The prompt
# Build Prompt — Odysseus and the Cyclops A single build. A real, playable 3D game of Odysseus' escape from the cave of Polyphemus the Cyclops, from *The Odyssey*. Two phases, in order: **blind** the passed-out giant with a burning stake, then **escape** the cave clinging to the underbelly of a ram while the blinded Cyclops gropes for you. It has to look like a **2026 AAA game** and actually be playable and winnable. Everything is generated in code. --- You are a world-class real-time graphics engineer AND game developer. Build a production-quality, fully playable 3D game using **WebGPU via Three.js (WebGPURenderer + TSL)**, native ES modules, no build step. Build all geometry and materials procedurally in code — no imported 3D models, no image textures, no HDRIs. You MAY use open-source libraries for the hard plumbing: a physics engine (`@dimforge/rapier3d` or `cannon-es`), post-processing passes, and `lil-gui`. But you build the Cyclops, the cave, the rams, the stake, and every material from math. ## The game — two phases **Setting:** the torch- and fire-lit cave of Polyphemus. A massive Cyclops, a flock of rams, the great fire, and the sharpened olive-wood stake. ### Phase 1 — Blind the Cyclops Polyphemus is passed out drunk on the wine Odysseus gave him. - **Heat the stake** in the fire: a charge mechanic — the tip glows wood-brown → red → white-hot and casts its own growing light. Too cold and the thrust fails; hold too long and the Cyclops stirs toward waking. - **Aim at his single eye and THRUST** (press-and-hold to heat + aim, release to drive it in). Model the stake as a real physics object with weight and momentum. - **Feedback + states:** sparks, a bright flash, the Cyclops roars and rears up, the eye goes dark. Clean win/fail: too early = not hot enough (bounces off); too slow = he wakes = game over. Success flows straight into Phase 2. ### Phase 2 — Escape under the rams Now blind and enraged, Polyphemus feels his way to the cave mouth and **gropes the BACK of every ram** with his huge hands to catch anyone riding out. - **Cling to the UNDERBELLY of a ram** — the trick from the myth: he feels the top, never underneath. - Move the flock toward the cave mouth; let the player **switch rams** and **time their movement** so they're never under a hand that's sweeping their lane. - His hands sweep the rams' backs with real reach and readable timing (clear tells). Get felt = caught = fail. Reach the daylight at the cave mouth = **win**. ## Realism bar — this is the whole test - **The Cyclops must be a believable, properly-proportioned GIANT** — real head with one eye, torso, arms, legs, huge hands, PBR skin, correct scale against the rams and the cave, simple believable animation (sleeping breath, the rear-up, the blind groping). A **stick-figure or featureless blob is a fail**, same bar as the ship. - **Fire-lit atmosphere:** the great fire + torches as physically-correct lights, noise-driven flame flicker, **volumetric light shafts / god rays**, emissive flames with bloom, the **white-hot stake casting its own moving light**, deep shadow, depth-based haze, drifting embers/dust motes. - **PBR everything:** FBM / triplanar **stone** for the cave walls and floor, procedural **wool** on the rams, **wood-grain** on the stake, wet/greasy sheen where it belongs, ambient occlusion in every crevice. - **Lighting + render pipeline (all named, all required):** IBL via **PMREM** (dim cave ambient), **cascaded shadow maps**, **SSAO**, **SSR** where useful, **ACES** tone mapping, **bloom**, **depth-of-field** on the cinematic beats, correct linear/sRGB color management. - **Physics:** real rigid-body physics for the stake, the rams, and collisions (use the physics lib). **Continuous / swept collision** so fast motion doesn't tunnel. ## Feel & controls (make it play like a real game) - **Phase 1:** press-and-hold to heat + aim, release to thrust; a subtle heat gauge; camera pushes in on the eye with shake on impact and a brief slow-mo on the hit. - **Phase 2:** move/steer the ram, switch rams, a tension meter for how close a hand is; under-belly / over-the-shoulder camera. - Clear HUD, win and lose screens, quick retry. **Web Audio (synthesized only):** fire crackle, the Cyclops' breathing and roar, the stake sizzle, hooves — no imported audio. - A live **FPS** readout and a difficulty / assist toggle. ## Runtime handling (required) WebGPU detection with a graceful message, loading and failure states, resize, touch + keyboard input, capped DPR, hidden-tab pause, `prefers-reduced-motion`, accessibility, and performance safeguards (LOD / throttling to hold a smooth frame rate). ## Standards & iteration — do not stop early Judged on how real it looks AND how it actually plays. **Do not call it done until the Cyclops, the cave, and both phases clear the realism bar and the game is genuinely playable and winnable end to end.** After building, render it, screenshot your own output, and inspect it — the giant in close-up, the fire lighting, both phases played through. If the Cyclops reads flat, if the cave looks like noise, if a phase isn't actually playable — fix it and go again. Minimum **three full self-review-and-improve passes**, more if needed. No placeholders, no invented APIs, no console errors, no hidden fallback rendering. ## Deliverable Complete, directly runnable code (index.html + JS modules + any pinned library imports) plus brief launch instructions. It must run at a smooth frame rate, look like a modern game, and be fully playable and winnable.
The exact prompt from the published test.
The builds
Kimi K3 · Screenshot of the buildRuns in your browser
Featured in
Kimi K3 vs Fable 5 vs. GPT 5.6 (Raw Results)
This build’s chapter starts at 26:46.




