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Webgpu fishing game

Build a complete, playable 3D fishing game in ONE standalone index.html using Three.js with the WebGPU renderer (WebGL2 fallback).

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

The prompt

Build a complete, playable 3D fishing game in ONE standalone index.html using Three.js with the WebGPU renderer (WebGL2 fallback). A small lake at golden hour with an animated water surface (normal-mapped waves, fresnel reflections, shoreline foam), a wooden dock and a first-person rod. Mechanics: hold to charge a cast, a visible line with sag physics and a bobber that bobs on the waves, random bites with a timing minigame (tension bar; the line snaps if tension stays too high), at least 5 fish species with different rarity, size and fight behaviour, a catch log UI and a score. Ambient birds or insects, a day-progress sky. No external assets except the Three.js CDN; everything is procedural. Must run at 60 fps on a laptop and be fully playable with mouse and keyboard; show controls on screen. 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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