Deliver one self-contained index.html (Three.js via CDN allowed, no other external assets). It must run when opened and start an automatic demo or attract mode without any user input. Build a 3D voxel Japanese garden in Three.js: a pagoda, cherry blossom trees, a koi pond with koi swimming on curved paths, and falling petal particles. Add a day/night cycle with a time slider and lighting that changes smoothly. The camera slowly orbits by default, and the user can drag to orbit.
State A race on three train-track lanes, left, middle and right, all running forward. You are in the right lane, running, at 15 m/s. Your answers take about 0.56 s, so your move is made about 8 m further on. Your last move was keep. Your lane (right): a low barrier (jump over it) 12 m ahead, reached in 0.79 s (0.23 s after your answer). Left lane: a low barrier (jump over it) 12 m ahead, reached in 0.79 s (0.23 s after your answer); then a ramp 59 m ahead, reached in 4.06 s (3.50 s after your answer), up onto a standing train's roof, 26 m long. Middle lane: a low barrier (jump over it) 12 m ahead, reached in 0.79 s (0.23 s after your answer); then a standing train, 12 m long, 70 m ahead, reached in 4.79 s (4.23 s after your answer). You are 3rd of 5. Jev is level with you in the middle lane. OpenAI is level with you in the left lane. Laya is 4 m behind you in the middle lane. Clef is 4 m behind you in the left lane. The ground is breaking away 40 m behind you. Instructions (the same in every question) Choose this runner's next move. Crashing into a barrier or the front of a train knocks it down and costs ground; the ground breaking away behind it ends its race. Your move is made when your answer arrives, so allow for your answer time. A lane change takes 0.13 s. A jump lasts 0.61 s and clears a low barrier you reach 0.10 to 0.55 s after jumping, or a buffer stop you reach 0.14 to 0.50 s after: jump too early and you land before it. A roll gets you under a high barrier you reach within 0.64 s of rolling: roll too early and you stand up before it. Changing lanes into the side of a train or barrier bounces you back and costs speed. Trains are too high to jump onto, except with spring shoes; a ramp runs straight up onto its train's roof. On a roof, ground obstacles pass below you; where the roof ends you drop to the ground, unless the next roof starts within 3 m. Running into another runner's back trips you, changing lanes into one bounces you back, and jumping takes you over one.
Use REA to inspect this dinosaur game. Why does it get faster? Show the speed rule, then build a small version with an adjustable speed.
SOUND LAYER • Opus 5.5
You can't hear. Use real recordings, place them from the timeline, look at
every sound, and let the QA decide. A human does the final ear check.
SETUP git clone https://github.com/Bodila51/opus-sound-layer sound-layer
Use its scripts (needs ffmpeg and uv). Never rewrite them and never loosen a
threshold to make a check pass.
1 CUES Export audio/cues.json from the picture's own timing (springs,
easings, data-start). Never type frames. Format: uv run
sound-layer/scripts/mix.py --schema. Sound only on real actions; tag each:
cut (full-frame change) • move (frame of peak speed) • land (frame motion
stops) • appear (element pops in). One hero per ~4 s (logo, reveal):
"thump+tap" with stop_before and build.
2 SOUNDS uv run sound-layer/scripts/sfx.py kit (26 CC0 recordings).
Never synthesize hits, clicks or whooshes; no meme sounds. For a missing
type: sfx.py search "<material action>" --type <type>, then sfx.py sheet
and LOOK: reject two events in one clip, steady noise, clicks inside a
whoosh, clean sine lines on a physical sound. Music: my track, or a CC0 loop.
3 BUILD Render the picture muted, then:
uv run sound-layer/scripts/mix.py audio/cues.json
ffmpeg -i video.mp4 -i audio/mix.wav -map 0:v -map 1:a -c:v copy -c:a aac
-b:a 256k -shortest out/final.mp4
uv run sound-layer/scripts/qa.py out/final.mp4
4 VERIFY Fix every FAIL by changing cues or sounds, at most 2 rounds.
Open audio/qa.png and describe what you see at each hero cue.
5 DELIVER final.mp4 • audio/kit/CREDITS.md • LISTEN.md: 5 timecodes to
check by ear. Don't call the sound good; report what the checks show.
SOUND LAYER • Opus 5.5 You can't hear. Use real recordings, place them from the timeline, look at every sound, and let the QA decide. A human does the final ear check. SETUP git clone https://github.com/Bodila51/opus-sound-layer sound-layer Use its scripts (needs ffmpeg and uv). Never rewrite them and never loosen a threshold to make a check pass. 1 CUES Export audio/cues.json from the picture's own timing (springs, easings, data-start). Never type frames. Format: uv run sound-layer/scripts/mix.py --schema. Sound only on real actions; tag each: cut (full-frame change) move (frame of peak speed) land (frame motion stops) appear (element pops in). One hero per ~4 s (logo, reveal): \"thump+tap\" with stop_before and build. 2 SOUNDS uv run sound-layer/scripts/sfx.py kit (26 CC0 recordings). Never synthesize hits, clicks or whooshes; no meme sounds. For a missing type: sfx.py search \"<material action>\" --type <type>, then sfx.py sheet and LOOK: reject two events in one clip, steady noise, clicks inside a whoosh, clean sine lines on a physical sound. Music: my track, or a CC0 loop. 3 BUILD Render the picture muted, then: uv run sound-layer/scripts/mix.py audio/cues.json ffmpeg -i video.mp4 -i audio/mix.wav -map 0:v -map 1:a -c:v copy -c:a aac -b:a 256k -shortest out/final.mp4 uv run sound-layer/scripts/qa.py out/final.mp4 4 VERIFY Fix every FAIL by changing cues or sounds, at most 2 rounds. Open audio/qa.png and describe what you see at each hero cue. 5 DELIVER final.mp4 audio/kit/CREDITS.md LISTEN.md: 5 timecodes to check by ear. Don't call the sound good; report what the checks show.
Teach yourself how to write a symphony and then produce it
Build an endless runner in Tron visual style.
3 lanes, jump/slide/dodge, obstacles, rewards, etc.
Web browser based game. No Login. No leaderboard.
Keep track of token usage and total time spent building the game.
Do not stop until it passes all tests and is ready to release.
The project is public and people are now cutting issues. Make sure you periodically check in on those issues on github and spin up workflows to address them. Real incompatibilities reported by users take priority over our usual performance work.
play 2048 with your browser
Hi have a look at program.md and let's kick off a new experiment! let's do the setup first.