95 curated examples

Claude Opus 5.5 WebGL Prompt

用于流体场、生成式表面、后期处理、粒子和 GPU 视觉实验的 WebGL 与 Shader Prompt 案例。

WebGL Prompt 把渲染管线与感知效果分开描述时更稳定。可从这些案例出发,再补充 uniforms、交互输入、分辨率缩放和降级策略。

Claude Opus 5.5 WebGL Prompts example 10:30

Claude Opus 5.5 on our AI coding benchmark: build a fully autonomous 3D water simulation from an empty repo - procedural mountains, rain, streams, lakes. TypeScript + Three.js, no physics engine. One prompt, zero corrections, ~21 min. 23/23 tests green. https://github.com/AiondaDotCom/ai-sim-benchmark

threejsshaderphysics
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Claude Opus 5.5 WebGL Prompts example 20:32

One prompt. One interactive camera lab. 🎥🔥 Claude Opus 5.5 generates a 3D experience where you can adjust the focus ring, move lens elements, shift the focal plane, and see real-time depth-of-field effects. AI-generated interactive 3D is getting wild. 🤯

threejsshader
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Claude Opus 5.5 WebGL Prompts example 30:21

I asked Opus 5.5 to explain gravitational lensing by building an interactive black hole lab One prompt for the first version, then a dynamic workflow to polish it for three rounds while I slept. This is what I woke up to: 5h 28m end to end, $90 at API prices https://blackhole.voxyz.ai Drag the black hole and the sky behind it bends into arcs, closing into a full ring when everything lines up Each round ran 3 agents. Two reviewers each picked 9 to 10 issues and ranked them P0, P1, P2. The third one fixed them. Round 1: 3D materials and lighting + UI and type Round 2: camera motion and interaction + science-communication design Round 3: a design director deciding whether it ships + visual QA and performance Every P0 got fixed, the rest only if worth it. When the two reviewers disagreed, it picked one and wrote down why. It backed up before each round, checked screenshots after, and rolled back anything it couldn't fix.

threejsshadercanvasgsap
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Claude Opus 5.5 WebGL Prompts example 40:35

Opus 5.5 generated this simulation of molecular orbitals in about ~20 minutes. I had to prompt for some structures and resonance but I can see the promise of instant educational simulations for any advanced topic

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 50:44

I TRIED MAKING A 3D MOTION GRAPHIC WITH CLAUDE OPUS 5.5. THIS IS WHAT CAME OUT. The idea was simple: start at my desk and don't stop zooming until we hit a single atom inside the CPU. Opus 5.5 took it and just kept going. Into the PC case. The cooler lifts off. The CPU under it. The metal lid comes off. Then the silicon die, one core, the copper wiring stacked on top, rows of logic cells, the fins and gates of the transistors… …all the way down to one silicon atom, bonded to its four neighbours. One continuous shot, no cuts. The ruler on the right tracks the scale the whole time: from about a metre down to about 2 nanometres. And the part that still gets me: every frame of this is 3D rendered right in a browser, from code. No Blender, no After Effects, no stock footage. A year ago this would have been a studio job. Now it's one conversation. Opus 5.5 is on another level.

threejsshader
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Claude Opus 5.5 WebGL Prompts example 61:00

From Cabo da Roca to observable universe. I gave opus 5.5 old prompt I prepared for Fable but I was not satisfied with the results. I asked model to create a cinematic film that zooms out from a hillside on Earth to the full observable universe using @threejs No external assets. Time: ~3h Output tokens: 662,769 Cache: 125.6M read, 2.0M written; API-equivalent cost: about $54.52: output $13.26, cache reads $25.12, cache writes $16.14

threejsshadercanvasparticles
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Claude Opus 5.5 WebGL Prompts example 70:38

I asked opus 5.5 in @agnt_gg for the most realistic fire it could build using ONLY javascript. It wrote a real 3D fluid simulation that runs on the GPU. The flame colors come from blackbody physics, the smoke is real volume, it runs at 96 fps in 1080p, and it critiqued its own renders about 40 times. Then it shot a 38 second film of it. The sound comes from the fire itself. 🔥 Details: - Nothing faked. The fire is actual simulated gas that burns, heats up, rises, and swirls. It gives off soot that glows, and the soot that escapes cools into smoke. Every frame is computed on the GPU. - The AI graded its own work: render a frame, have a vision model pick it apart like a VFX supervisor, fix it, repeat. It caught a flame that kept dying, ring shaped artifacts on the ground, and coals that looked like cheese chips. - The film isn't screen recorded. Each frame is rendered offline with scripted camera moves. The crackle and roar come from how brightly the fire burns in each frame. - No Blender, no stock footage, no sound library. One HTML file, one conversation.

threejsshaderaudio
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Claude Opus 5.5 WebGL Prompts example 80:34

I asked Claude Opus 5.5 to explain how a rocket engine works by building an interactive Raptor 3 you can take apart in your browser. Cut it open, follow the oxygen and the methane through both turbopumps, then throttle it and watch the shock diamonds move. http://airsup.ai/rocket-engine

threejsshader
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Claude Opus 5.5 WebGL Prompts example 90:22

Opus 5.5 just turned a smartphone into a 20-second trip from glass to atoms. It starts on the phone, dives through the motherboard and chip, then keeps going through the semiconductor structure until you’re basically staring at the atomic scale. This is the kind of 3D shot that normally looks like a whole studio touched it. Instead, Opus 5.5 built the sequence. That’s fucking ridiculous.

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 100:43

I asked Claude Opus 5.5 to explain how a fusion reactor works by building one you can take apart in your browser. Drag the plasma from 15 million °C, the heat of the Sun's core, to 150 million and watch a city light up. https://airsup.ai/lab

threejsshader
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Claude Opus 5.5 WebGL Prompts example 110:32

I asked Opus 5.5 again for an engine you can take apart in the browser Pistons against magnets at the same shaft speed. Push the RPM, open the cylinders, slow time down to 1/10 Under 15 minutes, and it did not even move the usage meter on my Max plan. The first experiment took half an hour, this one reused the framework the earlier ones built This is a screen recording, the real thing runs live in your browser Next I want to find where it breaks, so a game is coming

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 120:30

opus5.5有点强,我让它自由选题做交互页面和视频, 提示词:用你最强的思维和能力,根据对我的了解,自行寻找我可能喜欢的主题,制作一个30s的视频还有互动html,尽可能的展示你的前端能力! 它的选题思路:滕王阁·中秋夜。 今天(2026-09-25)正好是丙午年八月十五。所以我选了《滕王阁序》里最有画面感的那句:"落霞与孤鹜齐飞,秋水共长天一色"。短片是船上视角:落日时一只孤鹜飞过太阳,天上是鱼鳞云,然后江天一色,楼阁由下往上亮起灯,满月从东边升起,江面上漂着河灯,诗句以竖排书法字幕配印章出现。 前端做的更牛,但是这里没法放! 画面:整幅画面由一个 WebGL2 着色器逐像素算出来,没有用任何图片。包括天空的暮色层次、按南昌纬度推算的日月轨迹、程序生成的鱼鳞云、9 组波浪叠加的江面倒影,以及用 Canvas 2D 画出来的滕王阁立面。 声音:全部用 WebAudio 实时合成,没有一段录音。古筝用 Karplus-Strong 弦振动模型,带按滑和揉弦;另有箫、江水声、虫鸣和混响。 自由观赏模式:可以拖动环视和缩放,拖时间轴改变时辰;点江面放河灯,会弹出一句诗、响一声古筝;点月亮进入月面特写;还能切换查看渲染图层,或者在网页里直接录制视频。

shaderwebglcanvasaudio
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Claude Opus 5.5 WebGL Prompts example 130:10

刷到很多用opus 5.5生成的酷炫视频 为啥我用opus 生成的视频满满的像素感 大家都是怎么生成的?

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 140:21

最近用 GPT 6 Astra、Opus 5.5 做了一堆 web 3d 的项目,游戏、室内、Fx、文旅、整活的都有尝试hh 我把这些项目的全部工作流与prompt都整合到了线上的workplace里,之后也会持续更新,感兴趣的朋友可以收藏一波hh

threejsshader
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Claude Opus 5.5 WebGL Prompts example 150:13

✨审美绝了!Opus 5.5 用 Three.js 把宫崎骏《红猪》经典空战复刻出来了! 只给了这一句prompt: 「用 web3D 复刻宫崎骏《红猪》日落海面上的经典空战:白绿红涂装战斗机、紫色积云、海面反光、吉卜力运镜,画面写 just breathe.」 建模、配色、云层、尾迹和镜头全部一次对齐,审美直接封神。 #Opus5_5 #宫崎骏 #红猪 #ThreeJS #Web3D #AIGC #vibecoding #审美天花板 #3D #AI #Dario #Anthropic https://x.com/nft_chen/status/2103401780117938683?s=46

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 160:17

i asked opus 5.5 to build me a planet. not a picture of a planet. a whole planet. it wrote a single html file. no libraries, no images, no 3d models. every ocean, every mountain and every city light is math, generated live in your browser. then i started playing with it. drag it and it spins. raise the sea level and watch continents drown. move the sun and watch the cities switch on at night. hit "new planet" and it invents a new world. it even names it. a year ago this was a semester project for a graphics student. now it's a prompt.

shaderwebgl
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Claude Opus 5.5 WebGL Prompts example 170:50

I asked Opus 5.5 to generate a realistic 3D model of the Taj Mahal Dome, minarets, marble inlay, even the foundations. One prompt ⤵️ One HTML file.

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 180:59

Claude Opus 5.5 is absurdly good at 3D. I reran one of my recent 3D experiments with Claude Opus 5.5. Same prompt, same references, same real-world scene I had previously built with GPT-6 Astra. The result was much better than I expected. Put simply, for this specific use case, Claude Opus 5.5 was a clear win for me. The biggest differences for me were instruction following and taste. With the same references, Opus 5.5 got much closer to the Zelda Breath of the Wild-style look I was aiming for. The layout felt more intentional. It picked better camera angles. Asset placement made more sense. And I spent much less time fixing basic mistakes. In my Astra version, I had to repeatedly correct things like tree roots not touching the ground, rough geometry being used where proper assets already existed, or objects being placed in ways that just looked wrong. Opus 5.5 got much more of this right on its own. The interesting part for me is that I have almost zero real 3D skills. I mostly give references, look at the result, explain what feels wrong, and keep iterating. With better instruction following and visual judgment, that loop becomes dramatically easier. Still plenty to improve, especially indoors. Next test is whether I can recreate the interior of the house with the same level of quality.

threejsshader
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Claude Opus 5.5 WebGL Prompts example 190:34

Opus 5.5 does a great job in eval of GLSL (OpenGL Shading Language) in threejs. The prompt here is roughly. A fishbowl with reflection, refraction and water caustics. Check it out yourself! And compare it to other models https://threejseval.com/gallery?eval=fishtank

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 200:36

Opus 5.5 turned one sentence into a 3D system that opens in Blender, rigged, textured and ready to animate. It does not render the object. It constructs it, part by part, the way a modeller would if they had a week. > PARSE - the sentence becomes a parts list with real dimensions, nothing implied > MASS - each part built as clean geometry, quads only, no sculpted mush > RIG - joints and pivots placed where the object physically bends > SKIN - materials assigned per surface, scale and roughness set separately > PACK - exported with a named hierarchy, so a human can edit one part Image models stop at the render. What you get is a photograph of a thing that does not exist as a thing. That gap appears the second someone wants to move an arm, swap a material, or send it to a printer. Rigging is what nobody automates. Without pivots you have a statue, and a statue cannot be a system. Topology beats detail every time. A dense mesh looks stunning in a screenshot and folds the moment it deforms. Names carry through the whole export. Every part, joint and material reads the way a person would label it. Studios burn days on modelling and cleanup before anyone gets to the creative part of the job. The prompt format and what each stage returns are laid out underneath.

threejsshader
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Claude Opus 5.5 WebGL Prompts example 210:15

Opus 5.5 is good at 3d motion too apparantely

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 220:48

Claude Opus 5.5 یه انیمیشن 3D دیوونه‌کننده ساخته از دیتاسنتر شروع می‌شه، وارد سرور می‌شه، کارت گرافیک رو باز می‌کنه، داخل چیپ می‌ره، از مدار و ترانزیستور رد می‌شه و تا اتم سیلیکون می‌رسه. همه‌ش توی یک فایل HTML واحد اجرا می‌شه و حدود ۱ ساعت طول کشیده.

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 230:25

Opus 5.5 is mind boggling. It created this 3D website from just one prompt. Told it to create a website for forest conservation agency with pinterest post as reference for 3D animation. It one shotted into a single html file.

threejsshadersvgparticles
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Claude Opus 5.5 WebGL Prompts example 240:20

I wanted to see if beautiful destinations could become playable 3D experiences. Annecy, France became the prototype: a boat journey through canals, bridges, waterfront, and the mountain lake, built with Claude Opus 5.5 using Three.js + TSL. I trimmed the navigation footage for the sake of keeping the video short and the post below below has a slightly longer version. The whole workflow behind this is simple:- - Explained the concept to Opus and asked it to list some ideas. - Shortlisted one and asked it to generate a prompt, with tech stack directions. - Thats it, needed few iterations and is still a work in progress with few issues needing ironing. - The audio effects were added by Opus itself.

threejsshader
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Claude Opus 5.5 WebGL Prompts example 250:06

Opus 5.5 put London in a snow globe 🕰 Elizabeth Tower with lit clock faces 🚌 Red double-decker 🚕 Black cab at a zebra crossing ☎️ Phone box 🍂 Leaves that swirl when you shake the phone ~700 lines of Swift. No 3D files.

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 260:42

Latentown just went 3D 🏙️ The pixel town grew into a living city of AI news. Every story is a building, every lab has a tower, and couriers carry the day's news across the river. Built over a weekend with Claude Code + Opus 5.5 and three.js. https://latentown.lol

threejsshader
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Claude Opus 5.5 WebGL Prompts example 270:29

Rok temu próbowałem zrobić grę 3D z Opusem 4.1 - zrzut ekranu, jak to wtedy wyglądało, wrzucę w komentarzu. Zobaczcie, jak szybko to wszystko idzie do przodu. Minęło tylko 12 miesięcy, a dziś wygląda to tak. Całość zbudowana z modelem Opus 5.5. https://kreatio.pl/brokul

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 280:28

CLAUDE OPUS 5.5 MADE ME A MAGIC EYE. It doesn't just look around. It listens. 72 plates wrapped around a mechanical eyeball, a 9-blade iris, a lens that slides out when the bass hits, two rings orbiting it like it's its own little planet. Play a track and it comes alive. Every kick flips the plates open. The bass pushes the lens forward. The highs light up the glowing core inside. When the song drops into the breakdown, the eye closes and goes quiet, like it's thinking. Then the drop hits and it blows wide open. Opus 5.5 listened to the track first, found the tempo, the breakdown and the drop, and built the whole thing around it. Even the panel on the right is live: every slider moves with the music. All 3D, all code, rendered right in a browser. Turn the sound on.

threejsshadersvgaudio
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Claude Opus 5.5 WebGL Prompts example 290:15

※デザイナーの仕事がなくなりました。 Claude Opus 5.5に3Dモデルで東京タワーの映像を作らせた結果、5分でこのクオリティをポン出し PR動画やYouTube動画制作など、複数の案件もこれ一つで全てこなせます。 具体的な作り方は記事で解説↓

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 300:32

opus 5.5 遊戲製作,週末快點來嘗試。

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 310:14

帮我做一个原创的手游「高光时刻」动效:[主体,例如:开宝箱 / 段位晋升 / 成就解锁 / Boss 掉落 / 角色升级]。 做成一个可以直接打开的单文件网页(HTML + CSS + JS),点一下就能完整播放,效果对标商业手游的结算 / 奖励演出。 【世界观与风格】 - 原创美术,不要模仿任何现有游戏的 IP、角色或 Logo。 - 卡通手游风:高饱和配色,统一的深色描边(例如 #1A1033),圆润厚重的造型。 - 配色随等级升级:[等级阶梯,例如:普通绿 → 稀有蓝 → 史诗紫 → 传说金]。每升一级都要切换主色、光效颜色和背景色调。 - 标题用圆胖的游戏字体(如 Titan One / Lilita One),描黑边,加投影;文字逐字「砸」进画面,带回弹。 【主体物:做成真 3D】 - 用 Three.js 建模,不要用平面 SVG 贴图。要有厚度、倒角,以及符合主体的结构细节(木板缝、铆钉、包边、宝石切面、锁扣等);木板缝这类细节用真实几何体拼出来,不要贴黑线条。 - 着色用卡通分阶(MeshToonMaterial 加 3~4 阶的渐变贴图),配三种灯光:主光、天光、等级色的轮廓光。 - 描边用后期边缘检测:渲染法线图 + 深度图,再用着色器画线。外轮廓粗、零件交界细,粗细全程一致;另外做 1.5 倍超采样和多重采样抗锯齿。 不要用「放大一圈的黑色背面」那种描边,那样粗细不均、转角会断。 深度判断的阈值要放宽,接缝主要靠法线判断,否则斜着看的表面会冒出细碎斜纹。 - 活动部件要真实运动,比如箱盖绕铰链翻开、奖章绕竖轴旋转。 - 待机时主体缓慢左右转动,让人看到侧面和厚度,同时轻微上下浮动;脚下要有随高度变化的柔和投影。 【如果画面里有 2D 插画(卡面、奖励图标、角色)】 - 三层卡通着色:底色、成块的阴影色、高光色,不要只用一层渐变。 - 线条分粗细:外轮廓粗,内部结构线细。 - 每个角色或物件要有自己的表情和姿态,不要所有东西共用同一张脸。 - 脚下画投影,让主体「站」在画面里;背景按属性区分图案,不要全用同一套放射线。 【演出节奏:五个阶段,缺一不可】 1. 预备:主体待机浮动,每隔几秒抖一下提示可以点击,底部显示「点击」提示。 2. 升级:每点一次,主体跳起、在空中转一圈、落地时压扁再回弹;同时切换到下一等级的颜色,闪一下光,冒一圈粒子,标题更新。 3. 蓄力(约 1 秒):主体越抖越剧烈,缝隙透出光,四周粒子往中心吸,音效音调持续上升;最后一刻猛地压扁。 4. 爆发:从爆点向外扩散的泛光闪白、屏幕震动、镜头往前一推、多层冲击波、细长流光迸射、闪光星点、金币和宝石(带旋转)。高等级的爆发要明显更强。彩带只在最高潮用一次,不要满屏彩带。 5. 揭晓与结算: - 奖励卡片从主体里沿弧线飞出,落位时带超调和晃动收尾,数字滚动计数。 - 稀有物品带彩虹流光边框和「NEW!」角标。 - 点击领取后,金币和宝石沿贝塞尔曲线飞进右上角的余额,每到一个余额就跳一下。 【揭晓舞台:让主角独占画面】 - 最高稀有度揭晓时,其他元素收起或淡出,背后换成一层干净的渐变幕布加缓慢旋转的柔光,不要让主角压在杂乱的背景上。 - 幕布出现时,把场景里的其他 3D 物件隐藏掉,否则后期描边会把它们的轮廓线画在幕布上。 - 主角的外发光要放在主体背后,只从边缘溢出,不能盖在主体前面把它糊成一片白。 - 可以加一圈围绕主角盘旋的星尘拖尾,但轨道必须完整在主角轮廓外侧,不能从主体正面扫过。 【光效:必须柔和,不能有硬边】 - 背景光芒:用带渐变过渡的 conic-gradient,不要一刀切的色块边缘;叠 2~3 层不同密度、不同转速的光。 - 光柱:由 5~7 道带模糊的光束呈扇形散开,亮度各自轻微闪动;根部加一团柔光核心,光里有光尘缓慢上飘。 - 闪白:从爆点向外的径向泛光(mix-blend-mode: screen),强度不超过 0.8,不要整屏纯白过曝。 - 粒子:每个火花都带一圈低透明度的外晕;冲击波用三层描边(宽而淡、中等、细而亮)。 【材质与界面】 - 边框、名牌、按钮要有材质感:金属拉丝渐变、左上亮右下暗的倒角光、内阴影;按稀有度换镶嵌件(钢铆钉 → 银框宝石 → 金框钻石加小王冠)。 - 小卡片上不要塞小字数值;详细数值放到揭晓时的信息面板里,面板里的数字滚动上涨,并弹出「▲+数值」。 - 画在 Canvas 上的贴图,分辨率至少是屏幕上最大显示尺寸的 1.5 倍,否则放大时会发虚。 【动画原则】 - 用 GSAP 时间线编排。所有动作都要有挤压拉伸、超调和弹性回弹,不要匀速。 - 粒子系统用 Canvas 2D 自己写:重力、阻力、生命周期、叠加混合,以及「吸入」「曲线飞行」「环绕」三种运动。 - 不要用 CSS 3D 透视去翻转大尺寸元素,放大加侧翻时会被投影成铺满屏幕的平面,3D 翻转一律放在 WebGL 里做。 - 所有「抖动」「呼吸」类的循环补间,在状态切换时要先取消再归零,避免它比停止指令晚一帧结束,又把值设回去。 【音效】 - 全部用 Web Audio 实时合成,不用音频文件:跳起、落地、升级和弦、蓄力上升音、爆炸低频加噪声、弹出音、计数滴答、金币叮当、胜利号角。 - 第一次点击时才初始化音频;右上角放静音开关。 【界面与工程】 - 顶部 HUD:模式切换、金币和宝石余额、静音按钮。 - 手机宽度也要能用;遵守「减少动态效果」设置(关闭震屏,减少粒子)。 - 动画状态机要严谨:动画播放中忽略点击,不能出现点击被吞或状态错乱。 - 目标 60fps。第一次打开时就是完整的待机画面,不能是空白。 【交付前自检】 在蓄力、爆发、揭晓、结算这几个时刻各截一张图,逐张检查: - 主角有没有被光晕、粒子或文字挡住? - 有没有过曝成一片白? - 背景是否杂乱,有没有穿帮的描边线? - 小字是否能看清? - 结算后是否还有东西在不该动的时候继续抖动? 最后告诉我:每个阶段的时长,以及哪些参数可以调整演出强度。

threejsshadercanvasgsap
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Claude Opus 5.5 WebGL Prompts example 320:41

I updated my game Higher on @spawn with Opus 5.5 and Savi with just only one prompt This is the result. Multiplayer game with portals to different worlds Play here: https://www.spawn.co/@chucky/higher/play

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 330:31

Opus 5.5 is seriously impressive🤯 I gave Lovable a detailed prompt for a game I wanted to build, and it used Opus 5.5 to turn it into what you see in the video. Five hours of cooking. One-shotted.

threejsshadercanvassvg
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Claude Opus 5.5 WebGL Prompts example 340:18

Day 7 of making a game every day until I hit 1 million followers. Driftward: Oregon Trail in space, four mini games. Can you make it to the other side of the galaxy alive? Made in a single prompt with Opus 5.5 and Fifth Door.

threejsshadercanvas
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Claude Opus 5.5 WebGL Prompts example 350:57

I made a 3D survival game in one prompt with Opus 5.5 Survive 60 seconds. Every tile you step on cracks... then it falls. Race your own ghost, chase near-misses, watch the arena rebuild itself when you fail. Most people don't make it past 30s 👇 https://claude.ai/artifact/D3kjdvMpvrGgTCcxDTTDvP

threejsshaderplayable
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Claude Opus 5.5 WebGL Prompts example 360:30

This is Dope! Claude Opus 5.5 is on fire 🔥 One prompt → a 30s video-game walk through Mumbai, built entirely in code. No AI video. No 3D assets. No stock audio. 1,850 lines. 900 frames. 30+ sounds from pure math. Every pigeon, puddle and kaali-peeli, made by code. Mumbai, compiled. 🇮🇳

threejsshaderaudio
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Prompt anatomy

How to write a better prompt

  • 先定义视觉效果,再指定 Shader 技术。
  • 列出交互 uniforms 及取值范围。
  • 为低性能设备要求平滑降级。

FAQ

这些 Prompt 可以用于 Claude Opus 5.5 以外的模型吗?

可以。这些案例采用可迁移的创意规格写法。保留场景、运动、镜头、时序和技术约束,再按模型或编程 Agent 的输出格式调整即可。

高质量 AI 视频 Prompt 应包含什么?

实用的 Prompt 会明确主体、视觉系统、动作顺序、镜头行为、时长、转场和交付约束。具体动词和可衡量时序通常比模糊的风格词更有效。