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Boids dragon

In Three.js with WebGLRenderer (no WebGPU required), create a serpentine dragon made of 400+ segments whose body follows a boids-style flock leader through a…

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1 test · 1 finished runs (1 agent, 0 raw one-shot) · 1 live demo

The prompt

In Three.js with WebGLRenderer (no WebGPU required), create a serpentine dragon made of 400+ segments whose body follows a boids-style flock leader through a night sky. Segments use flocking (separation, alignment, cohesion) plus a spine constraint so the body reads as one creature. Add glowing scales, a particle ember trail, mouse-attractor steering and an orbit camera. Single index.html, 60 fps target. IDLE AUTO-PLAY: with no input, the page starts animating immediately and runs an automatic demo (camera motion, preset or seed cycling, or an AI player) so a headless capture shows constant motion. Must render on WebGL/WebGL2 with no WebGPU required. Save the main page as index.html in the current directory (plus any local asset files you create), with no build step. You may serve it locally and open it in headless chromium (/usr/bin/chromium, software WebGL, no GPU, no WebGPU) to screenshot and inspect your own output, and iterate on your own before finishing. Close any browser you open as soon as you've taken your screenshot. Finish with a short README.md describing the controls.

Same prompt, all models: step through 1 runsIn the gallery: one player, arrow keys or swipe.

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