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

marsbit發佈於 2026-08-03更新於 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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相關問答

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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什麼是 G$

了解 GoodDollar ($G$):去中心化的普世基本收入藍圖 介紹 在不斷演變的加密貨幣和區塊鏈技術領域,旨在解決迫切社會問題的倡議越來越受到關注。其中一個項目是 GoodDollar ($G$),這是一個基於 Web3 的普世基本收入 (UBI) 解決方案。GoodDollar 致力於通過創造和分配可及的經濟資源來解決不平等問題,縮小財富差距,特別是向最需要幫助的人提供支持。通過創新的去中心化金融 (DeFi) 使用,GoodDollar 提出了一個獨特的模式,可能改變全球對金融援助的看法和提供方式。 什麼是 GoodDollar ($G$)? GoodDollar 是一種加密貨幣協議,能夠每天向註冊用戶發放數字代幣,稱為 $G$。這些代幣作為一種普世基本收入的形式,促進來自不同背景的個人,特別是那些傳統上被排除在金融系統之外的人的財務賦權。 GoodDollar 運行在區塊鏈上,利用包括以太坊、Celo 和 Fuse 在內的多條鏈,確保廣泛的接入和可用性。GoodDollar 的基本目標是使加密貨幣對每個人都可接近和有益,無論他們的經濟起點如何。 GoodDollar ($G$) 的創建者 好Dollar的創建者的詳細信息仍然有些模糊。然而,值得注意的是,該項目受到了廣為人知的投資平台 eToro 的強力支持,該平台為 GoodDollar 的開發提供了初始資金和基礎支持。該項目的願景不僅僅是以盈利為目標,而是強烈傾向於社會企業家精神,旨在促進經濟可接近性的系統性變革。 GoodDollar ($G$) 的投資者 GoodDollar 在 eToro 的財務支持和運營支持下蓬勃發展。這一夥伴關係在協議的啟動及其後續發展中發揮了重要作用。雖然 eToro 在建立項目的基礎方面發揮了重要作用,但 GoodDollar 計劃在長期內向社區資助的模式轉變。這一社區資助的轉變符合 GoodDollar 對去中心化的承諾,使其用戶能夠直接參與項目的未來。 GoodDollar ($G$) 如何運作? GoodDollar 的運營框架主要依賴 DeFi 原則,從質押的加密貨幣中產生利息。這一機制使項目能夠鑄造和分發 $G$ 代幣,作為全球用戶的數字基本收入。幾個關鍵特徵使 GoodDollar 的獨特性和創新性得以體現: 普世基本收入 (UBI):每天,註冊用戶會獲得免費代幣,建立自動收入流,以減輕經濟壓力。 可持續經濟模型:該項目的代幣經濟旨在平衡 $G$ 代幣的供需,確保其價值隨時間穩定。 儲備支持的代幣:每個 $G$ 代幣都由一籃加密貨幣儲備支持,為其提供內在價值和可靠性,這對保持用戶信任至關重要。 去中心化治理:GoodDollar 通過代幣驅動的去中心化治理,採取民主的決策方式。這使社區成員能夠積極參與項目軌跡的塑造,使其真正以社區為驅動。 全球可及性:GoodDollar 已經建立了相當大的社區基礎,擁有來自 181 個國家的超過 640,000 名成員。如此廣泛的影響力對於促進全球範圍內的 UBI 實施至關重要。 GoodDollar ($G$) 的時間線 GoodDollar 的發展歷程中標誌著幾個重要的里程碑: 2019:GoodDollar 錢包的推出標誌著將其通過加密貨幣提供 UBI 願景的第一步。 2020:在成功推出錢包後,GoodDollar 協議正式公開。這標誌著其提供每日分發收入的使命的重要階段。 2021:該項目通過推出去中心化自治組織 (DAO) 進一步推進,促進了更高水平的社區參與和治理。 2022:GoodDollar 推出了其 DeFi 友好版本 2 (V2),旨在提升用戶參與度和運營效率。同年,還實現了通過 GoodDAO 轉變為去中心化治理結構。 2022:制定了新路線圖,重點關注旨在促進 $G$ 相關創業計畫的贈款計畫及升級的 GoodDollar 市場。 GoodDollar ($G$) 的主要特徵 GoodDollar 項目引入了多個關鍵特徵,旨在重新定義基本收入的格局: 普世基本收入:每天向用戶提供免費代幣,根本強調了消除經濟危險的使命。 多鏈運作:利用多條區塊鏈網絡增強可及性和可擴展性,確保更廣泛的參與。 與去中心化金融的互動:使用 DeFi 支持基本收入模型的可持續資金,增強其作為經濟解決方案的可行性。 社區參與和治理:GoodDollar 計劃一個社區影響運作的模式,通過民主參與來促進透明度和問責制。 全球社區:擁有多元的全球社區,讓該項目能夠實施適合不同文化和經濟背景的基本收入解決方案。 結論 GoodDollar 代表了通過區塊鏈技術的創新視角來整合普世基本收入原則的變革性飛躍。通過利用去中心化金融,該項目不僅提供了解決財務不平等的方案,還積極讓用戶參與其治理和運營。隨著社區的增長和路線圖的演變,GoodDollar 在加密貨幣與社會公益的交匯處,成為了一個重要的角色,為更公平的金融未來鋪平道路。隨著其不斷發展,GoodDollar 的旅程最終可能會激勵其他倡議考慮類似模式,進一步推進對所有人經濟賦權的事業。

307 人學過發佈於 2024.04.05更新於 2024.12.03

什麼是 G$

如何購買G

歡迎來到HTX.com!在這裡,購買Gravity (G)變得簡單而便捷。跟隨我們的逐步指南,放心開始您的加密貨幣之旅。第一步:創建您的HTX帳戶使用您的 Email、手機號碼在HTX註冊一個免費帳戶。體驗無憂的註冊過程並解鎖所有平台功能。立即註冊第二步:前往買幣頁面,選擇您的支付方式信用卡/金融卡購買:使用您的Visa或Mastercard即時購買Gravity (G)。餘額購買:使用您HTX帳戶餘額中的資金進行無縫交易。第三方購買:探索諸如Google Pay或Apple Pay等流行支付方式以增加便利性。C2C購買:在HTX平台上直接與其他用戶交易。HTX 場外交易 (OTC) 購買:為大量交易者提供個性化服務和競爭性匯率。第三步:存儲您的Gravity (G)購買Gravity (G)後,將其存儲在您的HTX帳戶中。您也可以透過區塊鏈轉帳將其發送到其他地址或者用於交易其他加密貨幣。第四步:交易Gravity (G)在HTX的現貨市場輕鬆交易Gravity (G)。前往您的帳戶,選擇交易對,執行交易,並即時監控。HTX為初學者和經驗豐富的交易者提供了友好的用戶體驗。

909 人學過發佈於 2024.12.13更新於 2026.06.02

如何購買G

什麼是 @G

Graphite Network, $@G: 橋接傳統金融與Web3 Graphite Network, $@G 介紹 在充滿活力的加密貨幣和Web3項目世界中,Graphite Network作為創新的燈塔而崛起。憑藉其原生代幣$@G,這個Layer-1、權威證明(PoA)區塊鏈旨在橋接傳統金融(TradFi)與快速發展的Web3生態系統之間的鴻溝。隨著數字貨幣的普及,Graphite Network努力提供一個優先考慮安全性、合規性和速度的區塊鏈平台,展現其作為信任與問責的促進者。 Graphite Network, $@G 是什麼? Graphite Network不僅僅是另一個區塊鏈項目;它旨在重新定義去中心化、安全性和用戶問責在數字金融領域的認知。該項目擁有一系列獨特的特徵: 基於聲譽的區塊鏈:Graphite Network的核心實施了一個用戶一賬戶的政策,並配備了集成的了解你的客戶(KYC)驗證和評分機制。這一設計確保了用戶隱私與透明度之間的平衡——這是當今數字世界金融運作中的關鍵方面。 入門節點收入:該網絡激勵用戶設置入門節點,允許運營商從網絡交易中獲得獎勵。這一收入生成模式不僅提升了用戶參與度,還加強了網絡健康和去中心化。 EVM兼容性:Graphite Network配備以太坊兼容的虛擬機(VM),使現有的Solidity去中心化應用(dApps)和智能合約的無縫集成成為可能,從而邀請開發者在不需大量修改的情況下利用其能力。 KYC集成:在合規性至關重要的時代,集成的KYC框架與多層驗證增強了對金融操作的控制,而不強制參與,為用戶自主權樹立了先例。 誰是Graphite Network, $@G的創建者? Graphite Network源自Graphite Foundation的努力,這是一個專注於Graphite Network的開發、維護和演進的非營利組織。該基金會的承諾強調了項目創建一個安全和可持續的區塊鏈環境的願景,專注於真實的用戶參與和合規性。 誰是Graphite Network, $@G的投資者? 目前,關於支持Graphite Network倡議的具體投資者的信息有限。創始組織Graphite Foundation獨立運作,促進項目的增長,同時尋求與其合規和可訪問的區塊鏈平台願景相契合的夥伴關係。 Graphite Network, $@G如何運作? Graphite Network的運作基於其獨特的權威證明共識機制,這在高吞吐量和去中心化之間取得了令人印象深刻的平衡。讓我們深入了解定義其運作的各個組件: 傳輸節點:作為入門節點,這些對生態系統至關重要。運營商可以從穿越網絡的交易中獲得收入,這不僅賦予個別用戶權力,還增強了網絡的去中心化。 授權節點:Graphite Network的核心是經過嚴格合規測試的核心驗證者,這包括強大的KYC驗證以及技術評估。這一信任層對於確保網絡內交易保持高水平的完整性至關重要。 代碼系統:Graphite Network為其包裝代幣採用獨特的代碼系統,標記為@G。這一特徵增強了資產整合的清晰度,使得用戶交易易於理解和簡單明瞭。 Graphite Network的創新方法反映了在解決數字金融關鍵問題方面的重要一步,為未來的發展奠定了良好的基礎,隨著越來越多的用戶從傳統金融形式轉向去中心化應用的世界。 Graphite Network, $@G的時間線 要了解Graphite Network的進展和里程碑,回顧其時間線上的關鍵事件是有益的: 2021年:Graphite Foundation創立Graphite Network,標誌著區塊鏈開發新篇章的開始,專注於合規性和用戶賦權。 關鍵發展:在啟動後,入門節點收入的引入、基於聲譽的模型的建立、集成的KYC驗證以及EVM兼容性的提供代表了該項目的重大進展。 近期活動:Graphite Foundation的持續開發和培育工作專注於增強網絡功能,同時促進生態系統的增長,展現了對可持續性和創新的長期承諾。 其他關鍵點 除了其基礎組件外,Graphite Network還包含幾個工具和功能,以增強其可用性: Graphite Wallet:一個用戶友好的Chrome擴展,方便用戶訪問各種網絡功能和應用,提升用戶便利性。 Graphite Bridge:此工具允許在不同網絡之間無縫轉移Graphite資產,促進一個集成和互操作的生態系統。 Graphite Explorer:作為生態系統中的一個重要工具,該功能使用戶能夠查看和驗證智能合約源代碼、跟踪交易並實時探索其他重要信息。 Graphite Testnet:該項目為開發者提供了一個強大的測試環境,使其能在主網部署之前確保穩定性和可擴展性。這一舉措不僅賦予開發者權力,還增強了整個網絡的可靠性。 結論 Graphite Network及其原生代幣$@G代表了在橋接傳統金融與尖端區塊鏈技術方面的重要進展。通過專注於安全性、合規性和去中心化,這一創新平台將引領進入Web3時代的過渡。隨著用戶參與度的增長和更多項目利用其能力,Graphite Network有望對快速發展的數字環境作出持久貢獻。 總之,Graphite Network是創新思維與現代金融和技術日益增長的需求相結合所能實現的成就的見證。隨著世界探索去中心化金融的潛力,Graphite Network無疑將在這一領域中保持重要的地位。

159 人學過發佈於 2025.01.06更新於 2025.01.06

什麼是 @G

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