Mistral Small 4
by MistralReasoningClean
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 19.8 s
- Cost
- $0.0023
- Output tokens
- 3,340
- Spent thinking
- 0 tokens
- Speed
- 174.3 tok/s
- Console errors
- 0
- First token after
- 630 ms
- First visible text after
- 630 ms
- Prompt tokens
- 585
- Code size
- 10.8 KB
- Finish reason
- stop
- Served by
- Mistral
- Model id
mistralai/mistral-small-2603- Reasoning sent
model default- Max output
- 209,715 tokens
- Generated
- Nov 12, 2026
What it was asked
The prompt
Build a low-poly 3D scene of a campfire in a forest clearing at night, with Three.js in a single HTML file. Load Three.js only through this import map (do not use any other URL or version): <script type="importmap">{"imports":{"three":"https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js","three/addons/":"https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"}}</script> Requirements: - A ground with a few low-poly rocks and logs around a campfire in the center. - At least 30 low-poly trees placed randomly around the clearing (not on the fire). - The campfire has animated flames and a warm point light that flickers and casts shadows. - Sparks rising from the fire as a simple particle system. - A dark night sky with stars and a moon, plus fog that fades the distant trees. - OrbitControls to look around, with limits so the camera stays above the ground. - The renderer fills the window and handles resizing correctly.
System prompt, sent with every prompt
You are generating a self-contained web demo. It will be rendered automatically in a sandboxed iframe and compared side by side with the output of other AI models given the exact same task. Output rules: - Reply with exactly ONE fenced code block containing the complete file: ```html (or ```svg when the task asks for an SVG). No text before or after the code block. - Everything must be inline: CSS in <style>, JavaScript in <script>. No external files, images, fonts or network requests, except the CDN URLs explicitly allowed by the task. - Do not use localStorage, sessionStorage, cookies, IndexedDB, alert(), confirm(), prompt() or window.open(): they are blocked in the sandbox and will throw. - The page must look right in a 1280×800 viewport and adapt gracefully down to 375px wide. No horizontal scrollbar. - Something meaningful must be visible on first paint: a screenshot is taken automatically about 3 seconds after load, without any interaction. - Everything that makes the demo interesting must be visible within the first seconds: nothing hidden behind a high score, a later level or a long play session. - Games must start in a self-playing demo mode (a simple AI plays) behind a "Click or press a key to start" message, so the game can be judged in action without playing. - The iframe only receives keyboard events after the user clicks it: if the demo uses the keyboard, display a clear "Click or press a key to start" message. - The code must run with zero errors in the console of the latest Chrome.
Code run-1.html · 338 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Low-Poly Campfire Scene</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
#start { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); color: white; font-family: Arial, sans-serif; background: rgba(0,0,0,0.5); padding: 10px 20px; border-radius: 5px; cursor: pointer; }
</style>
</head>
<body>
<div id="start">Click or press a key to start</div>
<script type="importmap">
{"imports":{"three":"https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js","three/addons/":"https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"}}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
// Scene setup
const scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x000000, 20, 80);
// Camera
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 200);
camera.position.set(0, 10, 20);
// Renderer
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.BasicShadowMap;
document.body.appendChild(renderer.domElement);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.maxPolarAngle = Math.PI * 0.9;
controls.minDistance = 5;
controls.maxDistance = 50;
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Lighting
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffeedd, 0.3);
directionalLight.position.set(10, 20, 10);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 1024;
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
scene.add(directionalLight);
// Campfire
const fireGroup = new THREE.Group();
scene.add(fireGroup);
// Fire base
const fireBaseGeometry = new THREE.ConeGeometry(1.5, 0.5, 8);
const fireBaseMaterial = new THREE.MeshStandardMaterial({
color: 0x3a2a1a,
roughness: 0.8,
metalness: 0.1
});
const fireBase = new THREE.Mesh(fireBaseGeometry, fireBaseMaterial);
fireBase.position.y = 0.25;
fireBase.castShadow = true;
fireGroup.add(fireBase);
// Fire flames (animated)
const flameGeometry = new THREE.ConeGeometry(1, 2, 8);
const flameMaterial = new THREE.MeshStandardMaterial({
color: 0xff4500,
emissive: 0xff4500,
emissiveIntensity: 2,
transparent: true,
opacity: 0.8
});
const flames = [];
for (let i = 0; i < 5; i++) {
const flame = new THREE.Mesh(flameGeometry, flameMaterial.clone());
flame.position.y = 1.5 + i * 0.3;
flame.scale.y = 0.5 + i * 0.2;
flame.castShadow = true;
fireGroup.add(flame);
flames.push(flame);
}
// Fire light (flickering)
const fireLight = new THREE.PointLight(0xff4500, 2, 15, 2);
fireLight.castShadow = true;
fireGroup.add(fireLight);
// Sparks particle system
const sparkGeometry = new THREE.BufferGeometry();
const sparkMaterial = new THREE.PointsMaterial({
color: 0xffaa33,
size: 0.1,
transparent: true,
opacity: 0.8,
blending: THREE.AdditiveBlending
});
const sparkCount = 100;
const positions = new Float32Array(sparkCount * 3);
const velocities = new Float32Array(sparkCount * 3);
const lifetimes = new Float32Array(sparkCount);
const maxLifetime = 2;
for (let i = 0; i < sparkCount; i++) {
positions[i * 3] = 0;
positions[i * 3 + 1] = 0;
positions[i * 3 + 2] = 0;
velocities[i * 3] = (Math.random() - 0.5) * 0.2;
velocities[i * 3 + 1] = Math.random() * 0.3 + 0.2;
velocities[i * 3 + 2] = (Math.random() - 0.5) * 0.2;
lifetimes[i] = Math.random() * maxLifetime;
}
sparkGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
sparkGeometry.setAttribute('velocity', new THREE.BufferAttribute(velocities, 3));
sparkGeometry.setAttribute('lifetime', new THREE.BufferAttribute(lifetimes, 1));
const sparks = new THREE.Points(sparkGeometry, sparkMaterial);
fireGroup.add(sparks);
// Ground
const groundGeometry = new THREE.PlaneGeometry(100, 100, 64, 64);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x2a2a1a,
roughness: 0.9,
metalness: 0.0
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
// Rocks
const rockGeometry = new THREE.DodecahedronGeometry(0.5, 0);
const rockMaterial = new THREE.MeshStandardMaterial({
color: 0x5a4a3a,
roughness: 0.7
});
for (let i = 0; i < 5; i++) {
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
rock.position.x = (Math.random() - 0.5) * 20;
rock.position.z = (Math.random() - 0.5) * 20;
rock.position.y = 0.25;
rock.rotation.x = Math.random() * Math.PI;
rock.rotation.y = Math.random() * Math.PI;
rock.rotation.z = Math.random() * Math.PI;
rock.castShadow = true;
scene.add(rock);
}
// Logs
const logGeometry = new THREE.CylinderGeometry(0.3, 0.3, 2, 8);
const logMaterial = new THREE.MeshStandardMaterial({
color: 0x6a4a2a,
roughness: 0.8
});
for (let i = 0; i < 3; i++) {
const log = new THREE.Mesh(logGeometry, logMaterial);
log.position.x = (Math.random() - 0.5) * 15;
log.position.z = (Math.random() - 0.5) * 15;
log.position.y = 1;
log.rotation.x = Math.random() * Math.PI;
log.rotation.z = Math.random() * Math.PI;
log.castShadow = true;
scene.add(log);
}
// Trees (30+ low-poly trees)
const treeGeometry = new THREE.ConeGeometry(0.3, 1.5, 8);
const treeMaterial = new THREE.MeshStandardMaterial({
color: 0x2a5a2a,
roughness: 0.7
});
const treeTopGeometry = new THREE.ConeGeometry(0.6, 1, 8);
const treeTopMaterial = new THREE.MeshStandardMaterial({
color: 0x1a4a1a,
roughness: 0.7
});
for (let i = 0; i < 35; i++) {
const distance = 20 + Math.random() * 30;
const angle = Math.random() * Math.PI * 2;
const x = Math.cos(angle) * distance;
const z = Math.sin(angle) * distance;
// Skip if too close to fire
if (Math.abs(x) < 5 && Math.abs(z) < 5) continue;
// Tree trunk
const trunk = new THREE.Mesh(treeGeometry, treeMaterial);
trunk.position.set(x, 0.75, z);
trunk.castShadow = true;
scene.add(trunk);
// Tree top
const top = new THREE.Mesh(treeTopGeometry, treeTopMaterial);
top.position.set(x, 1.75, z);
top.castShadow = true;
scene.add(top);
}
// Moon and stars
const moonGeometry = new THREE.SphereGeometry(2, 16, 16);
const moonMaterial = new THREE.MeshStandardMaterial({
color: 0xffffcc,
emissive: 0xffffcc,
emissiveIntensity: 0.5
});
const moon = new THREE.Mesh(moonGeometry, moonMaterial);
moon.position.set(30, 40, -50);
scene.add(moon);
// Stars
const starGeometry = new THREE.BufferGeometry();
const starMaterial = new THREE.PointsMaterial({
color: 0xffffff,
size: 0.1,
transparent: true
});
const starCount = 500;
const starPositions = new Float32Array(starCount * 3);
for (let i = 0; i < starCount; i++) {
starPositions[i * 3] = (Math.random() - 0.5) * 100;
starPositions[i * 3 + 1] = Math.random() * 50 + 20;
starPositions[i * 3 + 2] = (Math.random() - 0.5) * 100;
}
starGeometry.setAttribute('position', new THREE.BufferAttribute(starPositions, 3));
const stars = new THREE.Points(starGeometry, starMaterial);
scene.add(stars);
// Animation
let clock = new THREE.Clock();
let startTime = null;
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
const time = clock.getElapsedTime();
if (startTime === null) {
startTime = time;
}
// Animate flames
flames.forEach((flame, i) => {
flame.position.y = 1.5 + Math.sin(time * 2 + i) * 0.2;
flame.scale.y = 0.5 + i * 0.2 + Math.sin(time * 1.5 + i) * 0.1;
flame.material.opacity = 0.6 + Math.sin(time * 2 + i) * 0.2;
});
// Flicker fire light
fireLight.intensity = 1.5 + Math.sin(time * 3) * 0.5;
fireLight.color.setHSL(0.05, 1, 0.5 + Math.sin(time * 2) * 0.1);
// Update sparks
const positions = sparkGeometry.attributes.position.array;
const velocities = sparkGeometry.attributes.velocity.array;
const lifetimes = sparkGeometry.attributes.lifetime.array;
for (let i = 0; i < sparkCount; i++) {
if (lifetimes[i] > 0) {
// Update position
positions[i * 3] += velocities[i * 3];
positions[i * 3 + 1] += velocities[i * 3 + 1];
positions[i * 3 + 2] += velocities[i * 3 + 2];
// Update velocity (gravity)
velocities[i * 3 + 1] -= 0.01;
// Update lifetime
lifetimes[i] -= delta;
// Reset if lifetime expired
if (lifetimes[i] <= 0) {
positions[i * 3] = 0;
positions[i * 3 + 1] = 0;
positions[i * 3 + 2] = 0;
velocities[i * 3] = (Math.random() - 0.5) * 0.2;
velocities[i * 3 + 1] = Math.random() * 0.3 + 0.2;
velocities[i * 3 + 2] = (Math.random() - 0.5) * 0.2;
lifetimes[i] = Math.random() * maxLifetime;
}
}
}
sparkGeometry.attributes.position.needsUpdate = true;
sparkGeometry.attributes.lifetime.needsUpdate = true;
controls.update();
renderer.render(scene, camera);
}
// Handle window resize
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
// Start animation on click/key
document.getElementById('start').addEventListener('click', () => {
document.getElementById('start').style.display = 'none';
animate();
});
document.addEventListener('keydown', () => {
if (startTime === null) {
document.getElementById('start').style.display = 'none';
animate();
}
});
// Initial render
renderer.render(scene, camera);
</script>
</body>
</html>