GPT-6 AstraAuthor Vib3Coded

Pixel-art knight at a night campfire in a single-file Three.js scene

GPT-6 Astra produced a pixelated forest clearing where a voxel knight rests by a flickering fire and can be switched between six actions.

Pixel-art knight at a night campfire in a single-file Three.js scene
Claude Code + Three.js (code only)Wandy 2
Actual models · 360°Both from the same photo: left — one unedited Claude Code (Opus 5.5) run modelling it in Three.js code; right — Wandy 2.

Create detailed 3D models

Code alone gets you simple shapes. Wandy 2 turns one photo into a textured 3D model you can use in the same scene.

GPT-6 Astra prompt

You are a Senior Creative WebGL & Three.js Developer. Your task is to build a complete, production-ready, interactive 3D scene contained entirely within a single standalone HTML file (index.html) using Three.js + webgl

### 1. Visual Theme & Art Direction

- Atmosphere: Deep night forest, cozy glowing campfire, solitary weary knight resting at the campsite (Dark Souls bonfire / classic retro RPG aesthetic).
- Aesthetic: 3D Pixel Art / Voxel / Low-Poly aesthetic.
- Shading & Post-Processing: Integrate Three.js post-processing (RenderPixelatedPass or an equivalent low-resolution pixelation/dithering effect) to achieve an authentic 16-bit/32-bit retro look.

### 2. Scene Geometry & Assets (100% Procedural — No External .gltf/.obj Files)

All assets must be constructed procedurally using Three.js geometric primitives (BoxGeometry, CylinderGeometry, etc.) and basic materials so the file runs locally without CORS issues.

1. Forest Environment:

   - Ground: Dark stylized terrain with procedural voxel stones, mushrooms, and low-poly foliage.
   - Trees: Procedural pine/spruce or blocky canopy trees surrounding the clearing to create depth and seclusion.
   - Sky & Lighting: Deep midnight sky with flickering voxel stars and a cool moonlight DirectionalLight casting soft shadows.
   - Depth: THREE.FogExp2 with a dark atmospheric color to blend the horizon.

2. Campfire:

   - Stone circle surrounding smoldering logs and procedural ember embers.
   - Fire System: Animated pixelated particles (Points or pulsing voxel meshes) rising upward.
   - Dynamic Lighting: Warm orange-red PointLight with continuous, natural flicker logic (using Math.sin, noise, or pseudo-random variations).

3. The Knight:

   - Hierarchical scene graph (groups for head, torso, upper/lower arms, legs, cape, and sword) built from voxelized primitives.
   - Visual details: Slotted helmet, chest armor, pauldrons, gauntlets, and a sheath/sword.
   - Pivot points must be aligned correctly at joints (shoulders, elbows, hips, knees) for clean procedural rotation animations.

### 3. Interactive Knight State Machine

Implement smooth procedural animations using linear interpolation (lerp) or trigonometric curves inside the render loop for the following selectable states:

- Sit by Fire (Default Idle): Sits cross-legged or crouched, subtle breathing cycles, warming hands near the flames.
- Add Firewood: Knight stands up, retrieves a log, and tosses it onto the fire. The fire visibly flares up, expands its light radius temporarily, and emits a burst of sparks.
- Sword Practice: Stands up, draws the sword, executes a clean 3-part attack/parry routine, and returns to a combat guard stance.
- Look into the Distance: Walks to the edge of the clearing, plants the sword into the ground, and stares out into the dark while the cape sways.
- Sleep: Lies down on a bedroll beside the fire; floating animated pixel "Z z z" particles rise from the helmet.
- Roast Meat: Holds a stick with food over the flame; emits subtle procedural smoke/steam particles.

### 4. Camera System

Provide preset camera switches with smooth transition interpolation (lerping position and target):

- Cozy Close-up: Medium shot focusing on the knight and the firelight.
- Isometric RPG: Classic high 45-degree tactical overview of the clearing.
- Cinematic Ground: Low-angle dramatic shot looking upward at the knight against the starry sky and pine canopies.
- Free Orbit: Seamless switch to standard OrbitControls for interactive inspection.

### 5. UI & Audio

- UI Style: Retro 8-bit/16-bit RPG HUD layout using semi-transparent dark frames with pixelated borders and an embedded Google Font (e.g., 'Press Start 2P').
- Bottom Panel: Interactive action buttons triggering each knight state.
- Top-Right Panel: Camera angle switcher buttons.
- Firewood Counter: Tracks logs added and current fire intensity.
- Sound (Web Audio API): Procedurally synthesized fire crackle and ambient night breeze/crickets, with a mute/unmute toggle button.

### 6. Technical Specifications

- Single, self-contained index.html file.
- Use ES Modules loaded via CDN (http://esm.sh or unpkg).
- Modular, well-commented code structure (initScene, buildEnvironment, buildKnight, buildCampfire, setupUI, setupAudio, animate).
- Fully responsive window resize handler updating camera aspect ratio and pixelation pass resolution.

How to use this prompt

  1. Paste the prompt into GPT-6 Astra in your coding tool and ask for one index.html file.

  2. Swap the character, setting or action list, for example a wizard in a snowy camp.

  3. Open the file, test each state and camera preset, then ask for tweaks to timing or lighting.

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