Пиксельный рыцарь у ночного костра: сцена Three.js в одном файле
GPT-6 Astra собрал пиксельную лесную поляну, где воксельный рыцарь отдыхает у мерцающего костра и выполняет шесть разных действий.

Claude Code + Three.js (только код)Wandy 2
Создавайте детальные 3D-модели
Одним кодом получаются простые фигуры. Wandy 2 превращает одно фото в текстурную 3D-модель для той же сцены.
Промпт для GPT-6 Astra
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.
Как использовать этот промпт
Вставьте промпт в GPT-6 Astra в вашем инструменте для кода и попросите один файл index.html.
Замените героя, место или список действий, например на мага в снежном лагере.
Откройте файл, проверьте все состояния и камеры, затем уточните тайминг или свет.
Исходный постВы автор? Попросите нас изменить или убрать эту страницу
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