3D worldsClaude Code · 3D
Step inside a Starry Night
An explorable Van Gogh-inspired town, with twelve cats waiting to be found.
A rainy Tokyo vending-machine diorama with wet reflections, interactive drinks and procedural sound. Read the full Claude Code prompt.
Build an interactive 3D web demo: **"Night Tokyo — Vending Machine"**. A single Japanese vending machine standing alone on a rainy Tokyo street at night, presented as a small floating diorama. It is part of a series of minimal "Night Tokyo" miniatures, so the look matters more than the feature count: one object, rich materials, light and motion you want to keep watching. ## Deliverable - One self-contained `index.html` in the current folder. Open it and it works: no build step, no server-only features. - Three.js only, loaded from a CDN via an import map with an exact pinned version. Official Three.js addons (postprocessing, controls, etc.) are fine. No other libraries. - No external assets: no image textures, models, fonts or audio files. Everything is procedural (geometry, canvas textures, shaders, Web Audio). ## The scene - A cut-out slab of street (about 3×3 m) floating in darkness: wet asphalt with puddles and a strip of curb/sidewalk. The cut edges show a cross-section (asphalt layers, maybe a drain). Beyond the slab: darkness and falling rain. - The vending machine is the main light source: a glowing front with two or three rows of drinks behind glass, a round selection button under each drink, a small price display, a coin/IC-card panel, and the pickup flap at the bottom. Fictional drink brands only; Japanese labels are welcome. At most one small prop next to it (e.g. a recycling bin for cans). - Rain: streaks visible in the machine's light, ripples in the puddles. - Wet ground: convincing reflections of the glowing machine and its colors in the asphalt and puddles. This is the key shot. - Palette: deep blue-black night, warm white machine light, a few saturated accents from the drinks and buttons. Subtle bloom is fine; don't wash everything out. - Small signs of life: e.g. the fluorescent tube occasionally flickers, the rain intensity varies slightly. Rare, small, believable. ## Interaction - Hovering a selection button lights it up. - Clicking buys the drink: the price display reacts, a mechanical sound plays, the can drops inside the machine, the pickup flap swings open and the can rolls out onto the wet pavement, settling with a believable bounce and roll. It stays there. Repeated purchases leave several cans on the ground (cap the count for performance and remove the oldest gracefully). - Each drink has limited stock (e.g. 3). When it runs out, its 売切 (sold out) light turns on and the button no longer dispenses. - Sound, synthesized with Web Audio: rain ambience, button click, can drop, can rolling on asphalt. Audio starts after the first user interaction. `M` toggles mute. - Camera: a strong default 3/4 shot at roughly eye level, with the machine filling most of the frame height, and a slow, subtle idle drift. Drag to orbit within limited angles, scroll to zoom within limits. `C` resets to the default shot. - UI: none, except a tiny unobtrusive hint that fades out after a few seconds. ## Quality bar - Must look good at any aspect ratio, including narrow ones (around 8:9 and 9:16): it will be recorded side by side with another version. - Smooth on a mid-range laptop: target 60 fps, cap devicePixelRatio at 2. - No console errors. ## How to work Work autonomously and don't ask clarifying questions; where something is unspecified, make the choice you think looks best. If your environment lets you open the page and look at it, do so and iterate on the visuals until you are happy with them. When finished, stop and briefly list what you built.
Suggestions from Leadde Open Lab; the creator’s prompt above is unchanged.