Webgpu ocean wave physics
Build a single standalone index.html (no build step, CDN imports only) with Three.js WebGPURenderer and TSL: an open-ocean scene with Gerstner/FFT-style wave…
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1 test · 2 finished runs (2 agent, 0 raw one-shot) · 2 live demos
The prompt
Build a single standalone index.html (no build step, CDN imports only) with Three.js WebGPURenderer and TSL: an open-ocean scene with Gerstner/FFT-style wave displacement computed on the GPU, foam on crests, sky reflection and a floating buoy that bobs physically on the surface. Add an on-screen slider panel for wind speed, wave height and choppiness that updates live. Camera slowly orbits; mouse drag overrides. Fall back to WebGL if WebGPU is unavailable. Must run at 60fps on a laptop. 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 2 runsIn the gallery: one player, arrow keys or swipe.