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Jetski ocean physics

Build a Three.js jet ski physics simulation on an open ocean.

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

The prompt

Build a Three.js jet ski physics simulation on an open ocean. The ocean is an animated, endless wave surface (sum of directional waves) that you also sample on the CPU, so the jet ski floats on it with real buoyancy: several hull sample points push it up by their depth below the surface, giving pitch and roll as it rides over swells, with drag, gravity, and airtime and a splash-down when it jumps off a crest. The rider controls throttle and steering with the keyboard (W/S or arrow keys, A/D to steer) and with on-screen touch controls on mobile (a throttle slider or pedal and a steering stick). Steering leans the craft into the turn and grip falls off at speed. Add a foamy wake trail and spray particles from the hull that scale with speed, a smooth chase camera that follows behind and above, a sky with a sun and a visible horizon where the sea fades into haze, and a small HUD with speed and a sea-state slider (calm to stormy) that changes wave height live. Everything is built in code; no external models, textures or HDRIs. Build it as index.html (plus any local asset files you create) in the current directory, with no build step; three.js and any addons may load from a pinned CDN. It must run at a smooth frame rate on a mid-range phone and touch controls must work. You may serve it locally and open it in headless chromium (/usr/bin/chromium, software WebGL, no GPU) 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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