Building with AI - everything here is vibe-coded

France
Joined October 2023
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?
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Opus, are you ever going to give the others a chance? 🏓 Claude Opus 5.5 vs GPT-6.1 Terra. One prompt - two little courtyards. $14.17 vs $1.23 And Opus dominates again. Those rich colors, the lighting, all the little details - the whole courtyard feels alive. I could just sit and watch it Terra didn’t really do it for me this time. The washed-out colors and awkward character movement let it down. The price is the saving grace - at $1.23, it’s fine for experimenting When is GPT-6.1 Astra coming out to give Opus a proper fight? 👀
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PROMPT Build a single-file HTML pixel-art diorama called "King of the Table": table tennis in the courtyard of a three-storey pastel panel apartment block, on a small floating island, rendered with three.js (r160 via importmap) as a real 3D scene drawn into a low-res render target (orthographic isometric camera in 90° steps, whole-pixel snapping, depth outlines, a fixed 64-colour palette matched in OKLab, optional dither, Raw 3D toggle). World: the block with three entrances (canopies, numbered plates, lamps), windows, balconies with washing; brick garages; a regulation concrete table (2.74 × 1.525 m, top at 76 cm, steel net 15.25 cm) on a slab pad with a flip score counter on a stool; benches; a playground (swings, slide, sandbox, carousel); washing lines whose sheets flap in the wind; two parked cars; birches, lilac, painted-tyre flower beds, a chalk hopscotch; lamp posts. Merge static meshes by material. Ball physics: 40 mm / 2.7 g ball with strong quadratic drag, Magnus lift from spin (topspin dives, backspin floats), table bounce that converts spin into pace, net and net-cord, ground bounces and rolling, walls, wind with gusts. Shots are solved (bisection over launch angle) to land on a target with a given spin and net clearance, then perturbed by an error model (hurry, incoming pace, risk, wind, mishits). Serves: tossed ≥16 cm from the palm, struck behind the end line, solved so they bounce once on each half; lets. Game: 4 neighbours with distinct styles (lefty topspin attacker, close blocker, far-back chopper, wild smasher) play king of the table: games to 11, two clear, serve changes every 2 points and every point from 10-all; winner stays, loser to the back of the bench. Players predict the ball's flight, shuffle to meet it after the bounce, and choose forehand/backhand loops, drives, blocks, pushes, flicks, chops, lobs, floated returns and smashes, with keyed bat paths and two-bone IK box-rig bodies. Between points the nearer player fetches the ball wherever it rolled (or takes a new one if it falls off the island), throws it to the server, who bounces it on the table before serving. Yard life via generator coroutines and A*: grandmothers knit and comment, kids swing/slide/ride the carousel/dig/watch, a man walks his dog, pigeons peck and take off when approached. Day/dusk/night, rain (everyone shelters under the canopy, puddle reflections, then the table is wiped), wind calm/breeze/gusty. Clicks: the table aims the next shot; the yard calls the pigeons; buttons call Loop/Push/Smash/Lob. UI: flip-card score board with serve dots, bench ladder with W–L, longest rally, wind readout, comments feed, view controls, "How it's drawn" notes, light/dark themes, phone layout.
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Vib3Coded retweeted
Small Colosseum - big price difference 🔥 GPT-6.1 Terra vs Claude Opus 5.5 - building a pixel-art Roman arena with gladiators and spectators. Same task. $2.38 vs $8.38 Terra did a decent job for the price. But I prefer Opus here: the arena is brighter, has more depth, and feels more alive. It costs more, sure, but you can see the difference Would you pay extra for Opus? 👀
GPT-6.1 Terra means business. Our new fast, efficient model pairs sharper visual reasoning and precise computer use with clearer, more natural writing. From decoding technical drawings to drafting proposals, filling forms to editing videos—it’s built for the whole workday. GPT-6.1 Terra is rolling out today to Plus, Pro, Enterprise, and Edu users in ChatGPT Work and Codex.
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PROMPT: Make a pixel-art 3D diorama of a small tennis club on a floating island, the same series and engine as my other pixel dioramas (three.js, orthographic isometric camera turned in quarter steps, a 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 puddle reflections). Call it "Love All". The club: one court inside a chain-link fence with low dark-green windscreens reading LOVE ALL, a net that sags from 1.07 m at the posts to 0.914 m at the strap, the umpire's high chair with a sunshade and the players' chairs with parasols, a three-row stand, a clubhouse with a red roof, a clock showing the real time, a flag and a terrace, a groundsman's shed, floodlights (spotlights aimed at the court, so night stays dark around it), poplars and a gravel path. The court can be clay, grass or a hard court, painted to the rule book. Real ball physics: gravity, drag and the Magnus force of topspin and slice; a different bounce on each surface; net cords that trickle over or drop back. Players predict the ball's flight, pick where the strings can meet it (after the bounce, or on the volley or smash at the net), run there and swing in time. Each figure is a rig of boxes posed with two-bone IK; the racket follows keyed paths for a forehand, a two-handed backhand, a volley, a smash and a serve with toss, trophy pose and jump, and the strings meet the ball at contact. Shot choice comes from the situation (cross court, down the line, sharp angle, slice when stretched, lob or pass against a net rusher, drop shot against a deep player, approach and volley). Each launch is solved to clear the net and land on its target, then thrown a little off, so winners, errors and long rallies come out of the physics. Four players with their own styles play a ladder where the winner stays on: short sets to four games, no-ad scoring, a tiebreak at 3–3 and a match tiebreak to ten. Life on court: ball kids fetch dead balls and bounce a new one to the server, who bounces it before serving. The umpire watches the ball and calls the score. On clay the ball leaves marks, and on close calls the umpire climbs down to read the mark. Between sets the groundsmen drag the clay; grass wears behind the baselines. In rain the players sit under their parasols and the groundsmen pull a cover over the court. Spectators follow the ball and clap. Click the court to aim the next shot, with buttons for a lob or a drop shot, and a ×3 speed toggle. Show a tennis scoreboard (sets, point, server, serve speed) and the ladder; English UI; it must work on phones.
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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
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PROMPT Build a single-file interactive WebGPU soft-body study called "Whale Jelly" (Material Studies / No. 043), matching the quality of an earlier watermelon-slice jelly study. Subject: a humpback whale cast in two layers of gummy jelly, lying on its belly on a studio table. Geometry: a signed-distance whale — an elliptical section swept along a curved spine (broad head with a flat crown, deep chest, narrow keeled tail stock), the belly pressed flat on the floor, smoothly joined to notched flukes with a scalloped trailing edge, long flippers with knobs along the leading edge, a small dorsal fin and twin blowhole dimples. Mesh it with surface nets and Newton projection; simulate it with a snapped hex lattice (5 tets per cell, a node layer on the floor) and XPBD (60 Hz, 10 substeps, co-rotational shape matching, volume constraints, edge damping, floor friction). Make the fins firmest and the clear body jelly softest. Look: clear tinted jelly over a milky layer. The milky layer is its own embedded surface, cut by a wavy line along the flank that rises at the head into the mouth. Light it with key light absorbed through the jelly above it, measured from shadow-map depth. Draw throat pleats, a dark mouth groove, head tubercles and tail-stock knuckles in the shader from rest-space coordinates as bump-mapped relief. Add glossy dark bead eyes and a few trapped air bubbles. Render with refraction plus Beer–Lambert thickness from back-face depth, back-lit glow on the thin fins, a jelly-tinted floor shadow, PCSS soft shadows, contact AO, studio softbox reflections and GGX highlights, then PBR Neutral tone mapping. Interaction: grab and stretch anywhere, with twist on scroll or a second finger. A "Blow a spout" button fires a column of rigid jelly drops from the blowhole along its deformed axis; the drops bounce, roll, land on the whale through its tets, and can be picked up and thrown. UI (English, editorial style): masthead, live status pill, specimen panel (three colourways — Ocean, Slate, Lagoon; Firmness and Internal damping sliders; Blow / Reset; ¼ speed; Show mesh; Pause), live readouts (mass, volume %, length in cm snout-to-notch, loose drops), "Inside the experiment" notes, a WebGPU fallback and a stacked mobile layout.
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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
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PROMPT: Build "Dam Jelly", a new piece in my "Material Studies" series: a single-file, self-contained interactive WebGPU diorama (one HTML file, all JS/CSS/WGSL inline, no network requests, no libraries). A mountain valley with a concrete gravity dam is cut out as a wobbly block of jelly sitting on a pale studio table, seen from above at three-quarters. SCENE (block-local coords, origin at base centre, y up, block ~5.2 × 5.2 units): - A river valley running back to front: steep rocky slopes with crags, scree and boulders, conifer and broadleaf woods, grassy shoulders. Where the block is cut, the side faces show layered grey bedrock in tilted beds with joints, a weathered brown band and dark topsoil at the top, and gravel and silt under the water. At the very bottom are thin coloured "jelly" strata in the current flavour. - A long reservoir behind the dam, with a bare drawdown ring of rock round its shore, a floating log boom of orange and yellow floats in front of the spillway, and a small patrol boat lapping the lake. - A concrete gravity dam across the valley, its ends let into rock abutments: a battered downstream face with lift lines, a crest road with railings and lamps, an intake tower with trash racks and three penstocks down the face. - A central stepped spillway with three bays between piers. Each bay has a radial (Tainter) gate: a curved skin plate on arms that swing about trunnions on the piers, with hoist houses on top. Below is an ogee crest, a stepped chute, training walls and a plunge pool scoured into the riverbed. - A powerhouse at the right toe: a concrete base in the river, a hall of siding and tall windows, tailrace mouths. Above it, a switchyard on a terrace with transformers and gantries, and lattice pylons climbing the right slope with sagging lines. - A fish ladder up the left bank: 14 stepped concrete pools with weirs between them from the river up to the lake, an exit gate and a counting hut at the top. - A visitor centre on the left abutment, roads with hairpins, a suspension footbridge over the river downstream, rocks, weed and gravel bars in the river. SIMULATION: - Shallow-water heightfield (about 168×168), split into two bodies by the dam (reservoir and river), each with its own still level, separated by flood-fill classification. Sources, sinks and current jets make visible flow: inflow at the back of the lake, a draw toward open gates and the intake, boiling outflow in the plunge pool and tailrace, and drainage at the front edge. Foam advects on the currents. - Reservoir level ODE: dL/dt = (Qin − Qspill − Qturbines − Qover) / AREA, where Qspill ∝ gateOpening · (L − sill)^1.5 and Qover ∝ (L − crest)^1.5. The river level rises with total outflow. - Head-based power: 3 units × 120 MW, scaled by head. - An automatic dam keeper opens the gates (siren first) when the lake nears the crest or a flood is coming, and shuts them again once the water is back down. - The jelly block itself wobbles, can be tipped by dragging its side, and settles back. INTERACTIONS (right-hand glass panel, "The dam"): - Open spillway: a 3.5 s siren, then the gates swing up over ~9 s, and white water streams down the steps with spray and mist. Press again to shut them. - Turbines on/off: the units spin up or down, power rises or falls, the tailrace boils or goes still, and the powerhouse windows glow while running. - Salmon run: salmon gather below the dam, try leaping at the falls, then climb the ladder pool by pool (a leap per pool, waiting their turn) and swim out into the lake. A counter tallies fish through. Runs also arrive on their own every few minutes. - Flood: a storm builds, blows and eases (rain, darkening, lightning hitting pylons, ridges or the lake). A big inflow surge comes down the valley: the keeper pre-releases, the lake still rises over the crest, and a white overflow sheet pours across the whole dam face. The water turns muddy brown and clears slowly afterwards. - Tap a gate, the powerhouse or the ladder to trigger the same actions. Tap the patrol boat for its horn. Space sounds the siren. - Tallies: Power (MW), Head (m), Salmon. Status lines: Spillway, Powerhouse, Reservoir (Rising/Falling/Steady/Flood coming in/Over the crest, with level relative to the crest in metres). - Drag on water makes waves, drag the block's side tips it, drag empty space or right-drag orbits, wheel or pinch zooms. - Flavour swatches (Lime, Curaçao, Blackcurrant) tint the jelly and water. Sliders for Firmness, Wave damping and Wind. Reset, Pause, Sound on/off and View buttons. LIFE: rainbow trout in the river and lake, salmon, mallards (drakes and hens) paddling and taking off, herons wading and stalking, ospreys circling and plunge-diving for fish, people walking the crest (who pause at the siren), the powerhouse yard, the visitor centre and the footbridge, and a fisherman on the bank. Animals startle at the siren, lightning and splashes. SOUND (synthesised with WebAudio, events only, no constant ambience): motor siren, gate-hoist clunk and drone, the spillway's rush as the gates lift, turbine spin-up and spin-down whine, a rumble of overtopping, salmon leaps, a chime for each fish counted, osprey splashes, the boat horn, thunder, and wind and rain only while a storm blows. RENDERING: WebGPU with MSAA, a sun shadow map, caustics on the riverbed, refraction and absorption through the water and the jelly, Fresnel reflections, translucent premultiplied passes for spray and mist puffs, white-water sheets, ladder pools and rain, and a muddy-water tint during floods. UI and layout: editorial look with an italic serif masthead ("Material Studies" eyebrow, "Dam Jelly." title, a one-line description) and a "How to play" footer at bottom left. On mobile the controls panel becomes a bottom sheet. If WebGPU is unavailable, show a clear fallback card. Respect prefers-reduced-motion. No page scroll. QUALITY: keep the sim around 2 ms/frame, no NaNs over long soaks, everything stays inside the block, the boat always afloat. Verify with headless Playwright screenshots (SwiftShader WebGPU) and an end-to-end test that drives every button, tap target, slider and the mobile sheet, and checks for zero console errors.
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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?
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PROMPT Build "Kiwi Jelly Wedge" — a single self-contained HTML file (inline JS/CSS, no libraries): a real-time WebGPU soft-body gummy kiwi wedge you can grab, stretch, lift and twist. Object One sixth of a thick kiwi slice: a pie-shaped wedge with 30° half-angle, radius ≈ 1.8 and thickness 0.56. Rounded corners (iq's exact pie SDF minus a rounding radius) and bevelled top/bottom edges. Regions, measured from the tip in rest space:a cream core at the tip with a slightly lobed edge; thin pale rays fanning out of the core every 2π/56, each with its own random brightness and length; a darker, glassier ring around the seeds (blushes red in the Ruby variety); bright juicy outer flesh with radial cell grain and a lighter band just under the skin; a thin brown fuzzy skin on the arc wall. Seeds:small flattened black teardrops, pointed end toward the core, in radial rows between the rays, at four depths; the face layers break the cut surfaces like real seeds; the others float inside and show through the jelly; wet glossy shading. A few small air bubbles in the outer flesh. Varieties: Green, Gold, Ruby. Physics (XPBD tetrahedral soft body) Mesh: 2D Delaunay of the rounded outline plus a hex lattice, extruded into prisms → tets. Co-rotational per-tet shape matching (warm-started quaternion) plus volume constraints. Stiffer skin and core tets; edge-velocity damping; floor contact with Coulomb friction. Soft patch grab with bounded reach; scroll or a second finger twists the held patch. Fixed 60 Hz step with 10 substeps; gentle settling. Seeds and bubbles are separate meshes embedded in the tets by barycentric weights, so they ride with the flesh. Rendering (WebGPU / WGSL) Procedural photo-studio cyclorama with softboxes. Soft PCSS key shadow tinted green, plus contact AO from a top-down height map. Seeds and bubbles are drawn in the scene pass. A back-face pass gives the view-ray thickness. Jelly:refraction of the scene, with per-tap Beer–Lambert absorption by material (flesh, glassy seed ring, milky core and rays, opaque skin); scattering, back-lit glow at thin edges, Fresnel studio reflections and GGX highlights; a velvet sheen on the fuzzy skin; sparse sugar glints in the flesh. Post: exposure, Khronos PBR Neutral tone mapping, sRGB, dither. UI (editorial "Material Studies / No. 028", English) Italic serif title "Kiwi / Jelly." with the caption "An emerald wedge. A halo of seeds. A gentle wobble." Status pill "WEBGPU · LIVE". Panel "The Specimen": variety chips (skin / core / flesh bands); Firmness ("trembling → set") and Internal damping ("lively → syrupy") sliders; Give it a nudge, Reset, Pause; ¼ speed and Show mesh. Readouts: Mass (g, 1 unit ≈ 1.6 cm at 1.3 g/cm³), Volume (% of rest), Kinetic (µJ). A collapsible "Inside the experiment" with notes on the method. Fallback "This kiwi needs WebGPU." Stacked mobile layout with no horizontal scroll.
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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?
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PROMPT Build an interactive WebGPU artifact: a plush whale shark, as entry No. 040 in my "Material Studies" series. Start from the code of my Derp Beluga artifact (claude.ai/code/artifact/1855…): read the whole page and keep its engine, page layout, typography, studio lighting, real-time fur shells, XPBD soft-body solver, finger and comb tools, sounds and UI as they are. Change only the animal. Shape (one signed distance field, swimming toward +z): - Broad, flat head: the front half of a squashed dome, squarer than an ellipse seen from above (superellipse in plan, n ≈ 2.4), about 1.5× wider than tall. - Mouth: a real slit cut right across the front of the head, nearly the full head width, slightly below the midline. The lower jaw opens on a hinge (drawn, not simulated) to show a pink felt lining that darkens toward the throat. - Two small glossy dark-brown bead eyes on the sides, just behind and above the mouth corners; trim the fur short around them. - The back humps a little behind the head, then tapers into a narrow tail stock, with three soft ridges along each flank. - Fins: large sickle pectorals angled out, down and back; a tall swept first dorsal at mid-back; a small second dorsal; a tall upright crescent tail with the upper lobe longer. - Swimming: a side-to-side travelling wave (not up-and-down like the beluga), slow tempo (about 27 beats per minute by default). Print and stitching (computed per fragment in the fur shaders): - Dark back, pale cream belly panel whose top edge is the lower lip at the front. - Whale-shark checkerboard: cream polka dots in staggered columns along the body and rows around it, smaller and denser on the head; thin pale pinstripes between the columns behind the head; pale piping along the three ridges. Measure along the head by surface arc length so the head spots stay round. - Smaller spots on the flat faces of the fins, not around their edges. - Each fur strand takes the colour under its root, so the spots have soft furry edges. - Embroidery: five curved gill slits behind each eye, a small upturned curl at each mouth corner, and pink blush cheeks that deepen when it is happy. - Palettes: Reef (blue-grey), Lagoon (teal), Lilac (lavender with butter-yellow spots); the swatch chips show dots. Behaviour and UI (buttons: Boop, Bubbles, Feed krill, Yawn): - Feed krill: a cloud of felt krill appears ahead; it turns toward it with its mouth wide open and sieves the cloud in (the cloud is drawn into the mouth and shrinks), then gulps. - Yawn: a slow, enormous gape, held, then shut, with a low hum. - Bubbles: felt bubbles blown from the mouth that wobble upward and pop; it also blows them now and then on its own. - Boop: the loosely stuffed snout dents and wobbles back with a squeak; a finger boop on the snout makes it blush and wiggle. - Keys: G wiggle, D dash, Y yawn, U bubbles. Readouts: mass, volume, boops, krill gulps. - Rewrite all copy, hints and the notes panel for the whale shark; title "Plush Whale Shark"; new favicon and description. Before publishing, render it in headless Chromium (WebGPU via SwiftShader, capturing the canvas with toDataURL) from the side, front and top and during feeding, and fix anything that looks wrong. Publish it as a new artifact.
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$12.22 for a 30,000-block voxel castle you can wreck with a trebuchet 🏰 Claude Opus 5.5 built Siege of Greymoor: knock out supports, watch chunks collapse, set beams on fire, and send rubble into the moat Rebuild. Wreck it again. There goes my afternoon
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PROMPT: Build a single-file HTML voxel toy called "Siege of Greymoor" with three.js r160 (ES modules via import map from jsDelivr). Use OrbitControls, EffectComposer, UnrealBloomPass and OutputPass. World - A dense voxel grid of 176×64×148 cells (Uint8 material ids plus a "part" id per cell). - Mesh it in 16³ chunks: emit only faces toward air, with per-vertex ambient occlusion and vertex colors. Remesh only dirty chunks, under a per-frame budget. - Add an emissive vertex attribute so glass windows and torches glow at night. - Lay out an original medieval castle on a mound, ringed by a water moat: - curtain walls with a wall-walk, parapet and merlons; - four round corner towers on footings; two get red shingle cones and waving cloth banners; - a gatehouse with drum towers, a portcullis grid and a raised drawbridge; - a tall keep with glowing windows and four slate-roofed turrets; - a timber-framed great hall with a thatched roof, a stable, a smithy and a well. - Outside the castle: a siege camp with striped tents, a pavilion, a palisade, a camp fire and a pile of shot. Add pine and leafy trees and boulders, all on a floating terrain slab. Physics - Debris: an InstancedMesh of tumbling cubes. Move each axis separately against the grid. Debris sinks slowly in the moat and settles back into the grid as rubble. - Structural support: a span-limited 0-1 BFS from grounded columns. Stepping up costs 0; sideways or down costs 1. - Each material has a maximum span (stone 5, timber 9, iron 12, leaves 14, and so on). Blocks beyond their span detach. - Small detached sets become debris. Large sets become a rigid falling piece that tips away from the lost support and shatters on impact. - At startup, run a dry pass and prune any blocks that would be unsupported. - Fire: timber, thatch, cloth and leaves catch. Fire spreads upward faster than sideways or down. Burnt blocks turn to charcoal or fall in, then trigger a support check. - Visuals for fire: an additive glow box per burning block, orange flame and ember point sprites, dark smoke, and a few flickering point lights. Siege - A box-built trebuchet with a counterweight and a sling that turns to face the target. - Shot cycle: swing, release on a ballistic arc (gravity 26), follow-through, wind back. - Three shots: - stone, crater radius 3.4; - fire pot, ignites what it hits; - boulder, crater radius 5.2. - Craters are ragged and stretched along the line of flight. Hits throw dust and moat spray. - Archers patrol the wall-walks and fall when the stone under them goes. Banners drop when their pole's base is destroyed. - The masons rebuild the castle layer by layer from a saved copy, 16 layers per second. Lighting and UI - Three hours, each with its own sun direction, hemisphere light, sky gradient, fog, emissive glow, bloom and exposure: - Sext (noon); - Vespers (dusk); - Compline (night). - Darken unlit particles at night. - Vellum-and-ink medieval interface using the fonts Alegreya, Alegreya Sans SC and JetBrains Mono: - italic title "The siege of Greymoor" top left, which turns light at dusk and night; - a "chronicle" log top right that writes plain sentences such as "A 300-lb boulder strikes the south-east tower and breaks it open.", "The banner on the walls comes down." and "Fire takes hold on the great hall.", plus a "Send the masons" button; - a bottom dock with these groups: shot type, Loose / Keep loosing, hour, view (Slow time, Circle the walls), and a tally of standing %, shots, fallen and burning. - Click to aim, drag to orbit. Keyboard: space fires, keys 1–3 pick the shot. - Responsive down to phone width.
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