GPT-5 Nano
by OpenAIReasoning1 console error
Running live in a sandboxed frame. Click inside it before using the keyboard.
How it went
- Total time
- 31.3 s
- Cost
- $0.0017
- Output tokens
- 4,256
- Spent thinking
- 0 tokens
- Speed
- 140.1 tok/s
- Console errors
- 1
- First token after
- 911 ms
- First visible text after
- 911 ms
- Prompt tokens
- 555
- Code size
- 14.6 KB
- Finish reason
- stop
- Served by
- OpenAI
- Model id
openai/gpt-5-nano- Reasoning sent
{"effort":"minimal"}- Max output
- 128,000 tokens
- Generated
- Nov 12, 2026
Console errors
Caught in the first 3 seconds after load, in a sandboxed iframe like the one above.
geo.computeFlatVertexNormals is not a function
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 · 432 lines
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Low-Poly Campfire in a Forest - Three.js Demo</title>
<meta name="viewport" content="width=device-width, initial-scale=1" />
<style>
:root {
--bg: #0b1020;
--ground: #2a2a2a;
--rock: #5a5a5a;
--log: #7a4b2a;
--fire: #ff7a2e;
}
html, body {
height: 100%;
margin: 0;
background: #000;
font-family: system-ui, -apple-system, "Segoe UI", Roboto;
color: #ddd;
overflow: hidden;
}
/* Canvas fills window without scrollbars */
canvas { display: block; width: 100%; height: 100%; }
/* Overlay instructions and status */
.overlay {
position: fixed;
left: 16px;
bottom: 16px;
padding: 10px 14px;
background: rgba(0,0,0,0.5);
border-radius: 8px;
font-size: 13px;
color: #ddd;
z-index: 10;
user-select: none;
}
.overlay.hidden { display: none; }
.shadow {
text-shadow: 0 2px 6px rgba(0,0,0,0.6);
}
@media (max-width: 700px) {
.overlay { font-size: 12px; left: 8px; right: 8px; bottom: 12px; }
}
</style>
</head>
<body>
<div id="start" class="overlay shadow" aria-label="start instruction">
Click or press any key to start
</div>
<!-- Import Map for Three.js -->
<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">
// Scene setup using Three.js via import map
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
// Simple bloom-like glow via additive sprites
// We'll implement a minimal animated flame with shader-like color cycling using a mesh and particles.
let renderer, scene, camera, controls;
let ground, campfireGroup;
let flameMesh;
let fireGlow;
let sparks;
let moon, stars;
let fog;
let started = false;
const CLOCK = new THREE.Clock();
function createGround() {
// Ground plane with gentle hills (low-poly feel)
const size = 120;
const geo = new THREE.PlaneGeometry(size, size, 32, 32);
// Simple shading with per-vertex color variations for a low-poly look
const colors = [];
for (let i = 0; i < geo.attributes.position.count; i++) {
const y = (geo.attributes.position.getY(i) || 0);
// small height variation
const h = (Math.random() * 0.25) - 0.125;
// shift vertex height a bit by editing position would be heavy; skip for performance.
// We'll color based on x,z to give variation
const x = geo.attributes.position.getX(i);
const z = geo.attributes.position.getZ(i);
const c = new THREE.Color(0.25 + Math.abs(x) * 0.003, 0.25 + Math.abs(z) * 0.003, 0.15);
colors.push(c.r, c.g, c.b);
}
geo.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
const mat = new THREE.MeshStandardMaterial({
vertexColors: true,
roughness: 0.9,
metalness: 0.0
});
const mesh = new THREE.Mesh(geo, mat);
mesh.rotation.x = -Math.PI / 2;
mesh.receiveShadow = true;
return mesh;
}
function makeRock(size = 1) {
// Low-poly rock as a simple extruded icosahedron-like blob
const geo = new THREE.DodecahedronGeometry(size, 1);
// scale to look flat-ish
geo.computeFlatVertexNormals();
const mat = new THREE.MeshStandardMaterial({ color: 0x5a5a5a, roughness: 0.9, metalness: 0.0 });
const m = new THREE.Mesh(geo, mat);
m.castShadow = true;
m.receiveShadow = true;
return m;
}
function makeLog(length = 3) {
const geo = new THREE.CylinderGeometry(0.12, 0.2, length, 6, 1, false);
const mat = new THREE.MeshStandardMaterial({ color: 0x7a4b2a, roughness: 0.95 });
const log = new THREE.Mesh(geo, mat);
log.rotation.z = Math.random() * 0.4 - 0.2;
log.rotation.y = Math.random() * Math.PI;
log.castShadow = true;
log.receiveShadow = true;
return log;
}
function makeTree(baseRadius=0.8, height=6) {
// Simple low-poly tree: trunk + conical foliage
const group = new THREE.Group();
const trunkGeo = new THREE.CylinderGeometry(0.25, 0.28, height*0.6, 6);
const trunkMat = new THREE.MeshStandardMaterial({ color: 0x7a4b2a, roughness: 0.95 });
const trunk = new THREE.Mesh(trunkGeo, trunkMat);
trunk.castShadow = true;
trunk.receiveShadow = true;
trunk.position.y = height*0.3;
// foliage as stacked cones (low-poly)
const coneMat = new THREE.MeshStandardMaterial({ color: 0x2b6f2b, roughness: 0.95 });
const levels = 3;
for (let i=0; i<levels; i++) {
const r = baseRadius * (1 - i*0.25);
const h = height * 0.25;
const cone = new THREE.Mesh(new THREE.ConeGeometry(r, h, 6), coneMat);
cone.position.y = height*0.35 + i*h;
cone.rotation.y = Math.PI/6 * i;
cone.castShadow = true;
cone.receiveShadow = true;
group.add(cone);
}
trunk.position.y = height*0.3;
group.add(trunk);
return group;
}
function createNightSky() {
// Moon
const moonGeo = new THREE.SphereGeometry(2, 20, 20);
const moonMat = new THREE.MeshBasicMaterial({ color: 0xddddff, emissive: 0x333355, emissiveIntensity: 0.6 });
moon = new THREE.Mesh(moonGeo, moonMat);
moon.position.set(30, 40, -60);
scene.add(moon);
// Stars
const starsGeo = new THREE.BufferGeometry();
const starCount = 280;
const positions = new Float32Array(starCount * 3);
for (let i = 0; i < starCount; i++) {
positions[i*3+0] = (Math.random() - 0.5) * 120;
positions[i*3+1] = Math.random() * 60 + 10;
positions[i*3+2] = (Math.random() - 0.5) * 120;
}
starsGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const starsMat = new THREE.PointsMaterial({ color: 0xffffff, size: 0.6, sizeAttenuation: true });
stars = new THREE.Points(starsGeo, starsMat);
scene.add(stars);
}
function createFogAndLights() {
// Fog
fog = new THREE.FogExp2(0x0a1020, 0.005);
scene.fog = fog;
// Directional ambient night glow
const ambient = new THREE.AmbientLight(0x404060, 0.25);
scene.add(ambient);
}
function createCampfire() {
campfireGroup = new THREE.Group();
// Fire pit base
const pitGeom = new THREE.CylinderGeometry(1.6, 1.6, 0.6, 12);
const pitMat = new THREE.MeshStandardMaterial({ color: 0x2b1e12, roughness: 0.9 });
const pit = new THREE.Mesh(pitGeom, pitMat);
pit.position.y = 0.3;
pit.castShadow = true;
pit.receiveShadow = true;
campfireGroup.add(pit);
// Rocks around pit
for (let i = 0; i < 8; i++) {
const rock = makeRock(THREE.MathUtils.randFloat(0.4, 0.8));
const radius = THREE.MathUtils.randFloat(1.8, 2.8);
const a = (i / 8) * Math.PI * 2 + Math.random() * 0.4;
rock.position.set(Math.cos(a) * radius, 0.35, Math.sin(a) * radius);
rock.rotation.y = Math.random() * Math.PI;
rock.scale.setScalar(THREE.MathUtils.randFloat(0.8, 1.4));
campfireGroup.add(rock);
}
// Logs around pit
for (let i=0; i<6; i++) {
const log = makeLog(THREE.MathUtils.randFloat(2.0, 3.5));
const a = (i / 6) * Math.PI * 2;
log.position.set(Math.cos(a)*1.5, 0.2, Math.sin(a)*1.5);
log.rotation.y = a;
campfireGroup.add(log);
}
// Flames: a small animated cone with gradient and slight flicker
const flameGeo = new THREE.ConeGeometry(0.8, 2.0, 12, 1, true);
const flameMat = new THREE.MeshBasicMaterial({ color: 0xffa056, transparent: true, opacity: 0.9, depthWrite: false });
flameMesh = new THREE.Mesh(flameGeo, flameMat);
flameMesh.position.y = 1.2;
flameMesh.rotation.x = Math.PI; // point up
flameMesh.castShadow = false;
flameMesh.receiveShadow = false;
campfireGroup.add(flameMesh);
// Fire glow (point light)
const glow = new THREE.PointLight(0xffa056, 1.2, 18, 2);
glow.position.set(0, 1.6, 0);
glow.castShadow = true;
campfireGroup.add(glow);
fireGlow = glow;
// dark orange halo sprite-like light:
const haloGeo = new THREE.SphereGeometry(2.0, 8, 8);
const haloMat = new THREE.MeshBasicMaterial({ color: 0xffa056, transparent: true, opacity: 0.25, depthWrite: false });
const halo = new THREE.Mesh(haloGeo, haloMat);
halo.position.y = 1.6;
halo.renderOrder = 0;
campfireGroup.add(halo);
// Sparks particle system (simple points)
const sparksGeo = new THREE.BufferGeometry();
const sparksCount = 120;
const sPos = new Float32Array(sparksCount * 3);
for (let i = 0; i < sparksCount; i++) {
sPos[i*3+0] = 0;
sPos[i*3+1] = 1.2;
sPos[i*3+2] = 0;
}
sparksGeo.setAttribute('position', new THREE.BufferAttribute(sPos, 3));
const sparksMat = new THREE.PointsMaterial({ color: 0xffd77a, size: 0.25, sizeAttenuation: true, transparent: true, opacity: 0.9 });
sparks = new THREE.Points(sparksGeo, sparksMat);
sparks.renderOrder = 2;
campfireGroup.add(sparks);
}
function updateSparks(dt) {
// Simple upward drift with random radial spread
const pos = sparks.geometry.attributes.position;
const count = pos.count;
for (let i = 0; i < count; i++) {
const idx = i * 3;
pos.array[idx+1] += dt * (0.8 + Math.random() * 0.8); // rise
pos.array[idx+0] += (Math.random() - 0.5) * dt * 0.4;
pos.array[idx+2] += (Math.random() - 0.5) * dt * 0.4;
// respawn near fire when too high
if (pos.array[idx+1] > 4.0) {
pos.array[idx+0] = 0;
pos.array[idx+1] = 1.2;
pos.array[idx+2] = 0;
}
}
pos.needsUpdate = true;
}
function animateFlame(dt) {
// Simple flicker: scale and color slightly
const t = performance.now() * 0.001;
flameMesh.scale.setScalar(0.9 + Math.sin(t * 6) * 0.04);
const base = 0.9 + Math.sin(t * 8) * 0.05;
flameMesh.material.opacity = base;
// color shift
const hue = 0.08 + Math.sin(t * 5) * 0.02;
flameMesh.material.color.setHSL(0.07, 1.0, 0.6 + hue * 0.2);
// light intensity flicker
fireGlow.intensity = 1.2 + Math.abs(Math.sin(t * 6)) * 0.8;
}
function init() {
// Renderer
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true, alpha: false });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(window.innerWidth, window.innerHeight, false);
document.body.style.background = '#000';
// Scene
scene = new THREE.Scene();
// Camera
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(-12, 8, 18);
camera.lookAt(0, 0, 0);
// Controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.08;
controls.minDistance = 6;
controls.maxDistance = 60;
controls.maxPolarAngle = Math.PI * 0.75; // stay above ground
controls.keys = {};
// Disable WASD movement in case
controls.enablePan = false;
// Lights
const ambient = new THREE.AmbientLight(0x111133);
scene.add(ambient);
// Ground
ground = createGround();
ground.position.y = 0;
scene.add(ground);
// Fog & sky
createFogAndLights();
createNightSky();
createCampfire();
// Random trees around clearing
const treeGroup = new THREE.Group();
scene.add(treeGroup);
const treeCount = 30 + Math.floor(Math.random() * 10);
for (let i = 0; i < treeCount; i++) {
const t = makeTree(0.9 + Math.random() * 0.6, 5 + Math.random() * 2.5);
// Position around the clearing, avoid central area
let rx = (Math.random() - 0.5) * 40;
let rz = (Math.random() - 0.5) * 40;
// Ensure not too close to campfire (radius ~6)
const dist = Math.sqrt(rx*rx + rz*rz);
if (dist < 6) {
rx = (Math.random() > 0.5 ? 1 : -1) * (6 + Math.random() * 14);
rz = (Math.random() > 0.5 ? 1 : -1) * (6 + Math.random() * 14);
}
t.position.set(rx, 0, rz);
t.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
treeGroup.add(t);
}
// Ground shadows
ground.receiveShadow = true;
campfireGroup.traverse((c) => {
if (c.isMesh) c.castShadow = true;
});
// Start hidden until user interaction
document.getElementById('start').classList.remove('hidden');
// Kick initial render
renderer.render(scene, camera);
}
function onResize() {
const w = window.innerWidth;
const h = window.innerHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h, false);
}
function startIfNeeded() {
if (started) return;
started = true;
document.getElementById('start').style.display = 'none';
// Start animation loop
animate();
}
// Interaction to start: click or key
window.addEventListener('mousedown', startIfNeeded, { once: true });
window.addEventListener('keydown', startIfNeeded, { once: true });
window.addEventListener('resize', onResize);
function animate() {
const dt = CLOCK.getDelta();
// Update controls
controls.update();
// Flames and sparks
animateFlame(dt);
updateSparks(dt);
// Gentle star twinkle via moon position slight orbit
const t = performance.now() * 0.00008;
if (moon) {
moon.position.x = Math.cos(t) * 30;
moon.position.z = Math.sin(t) * -60;
}
// Render
renderer.render(scene, camera);
// Schedule next frame
requestAnimationFrame(animate);
}
// Kick off init after module loads
init();
</script>
<!-- The sandbox requires that the demo be self-contained and start in a "ready" state.
The user must click or press a key to start the action, as implemented above. -->
</body>
</html>