

[5]https://x.com/davidfromkansas/status/2075691129899528254

[6]https://x.com/MindaugasLT/status/2083488027343470939

This article is from the WeChat public account "QbitAI," author: henry

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相关问答

QWhat is the 'Lord of the Rings benchmark' proposed by Karpathy, and what does it test?

AThe 'Lord of the Rings benchmark' is a new test proposed by Andrej Karpathy for evaluating large language models. It involves giving a model, like Anthropic's Opus 5, the opening text from 'The Lord of the Rings' and instructing it to generate an interactive 3D scene using Three.js code. This benchmark tests a model's ability to comprehend complex narratives, understand and reason about spatial relationships, plan and execute large-scale projects (generating thousands of lines of code over hours), and translate abstract textual descriptions into a functional, multi-element digital world.

QHow does the 'Lord of the Rings' benchmark differ from the previous 'Pelican Riding a Bicycle' SVG test?

AThe 'Pelican Riding a Bicycle' test required models to generate a single SVG image, testing basic spatial understanding and object composition in a simple, static output. The new 'Lord of the Rings' benchmark is significantly more complex. It replaces a simple image generation task with the creation of a dynamic, multi-scene 3D world. It assesses a model's capability for long-term planning, multi-step reasoning, maintaining consistency across a large codebase, and managing interactive elements like camera angles, lighting, and character animations over time.

QWhat were some limitations or humorous failures observed when other models attempted the new benchmark?

AWhen other models attempted the task, notable failures included the DeepSeek V4 Flash version generating a scene where all characters were floating in the air, humorously described as 'Chinese people can fly.' Other common issues across demos included characters' bodies detaching from their heads, objects clipping through each other ('穿模'), and generally rough, abstract 3D graphics reminiscent of early 2000s animations. These highlight current model shortcomings in precise spatial reasoning and physical consistency.

QAccording to the article, what major shortcoming of current large models does this benchmark expose?

AThe benchmark exposes that while current large models can write code, build scenes, and generate game prototypes, they lack the ability to truly 'understand' or interact with the worlds they create. Karpathy pointed out that Opus 5 cannot 'enter' its generated world to playtest it; it can only inspect it by taking screenshots at different points in time. This reveals a gap in capabilities: models can create interactive content but cannot perceive it visually (understand video) or agency-based understanding (play the game) to debug or refine the experience autonomously.

QWhat future applications or possibilities does the article suggest based on the success of these 3D world-generation demos?

AThe article suggests several future possibilities: 1) Lowering the barrier for creating real-time 3D content and playable prototypes, enabling more AI-native simple animations and lightweight games. 2) A hybrid workflow where procedural code (from the LLM) handles scene composition and camera control, and a video-to-video model enhances the visual fidelity. 3) The potential for users to rely on general-purpose LLMs that can orchestrate multiple specialized APIs (for 3D, video, audio) to create complex media, reducing the need to use separate, specialized tools for each task. 4) The concept of AI agents collaboratively building large-scale virtual worlds like an 'Earth Online.'

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什么是 G$

理解 GoodDollar ($G$):去中心化普遍基本收入的蓝图 引言 在不断发展的加密货币和区块链技术领域,旨在解决紧迫社会问题的倡议引起了越来越多的关注。其中一个项目是 GoodDollar ($G$),这是一种基于 Web3 的普遍基本收入 (UBI) 解决方案。GoodDollar 努力通过创建和分配可获得的经济资源来应对不平等现象,填补财富差距,特别是向那些最需要帮助的人。通过创新性地使用去中心化金融 (DeFi),GoodDollar 提供了一种独特的模式,可能会重新塑造全球对金融援助的认知和传递方式。 什么是 GoodDollar ($G$)? GoodDollar 是一种加密货币协议,为其注册用户每天发行和分配数字代币,称为 $G$。这些代币作为一种普遍基本收入,推动来自不同背景的个人的财务赋权,尤其是那些传统上被排除在金融系统之外的人。 GoodDollar 在区块链上运营,利用包括以太坊、Celo 和 Fuse 在内的多个链,确保广泛的访问和可用性。GoodDollar 的基本目标是使加密货币对于每个人都可访问和有益,而不论他们的经济起点如何。 GoodDollar ($G$) 的创始人 关于 GoodDollar 的创始人,具体情况仍然有些模糊。然而,项目获得了广泛认可的投资平台 eToro 的强有力支持,eToro 提供了 GoodDollar 开发的初始资金和基础支持。该项目背后的愿景并不只是追求利润,而是非常注重社会企业家精神,旨在推动经济可获得性系统性变革。 GoodDollar ($G$) 的投资者 GoodDollar 得到了 eToro 的财务支持和运营支持。此次合作在协议的推出及其后续发展中发挥了重要作用。虽然 eToro 在建立项目基础方面发挥了重要作用,但 GoodDollar 设想在长期内转向由其社区资助的模式。这种转变符合 GoodDollar 对去中心化的承诺,使其用户可以直接参与项目的未来。 GoodDollar ($G$) 如何运作? GoodDollar 的运营框架在很大程度上依赖于 DeFi 原则,通过质押加密货币生成利息。这一机制使得项目能够铸造并分发 $G$ 代币作为全球用户的数字基本收入。有几个关键特性使 GoodDollar 的独特性和创新性得以体现: 普遍基本收入 (UBI):每一天,注册用户都会收到免费的代币,建立了一种自动收入来源,旨在减轻财务压力。 可持续经济模型:该项目的代币经济学旨在平衡 $G$ 代币的供需,确保其价值随时间的推移保持稳定。 储备支持的代币:每个 $G$ 代币都由加密货币储备支持,赋予其固有的价值和可靠性,这是保持用户信任的关键因素。 去中心化治理:GoodDollar 通过代币驱动的去中心化治理方式采用民主决策方法。这使得社区成员能够积极参与项目方向的塑造,使其真正成为由社区驱动。 全球可达性:GoodDollar 建立了相当大规模的社区基础,拥有超过 640,000 名成员,分布于 181 个国家。这种广泛的影响有助于在全球范围内促进 UBI。 GoodDollar ($G$) 时间线 GoodDollar 的发展历程中标志着几个重要的里程碑: 2019:GoodDollar 钱包的推出标志着落实其通过加密货币提供 UBI愿景的第一步。 2020:在成功推出钱包后,GoodDollar 协议正式亮相。这标志着其提供每日分发收入使命的一项关键阶段。 2021:项目进一步推进,引入了去中心化自治组织 (DAO),促进了更高水平的社区参与和治理。 2022:GoodDollar 发布了其 DeFi 友好的版本 2 (V2),努力提高用户参与感和运营效率。同年,GoodDollar 还转向通过 GoodDAO 实现去中心化治理结构。 2022:构思出了一条新路线图,专注于像促进与 $G$ 相关的企业家风险投资的赠款计划等倡议,以及升级 GoodDollar 市场。 GoodDollar ($G$) 的关键特性 GoodDollar 项目引入了众多关键特性,旨在重新定义基本收入的格局: 普遍基本收入:向用户每天提供免费的代币,从根本上强调其消除经济脆弱性的使命。 多链运营:利用多个区块链网络提高可获得性和可扩展性,确保更广泛的参与。 与去中心化金融的接轨:DeFi 的使用允许可持续资金支持 UBI 模型,增强其作为经济解决方案的可行性。 社区参与和治理:GoodDollar 设想了一种模型,社区通过民主参与影响运营,促进透明度和问责制。 全球社区:拥有一个多元化的全球社区使该项目能够根据不同文化和经济背景实施量身定制的 UBI 解决方案。 结论 GoodDollar 代表了通过区块链技术的创新视角,融入普遍基本收入原则的一次变革性飞跃。通过利用去中心化金融,该项目不仅提供了解决财务不平等的方案,还积极让用户参与其治理和运营。随着社区的不断壮大和路线图的不断演变,GoodDollar 在加密货币与社会福祉交汇的领域中,成为一个重要的参与者,开辟了更公平的金融未来。随着其持续发展,GoodDollar 的旅程最终可能会激励其他倡议考虑类似的模型,进一步推动经济赋权的事业。

332人学过发布于 2024.04.01更新于 2024.12.03

什么是 G$

如何购买G

欢迎来到HTX.com!我们已经让购买Gravity(G)变得简单而便捷。跟随我们的逐步指南,放心开始您的加密货币之旅。第一步:创建您的HTX账户使用您的电子邮件、手机号码注册一个免费账户在HTX上。体验无忧的注册过程并解锁所有平台功能。立即注册第二步:前往买币页面,选择您的支付方式信用卡/借记卡购买:使用您的Visa或Mastercard即时购买Gravity(G)。余额购买:使用您HTX账户余额中的资金进行无缝交易。第三方购买:探索诸如Google Pay或Apple Pay等流行支付方法以增加便利性。C2C购买:在HTX平台上直接与其他用户交易。HTX场外交易台(OTC)购买:为大量交易者提供个性化服务和竞争性汇率。第三步:存储您的Gravity(G)购买完您的Gravity(G)后,将其存储在您的HTX账户钱包中。您也可以通过区块链转账将其发送到其他地方或者用于交易其他加密货币。第四步:交易Gravity(G)在HTX的现货市场轻松交易Gravity(G)。访问您的账户,选择您的交易对,执行您的交易,并实时监控。HTX为初学者和经验丰富的交易者提供了友好的用户体验。

1.3k人学过发布于 2024.12.10更新于 2026.06.02

如何购买G

什么是 @G

石墨网络,$@G:连接传统金融与Web3 石墨网络,$@G简介 在充满活力的加密货币和Web3项目的世界中,石墨网络作为创新的灯塔而崭露头角。凭借其本地代币$@G,这个Layer-1、权威证明(PoA)区块链旨在弥合传统金融(TradFi)与快速发展的Web3生态系统之间的差距。随着数字货币的获得关注,石墨网络努力提供一个优先考虑安全性、合规性和速度的区块链平台,展现出作为信任和问责的促进者的形象。 什么是石墨网络,$@G? 石墨网络不仅仅是另一个区块链项目;它旨在重新定义去中心化、安全性和用户问责在数字金融领域的认知。该项目拥有一系列独特的特点: 基于声誉的区块链:石墨网络的核心实施了一用户一账户政策,结合了集成的客户尽职调查(KYC)验证和评分机制。这一设计确保了用户隐私与透明度之间的平衡——这是当今数字世界金融操作的关键方面。 入口节点收入:该网络激励用户设置入口节点,使运营商能够从网络交易中获得奖励。这种收入生成模式不仅提升了用户参与度,还增强了网络健康和去中心化。 EVM兼容性:凭借与以太坊兼容的虚拟机(VM),石墨网络实现了现有Solidity去中心化应用(dApps)和智能合约的无缝集成,从而邀请开发者在无需大量修改的情况下利用其能力。 KYC集成:在合规性至关重要的时代,集成的KYC框架与多个验证层次增强了对金融操作的控制,而无需强制参与,为用户自主权树立了先例。 谁是石墨网络,$@G的创造者? 石墨网络源于石墨基金会的努力,石墨基金会是一个致力于石墨网络开发、维护和演变的非营利组织。基金会的承诺强调了该项目创建一个安全和可持续的区块链环境的愿景,专注于真正的用户参与和合规性。 谁是石墨网络,$@G的投资者? 目前,关于支持石墨网络倡议的具体投资者的信息有限。创始组织石墨基金会独立运作,促进项目的增长,同时寻求与其合规和可访问区块链平台愿景相符的合作伙伴关系。 石墨网络,$@G如何运作? 石墨网络的运作基于其独特的权威证明共识机制,在高吞吐量与去中心化之间取得了令人印象深刻的平衡。让我们深入探讨定义其运作的各个组成部分: 传输节点:作为入口节点,这些节点对生态系统至关重要。运营商可以从穿越网络的交易中获得收入,这不仅赋能了个体用户,还增强了网络去中心化。 授权节点:石墨网络的核心是经过严格合规测试的核心验证者,包括强有力的KYC验证和技术评估。这一信任层对于确保网络内交易保持高水平的完整性至关重要。 代币系统:石墨网络采用独特的代币系统用于其包装代币,称为@G。此功能增强了资产集成的清晰度,使用户交易易于理解和直接。 石墨网络的创新方法反映了在解决数字金融关键问题方面的重要一步,为未来的用户从传统金融形式转向去中心化应用的世界做好了良好的定位。 石墨网络,$@G的时间线 要了解石墨网络的发展和里程碑,回顾其时间线上的关键事件是有益的: 2021年:石墨基金会成立的石墨网络标志着区块链开发新篇章的开始,专注于合规性和用户赋权。 关键发展:在启动后,入口节点收入的引入、基于声誉的模型的建立、集成KYC验证以及EVM兼容性的提供代表了项目的重要进展。 近期活动:石墨基金会持续的发展和培育工作专注于增强网络功能,同时促进生态系统的增长,展示了对可持续性和创新的长期承诺。 其他关键点 除了其基础组件,石墨网络还包含多个工具和功能,增强其可用性: 石墨钱包:一个用户友好的Chrome扩展,方便访问各种网络功能和应用,提升用户便利性。 石墨桥:该工具允许在不同网络之间无缝转移石墨资产,促进一个集成和可互操作的生态系统。 石墨浏览器:作为生态系统中的一个重要工具,该功能使用户能够实时查看和验证智能合约源代码、跟踪交易并探索其他重要信息。 石墨测试网:该项目为开发者提供了一个强大的测试环境,使他们能够在主网部署之前确保稳定性和可扩展性。这一举措不仅赋能了开发者,还增强了整个网络的可靠性。 结论 石墨网络及其本地代币$@G代表了在连接传统金融与尖端区块链技术方面的重要一步。通过专注于安全性、合规性和去中心化,这一创新平台将引领向Web3时代的过渡。随着用户参与度的增长和更多项目利用其能力,石墨网络有望为快速发展的数字生态系统做出持久贡献。 总之,石墨网络证明了当创新思维与现代金融和技术的日益增长需求相结合时,可以实现的成就。随着世界探索去中心化金融的潜力,石墨网络无疑将在这一领域中继续扮演重要角色。

171人学过发布于 2025.01.06更新于 2025.01.06

什么是 @G

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