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Claude Opus 5.5 built this swimming club for 11.14$
Real 3D with a pixel-art look: swimmers in the lanes, a diving tower, poolside spectators and colourful parasols. You can rotate the scene, change the weather and watch the club light up at night
Claude Opus 5.5 built this little fire station for 16.32$
Real 3D with a pixel-art look: cars drive through a colourful neighbourhood while fire crews respond to a burning house with trucks, hoses and a ladder. You can rotate the scene, change the weather and watch the emergency lights flash at night
PROMPT
Build a single-file, original pixel-art diorama called "Station Seven": a small-town fire station on a floating isometric island block, rendered with three.js (r160) at low resolution and upscaled with a post shader (depth-based outlines, OKLab quantisation to a fixed 64-colour palette, optional Bayer dither, a "Raw 3D" toggle). Orthographic camera, drag to rotate, scroll to zoom, whole-pixel snapping.
World: a two-lane rounded-rectangle loop road (Main St / South St) with curbs, sidewalks, zebra crossing, a brick two-bay station (roll-up doors, hose tower, sign, alarm lights, bench, flagpole whose flag follows the wind), five houses (three on South St, two across Main St) built from per-room cells, hydrants, street lamps with real point lights at night, a small park, trees, hedges and fences. Day / dusk / night blend, rain with puddle reflections and a "roads wet" meter, calm / breeze / gusty wind.
Fire sim: each room has heat, fuel, burning, smoulder, char and wetness; fire grows, climbs, spreads sideways (wind-biased) and to the neighbouring house; water cools rooms; roofs can collapse to rafters; houses are repaired a while after the incident. Flames, smoke, steam, embers and water are instanced voxels and points; the water is ballistic.
Operations: smoke → 911 call → alarm → crew runs to the trucks → ladder leads out, engine follows with sirens → engine takes the nearest hydrant (supply line), nozzle team lays an attack line that trails behind the nozzleman, officer directs → the ladder sets outriggers, its articulating boom (turntable, lower arm, telescoping upper arm, level bucket) reaches a window to rescue a trapped resident and lowers them to the street, then flows water from above → knockdown → pack up → return round the block → a spotter backs each truck into its bay.
Traffic: a few cars circulate; they pull over for sirens (not on bends), hold back while a truck pulls out or backs in, and pass trucks parked at a fire by using the opposite lane one way at a time while oncoming cars wait at a line. No deadlocks and no overlapping vehicles.
UI (English): a lit scoreboard (CALLS · clock + status · RESCUES · wind line), side rail with Time & weather, Wind, Units (live status per truck, "Report a fire", Pause, "Fires start on their own"), a Dispatch radio log, View controls (turn, pixel size, palette/dither/outlines), click a house to start a fire there, a collapsible "How it's drawn" note. Responsive (phone layout stacks), light and dark themes, no external assets except three.js from a CDN.
NinjaCodex retweeted
Opus, did you really have to embarrass the competition again? 🎾
Claude Opus 5.5 vs ChatGPT-6.1 Sol. One prompt - two tennis clubs
And Opus nailed it again. The colors, lighting, physics, detail - I could just sit and watch this little club come to life. Everything feels polished, vibrant, and incredibly cozy
Sol is pretty good for the price. But Opus is a whole level above here - you can see the difference immediately
Almost four times the price. Worth it?
PROMPT:
Build a single self-contained HTML page (no build step) called "Fluffy Mammoth": an interactive 3D woolly mammoth covered in long, shaggy, individually visible hair, standing in the snow. Use three.js r147 (UMD: cdn.jsdelivr.net/npm/three@0…) with custom ShaderMaterials. All UI text in English. Font: Onest (Google Fonts) with system fallbacks.
SCENE
- Icy sky: vertical gradient #C6DAE6 → #EDF3F6 → #D3E2EA as the scene background. A large soft snow patch on the floor (gentle radial falloff, no bright spot right behind the animal), a bluish-grey contact shadow under the mammoth, and ~280 slowly falling, drifting snowflakes (soft round points).
- Camera FOV 30°, orbiting a target near the mammoth's centre, starting in a 3/4 front view with the head on the right; the whole animal including tusks fits the frame.
- One key light from upper-left-front for the fur shaders, plus ambient/directional lights for the tusks and eyes.
BODY (signed distance field → mesh)
- Build the mammoth (facing +X, feet on y = −1.19) as a smooth union of soft solids: a big body ellipsoid, a high shoulder hump, a rounded rump, a head with a tall domed crown, small ears, four short thick legs (round cones), a short tail, and a trunk made of round cones tapering from 0.2 to 0.08, hanging down and curling forward at the tip.
- Polygonize the SDF with surface nets (grid step ≈0.026), project vertices onto the surface, take normals from the SDF gradient, and orient all triangles outward. Show "Growing the fur…" while this runs.
- Tusks: separate tapered ivory tubes along a Catmull-Rom curve that sweep down, outward, forward and back up and inward (Phong, vertex colours from a stained base to pale tips, faint growth rings, rounded tip).
- Eyes: small glossy black beads with a white catchlight, placed on the head surface; the fur around them is very short and combed away from them. They blink every few seconds.
FUR (crisp, never blurry)
- Per-point fur fields computed in JS: length (0.26 base, up to ~0.58 as a long skirt hanging from the lower flanks and belly, 0.36 topknot on the crown, 0.09 face, ~0.06 trunk, 0.14 ears, a long tail tuft, nearly none at the eyes and soles, and never longer than the distance to the floor), stiffness, comb direction (back and down; topknot up and back; bangs falling forward on the face; along the trunk toward the tip), and colour (chestnut #8F4D26 to ginger #BD753D with low-frequency noise, darker legs, trunk and face, a few lighter and darker strands).
- Long strands: ~120,000 camera-facing ribbons (instanced, 10 segments) scattered evenly over the skin by triangle area. Each follows a quadratic Bézier: out along the normal, then along the comb, then sagging with gravity according to its stiffness, plus a gentle wave along its length. Strands gather into locks by leaning toward a nearby "leader" strand toward their tips. Width tapers to the tip, with a minimum of ~0.55 px. Draw them SOLID and opaque (depth write on, no alpha, no alpha-to-coverage) and let the browser's multisampling smooth their edges. Clamp hair above the floor.
- Short undercoat: ~20 shells offset up to 0.07 units, hair cells mapped triplanar in object space (cells ≈3.4 device pixels), alpha blended without depth write, faded out where the surface is seen edge-on. Dark skin underneath.
- Shading: wrapped diffuse, Kajiya-Kay primary and shifted secondary highlights along the hair tangent, darker roots, occlusion lower on the body and inside the legs, a cool bounce light from the snow, a soft rim. Tips get only slightly lighter, so nothing burns out to white at the silhouette.
LIFE & INTERACTION
- All motion runs in the vertex shaders through one shared deform step used by skin, undercoat and strands: breathing (torso only), a slowly wandering trunk that bends more toward its tip, an occasional tail swish, and gentle wind gusts that move long hair more than short.
- Drag to orbit the camera around the mammoth (with inertia; elevation clamped), wheel or pinch to zoom, double-click to reset, slow auto-orbit after 4 s idle. Arrow keys orbit, +/− zoom.
- Hovering strokes the fur under the cursor (hit test by sphere-tracing the SDF, fur thickness included).
- Click or tap the mammoth (or press Space) to make it shake like a wet dog: the upper body twists back and forth around its long axis with a decaying oscillation while the feet stay planted, the tusks and eyes follow the head, the trunk and tail flail, and the long hair lags behind and swings out through a damped spring.
- Respect prefers-reduced-motion (no idle motion, no snow).
QUALITY & ROBUSTNESS
- Always render at full device pixel ratio (max 2). If frames are slow, first reduce undercoat shells (down to 8), then the number of strands (down to ~45%).
- Bottom-left caption "Fluffy Mammoth" with the hint "Drag to look around · Scroll to zoom · Click the mammoth to make it shake" (touch: "Pinch to zoom", "Tap"), fading after the first interaction. Custom 46 px ring cursor.
- Guard against a zero-sized container at load and recover from any non-finite camera state every frame. Show a small note if the WebGL context is lost, a shader fails to compile, or building the fur fails; a fallback message if WebGL is unavailable.
NinjaCodex retweeted
Opus 5.5, what are you doing?
It made another perfect jelly whale for $9.26. Translucent, squishy, and full of tiny bubbles. You can spin it, squish it, and toss it around while its whole body flops and wobbles
I just wanted to check the result. Now I can’t stop tossing this little guy around
NinjaCodex retweeted
Claude Opus 5.5 built this jelly dam for 18.51$
A single HTML file using pure WebGPU, with no libraries. Waves follow a shallow-water model, reservoir levels respond to inflow, gates and turbines, and power output depends on hydraulic head. There’s also a flood mode with thunderstorms, a salmon fish ladder, light refraction and underwater caustics
PROMPT
Make a pixel-art 3D diorama of an open-air lido on a floating island, the same series and engine as my other pixel dioramas (three.js, orthographic isometric camera turned in quarter steps, small render target with no anti-aliasing snapped to whole pixels, depth-based outlines, a fixed 64-colour palette matched in OKLab, hard sun shadows, day/dusk/night, rain with puddles). Call it "Deep End".
The lido: a 25 m four-lane lap pool (shallow end roped off for children, lane ropes whose floats ride the waves, backstroke flags, starting blocks) and a 5 m deep diving pool, with 1 m and 3 m springboards that bend and a 1930s concrete tower with platforms at 5, 7.5 and 10 m and an open stair. Around them: striped changing cabins with a clock, a kiosk, the judges' table, the lifeguard's high chair, loungers, parasols and umbrella pines.
Real water: each pool is a height field run with the wave equation, so dives, strokes, raindrops and clicks make rings that reflect off the walls. The surface shades from its normals, with sun glints and a mirrored render of the scene; the tiled floor gets caustics.
Dives are flown, not animated. The diver takes off with an upward speed and an angular momentum chosen to land the somersaults, the momentum is conserved through tuck, pike and straight shapes, and the body rotates about its real centre of mass, with twists about the spine. Kick-out timing errors tip the entry angle, which sets the splash and five judges' cards; drop the highest and lowest and multiply by DD. Run a six-diver, five-round meet on the 10 m platform or the 3 m springboard (with the approach and hurdle), with standings, then a medal moment, then free swim with pencil jumps, cannonballs and belly flops.
Also: lap swimmers doing freestyle, breaststroke and backstroke with flip turns; divers who swim to a ladder, shower, sit in the hot tub and climb again; children who get whistled at for running; wet footprints on the deck that dry; pool lights glowing at night. Click the water to make a splash. English UI; must work on phones.
NinjaCodex retweeted
Opus 5.5 destroyed Fable 5.1, Sonnet 5.5 and GPT-6.1 Sol again?
Four models took on a jelly kiwi slice
I liked Opus for its juicy colours and physics. Fable looks good, but costs too much. Sol is great for experimenting at this price. Sonnet sits somewhere in the middle, but I’d rather pay a little more for Opus and get that wow factor
API costs:
Claude Opus 5.5: $8.59
Claude Fable 5.1: $24.03
Claude Sonnet 5.5: $6.92
GPT-6.1 Sol: $1.21
Fable costs more than the other three combined. Which one would you pick?
NinjaCodex retweeted
Astra, what kind of shark did you just create? 😂🦈
I asked for a plush tiger shark. Got a googly-eyed menace with way too many teeth. Why does it look like I’m ITS toy?
Opus made a cleaner, more realistic shark for $8.92. Astra charged $15.86 for this absolute madness - and honestly, the personality makes me forgive everything
Which one are you taking home?
Gave a virtual mouse a Rubik’s cube 🐭
4096 neurons based on six Allen Institute GLIF3 mouse cell models, with 51,200 engineered connections. Membrane voltage and after-spike currents are simulated in 50-microsecond steps
The Kociemba algorithm plans the moves. Neural spike rates control the turning speed. Silence the network - the cube stops
Web Workers run the simulation, Three.js/WebGL renders the scene, and live plots show spikes and membrane voltage
All running in your browser
PROMPT:
Build an interactive 3D website where a cute white mouse solves a Rubik’s Cube. Use a dark, minimalist laboratory aesthetic with two panels: the mouse and cube on the left, and a live visualization of its neural circuit on the right.
Animate the mouse’s paws in sync with physically correct cube rotations. Implement a functional cube solver and a simulated spiking neural network that controls movement timing. Show actual simulated neuron activity, membrane voltage, and spike patterns. Clearly distinguish the solver’s planning from the neural circuit’s motor control.
Include scramble, solve, pause, reset, camera rotation, and neural activity controls. Silencing the circuit should stop the mouse’s movements. Display the current move, completed moves, and remaining moves. Keep animations smooth, the interface responsive, and performance efficient.
Claude Opus 5.5 built this jelly pomegranate for 11.81$
Interactive 3D with squishy physics: the pomegranate wobbles as you shake it, while seeds pop out, bounce, and scatter across the table
PROMPT
Build a single-file WebGPU page "Pomegranate Jelly" (Material Studies No. 040): half a pomegranate made of jelly, cut lengthwise through its crown and lying on its rind in a pale photo studio.
Simulation: an XPBD tetrahedral soft body built from a signed-distance fruit on a snapped hex lattice (5 tets per cell), with co-rotational shape matching, volume constraints, edge damping, floor friction and a soft grab with wheel or two-finger twist. The rind is firm; the interior is soft.
Geometry and look:
- body: a slightly shouldered round fruit with a hollow half-crown and sepals at one end and a stem dimple at the other
- surface: a thin red skin with lenticels and paler blush, a cream rind with a yellow lining
- inside: white membranes as wobbled Voronoi bisectors of 13 chamber seeds (running mostly lengthwise, flaring into the rind), a short core at the stem end, and clear ruby juice just below the cut
- the shader rebuilds the same fields per pixel from rest-space coordinates; the body is rendered with refraction and Beer–Lambert absorption using back-face thickness
Arils:
- ~330 faceted, slightly pointed arils packed into the chambers: largest-fit hex sweep on top, then random fill below
- each is embedded in the tets and rides the wobble
- fake translucency: refract the view ray, measure the chord through the aril and its closest pass to the pale seed; deep where thick, bright where thin, wet glossy highlights
- pulling an aril tugs the jelly until a break distance, then it pops into the hand
- loose arils are rigid bodies that bounce, roll with facet friction and collide with each other, with arils still in the fruit, and with the fruit itself (tet lookup, mapped to rest space, SDF push-out along the deformed normal, momentum exchange with the jelly)
- a "Shake a few loose" button
UI: three varieties (Crimson, Rosé, Ivory), firmness and damping sliders, reset, ¼ speed, show mesh, pause; readouts for mass, volume and loose arils; an "Inside the experiment" notes panel; a stacked mobile layout.

