Torchlit dungeon dragon
Build a single-file Three.js scene (index.html, Three.js from a CDN, no build step): a stone dungeon chamber lit only by flickering wall torches, with a slee…
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1 test · 1 finished runs (1 agent, 0 raw one-shot) · 1 live demo
The prompt
Build a single-file Three.js scene (index.html, Three.js from a CDN, no build step): a stone dungeon chamber lit only by flickering wall torches, with a sleeping dragon curled on a pile of gold coins. Requirements: procedural stone walls and floor (no external textures), at least 6 torches using point lights with flickering intensity and a particle flame/ember system, a dragon built from primitives with a slow breathing animation (chest rising, nostril smoke puffs), instanced gold coins that glint, soft shadows, fog and a subtle bloom. Click the dragon to wake it: it lifts its head, eyes glow and it exhales a fire stream that lights the room. IDLE AUTO-PLAY: with no input, run a slow cinematic camera path through the chamber, and every 20 seconds the dragon wakes on its own, breathes fire, and settles back to sleep. Must render with WebGLRenderer (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.