Space Bunny Alpha · HTML Files
- 2 finished runs
- 3 prompts
- 1 model
- every prompt published
Cinematic fjord boat scene (Three.js)
Build a playable, cinematic single-page Three.js experience: a small boat drifting through a Norwegian-style fjord / coastal mountain landscape. Requirements: - ONE self-contained index.html file (HTML + CSS + JS inline). No external assets of any kind (no textures, models, fonts, audio files) EXCEPT Three.js itself, loaded via an import map from this exact pinned CDN: "three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/" All textures (water normals, rock, snow, bark, clouds, etc.) must be generated procedurally in code (canvas / DataTexture / shaders). - Scene content: steep procedural fjord walls and mountains with snow caps, rock and grass coloring by height/slope; procedural conifer forests (instanced); a water surface with animated waves and sky/landscape reflections; a lighthouse on a rocky point with a rotating beam that matters at night; a small wooden boat with 2 simple stylized 3D characters on it (one rowing/steering, one looking around, with small idle animations); distant islands; birds or other small life if cheap. - Dynamic weather cycling clear -> fog -> rain -> storm -> clearing, with smooth transitions: fog density, cloud cover, rain particles, lightning flashes + wind and bigger waves in the storm. - A full day/night cycle: sunrise, day, golden hour, sunset, night with stars and moon, lit lighthouse and boat lantern. Sky color, sun/moon lights, and fog color must track time of day. - Controls: keyboard (WASD/arrows to steer and throttle the boat, C to switch camera, T toggles auto-tour, 1-5 to force weather, N to jump time) and touch (on-screen joystick/buttons on phones). Camera follows the boat in play mode. - An "auto-tour" cinematic camera mode: slow, smooth, film-like camera moves (orbits, low water-level glides, high establishing shots, close-ups of the characters) while the boat drifts along a path through the fjord and the weather and time of day progress. - Minimal, elegant UI: small title "Fjordlys" (or a better name of your choice), a tiny hint line for controls, fading out in tour mode. - Must run smoothly on desktop and phone browsers: keep geometry/particle counts moderate, cap devicePixelRatio at 2, handle resize/orientation. - IMPORTANT for automated video capture, support these URL parameters: ?tour=1 start directly in auto-tour mode ?capture=1 hide ALL UI overlays (title, hints, touch controls) ?cycle=40 when present, compress one complete showcase into that many seconds: the time of day goes from morning through golden hour, sunset and night, and the weather passes clear -> fog -> rain -> storm -> clearing within that span (so a 40-second recording shows everything). Without it, use a relaxed pace suited to live play. Drive all animation from the requestAnimationFrame timestamp / performance.now() (not from wall-clock-independent accumulators that ignore time), so that overriding those functions steps the scene deterministically. Set window.__sceneReady = true once the first frame has rendered. - No console errors or warnings in a current Chrome. Use modern Three.js r160 APIs only (no deprecated/removed ones). Output ONLY the complete index.html, starting with <!DOCTYPE html> and ending with </html>, with no explanation and no markdown fences. Build it as index.html (plus any local asset files you create) in the current directory. Three.js may load from a pinned CDN. 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 until it looks genuinely cinematic before finishing. Close any browser you open as soon as you've taken your screenshot.
Folding road threejs
ok here it is - my first Opus 5.5 vibecoded threejs 3D experience my God!! Opus is creative!! I made a road that forgets which way is down. It folds 90° up a yellow wall, runs upside down across a ceiling, and turns into sheet music: steer through the notes to play each street's melody. Watercolour. Ink. A radio on the roof. #vibejam Build it as index.html (plus any local asset files you create) in the current directory. Three.js may load from a pinned CDN. 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.
Animated short film drawn in code (HTML/JS)
Write a single self-contained HTML file that plays an original animated short film, about 50 seconds long, drawn entirely in code. Hard technical rules: - One file: HTML + inline <script> (+ optional inline <style>). No external images, fonts, libraries, audio files or network requests of any kind. Every frame is drawn procedurally with Canvas 2D (or WebGL if you prefer). - The canvas renders at a fixed internal resolution of 1920x1080 and is scaled with CSS to fit the window (letterboxed, black background). - The animation starts automatically on page load and is driven ONLY by requestAnimationFrame and the timestamp from performance.now() (measure elapsed time from the first frame). Everything on screen must be a pure function of elapsed time t, so the film is deterministic and can be captured frame by frame. No Math.random() at draw time — use a seeded PRNG / hash noise so frames are identical run to run. No setTimeout/setInterval for animation. - Define window.FILM_DURATION (seconds). After the film ends, hold the final frame. - Soundtrack: write an original WebAudio score (melody, chords, a little percussion or ambience, and sound cues that match story moments) synced to the same timeline. Put ALL audio scheduling in a function window.buildSoundtrack(ctx, startTime) that schedules every note/effect on any BaseAudioContext (so it also works on an OfflineAudioContext). Also expose window.renderSoundtrack = () => an OfflineAudioContext(2, 44100*FILM_DURATION, 44100) render of it returning a Promise<AudioBuffer>. For live viewing, start the soundtrack on the first click/tap/keypress (browsers block autoplay) aligned to the current film time; show a small unobtrusive "tap for sound" hint until then. Use only oscillators, noise buffers you generate, filters, gain envelopes — no samples. - No console errors. The film (this is a showcase of what you can animate — make it genuinely beautiful and moving): - An ORIGINAL story with a small emotional arc (setup, a problem or longing, a turn, a warm resolution). A single consistent main character — any character you like — who appears in every scene and is recognisably the same design throughout. - At least 4 distinct scenes, with real transitions between them (e.g. wipes, iris, match cuts, cross-dissolves, camera moves through space). - Expressive character animation: a proper walk cycle (legs, arms, body bob), blinking, and facial emotion changes (e.g. curious, sad, surprised, joyful) that follow the story. - A virtual camera that pans, zooms and tracks, with parallax layers for depth. - Lighting and time-of-day changes across the film (e.g. dawn → day → dusk → night, or a storm clearing), with colour grading, glows, and shadows. - Particles and weather (rain, snow, fireflies, leaves, dust, stars — your choice, at least two kinds). - On-screen story text / subtitles in a tasteful storybook style that tell the story in a few short lines. - A cohesive art direction: a warm, hand-made "paper cut-out / storybook" look is welcome (textured paper, soft edges, slight wobble), but choose what serves your story. - End with a title of your film and a gentle closing frame. Output ONLY the complete HTML file, starting with <!DOCTYPE html> and ending with </html>. No explanation, no markdown fences. Save it as index.html in the current directory. You may open it in headless chromium to check it and iterate.