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All effects Dioramas & voxel scenes Ancient Rome Voxel City Centre Ancient Rome Voxel City Centre Ancient Rome Voxel City Centre is a Three.js scene from a prompt collected by petergpt (collection) (original author unknown); 3dmotion rebuilt it with Claude Opus 5.5 on 2026-11-08.
collected by petergpt (collection) on GitHub · verified 2026-11-08
Original prompt petergpt (collection) · GitHub · collected; original author unknownModel Claude Opus 5.5 Rebuild date 2026-11-08 Known limits The Colosseum's outer arcades read as small dark slots rather than open arches, so the facade looks flatter than the real one. Open demo Open demo, then press Run Saving the HTML? Running here stays free. A saved rebuild uses three@0.170.0: keep ../vendor/three-r170.min.js beside it at that relative path, or allow a network connection for the CDN fallback.
Preview or live? Prompt collected by petergpt (collection) · original author unknown. Copies include source credit.
Rebuild receipt Single HTML Model Claude Opus 5.5 Verified 2026-11-08 Runtime Three.js CDN · r170 Licence Rebuild code · MIT Fix rounds 3 Known limitation The Colosseum's outer arcades read as small dark slots rather than open arches, so the facade looks flatter than the real one.
Original prompt Free · 4,150 characters #### OBJECTIVE Create a breathtaking, high-definition voxel-art simulation of the entire Ancient Roman City Centre, anchored by a massive, detailed Colosseum. The scene must be generated procedurally, featuring topography, a dense…
Show full prompt#### OBJECTIVE
Create a breathtaking, high-definition voxel-art simulation of the entire Ancient Roman City Centre, anchored by a massive, detailed Colosseum. The scene must be generated procedurally, featuring topography, a dense cityscape, and intelligent layout planning.
#### USER CONTROLS
- **Camera:** "God-mode" orbit controls (Left-click rotate, Right-click pan, Scroll zoom).
- **Shortcuts:**
- **[R]** Re-centre on Colosseum.
- **[F]** Flyover mode (constant rotation around the city).
- **[T]** Toggle Time of Day (Day/Sunset).
#### WORLD GENERATION & GEOLOGY (Requirement: Solid & Natural)
- **Topography:** Generate a terrain mesh representing the "Seven Hills of Rome" (rolling elevation changes) and the Tiber River cutting through the edge of the map.
- **Solid Ground:** Ensure the floor is a continuous, solid voxel mesh (no gaps/voids). Use varied palettes for the ground: cobblestone for streets, grassy banks for hills, and dirt for the arena floor.
- **Vegetation:** Procedurally scatter Roman vegetation: Italian Cypress trees (tall/thin), Umbrella Pines (high canopy), and olive shrubs on the hillsides to frame the architecture.
#### ARCHITECTURAL SCOPE (Requirement: High Definition & Variety)
#### The Colosseum (Centerpiece)
- High-resolution voxel scale (smaller voxels for finer detail).
- **Internal details:** Cavea (seating tiers), the Hypogeum (exposed underground maze), and the Velarium (awning structure).
- **Population:** Dense crowds (colored voxel clusters) and Gladiators battling in the center.
#### The City Centre (The Forum & Surroundings)
- Surrounding the Colosseum, generate a dense array of contemporary structures.
- **Landmarks:** Include abstract representations of the Arch of Constantine, the Temple of Venus and Roma, and the Basilicas.
- **Infrastructure:** Aqueducts spanning the horizon, colonnades, and a distant Circus Maximus track if render budget allows.
- **Residential:** Dense insulae (apartment blocks) with terracotta roofs filling the gaps between major monuments.
#### CITY PLANNING LOGIC (Requirement: No Overlap)
- **Grid & Collision:** Implement a bounding-box allocation system. Before placing a building, check the grid to ensure no overlap with existing geometry.
- **Zoning:**
- **Zone A (Center):** Colosseum (Fixed position).
- **Zone B (Forum):** High-density Temples and Basilicas.
- **Zone C (Outskirts):** Residential and Hills.
- **Roads:** Generate clear "Cardo" and "Decumanus" style stone pathways connecting major buildings; buildings must snap to these paths.
#### VISUAL FIDELITY
- **Atmosphere:** Warm, Mediterranean lighting.
- **Water:** The Tiber River must feature a reflective or semi-transparent blue voxel material.
- **Palette:** Use a rich, historical palette: Travertine (creamy white), Porphyry (purple/red), Terracotta (orange/brown), Marble (white/grey), and Gold accents for temple roofs.
- **Shadows:** Approximate ambient occlusion or directional lighting to give depth to the voxel blocks.
#### TECHNICAL SPECIFICATIONS
- **Deliverable:** Provide the full implementation.
- **Offline only:** All code/assets embedded. NO external imports/CDNs.
- **Performance:** Target >= 55 FPS.
- **Crucial:** Use InstancedMesh (Three.js concept or WebGL equivalent) for all voxels. Do NOT create individual geometry for every block. Merge geometries where possible.
- Use a shared texture atlas generated programmatically (Canvas API) for voxel colors to reduce draw calls.
#### IMPLEMENTATION GUARDRAILS
- **Module Resolution:** Use `<script type="importmap">` for any Three.js logic, mapping `"three"` to a minified, base64-encoded inline version OR write raw WebGL2 if confident.
- **Scope Safety:** Use const/let, avoid global namespace pollution.
- **Memory:** Dispose of geometries/materials if regenerating.
- **Code Quality:** Robust error handling. If a procedural placement fails 10 times, skip that building to prevent infinite loops.
#### FINAL OUTPUT INSTRUCTION
Generate the full output now. Ensure the scale feels "Grand" and the resolution is high enough that the Colosseum looks curved rather than square. Prompt collected by petergpt (collection) ; the original author is unknown on GitHub. github.com/petergpt/3d-prompt-collection#prompt-01 . Copies include this credit. 01 Single file runs
Claude Opus 5.5 · Claude Code · 2026-11-08 · 3 fix rounds
Simplified: Gladiators, crowd and chariots are a few boxes each, the velarium covers only the north half, and landmarks like the Arch of Constantine and the Temple of Venus and Roma are abstract. The countryside beyond the city is 8-unit voxels with stacked-box hills, and three.js comes from the pinned vendor copy instead of an inline base64 importmap.
Known issue: The Colosseum's outer arcades read as small dark slots rather than open arches, so the facade looks flatter than the real one.
Original prompt, credited Rebuilt by 3dmotion · 2026-11-08
collection · petergpt Open, then Run
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
collection · petergpt Open, then Run