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All effects Cinematic animations Dawn Climb Up a Space Elevator Dawn Climb Up a Space Elevator Dawn Climb Up a Space Elevator is a Three.js scene from a prompt collected by petergpt (collection) (original author unknown); 3dmotion rebuilt it with Claude Opus 5.5 on 2026-11-09.
collected by petergpt (collection) on GitHub · verified 2026-11-09
Original prompt petergpt (collection) · GitHub · collected; original author unknownModel Claude Opus 5.5 Rebuild date 2026-11-09 Known limits The cabin interior is blocky; window frames and sill are plain boxes, so the cabin-glass shot looks less finished than the exterior shots. 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 2026-11-09 Runtime Three.js CDN · r170 Licence Rebuild code · MIT Fix rounds 2 Known limitation The cabin interior is blocky; window frames and sill are plain boxes, so the cabin-glass shot looks less finished than the exterior shots.
Original prompt Free · 2,782 characters Create the definitive Three.js space elevator dawn climb: one clean impossible vertical journey rendered at maximum scale and detail. The opening frame must be enormous but instantly understandable: an equatorial ocean platform at sunrise…
Show full promptCreate the definitive Three.js space elevator dawn climb: one clean impossible vertical journey rendered at maximum scale and detail. The opening frame must be enormous but instantly understandable: an equatorial ocean platform at sunrise, waves smashing against its legs, the elevator cable rising perfectly through cloud layers into near-black sky, a climber car already ascending, maintenance drones orbiting the cable, solar wings unfolding, service ships below, vapor trails crossing the horizon and the first hint of Earth curvature above the clouds. This must not be a generic sci-fi city, a space station diagram, a rocket launch or a starfield scene. It is a single impossible climb from sea to orbit.
Push the billion-piece detail through scale cues: braided cable strands, guide rails, climber windows, heat panels, docking clamps, solar arrays, inspection lights, frost forming at altitude, platform cranes, helipads, antenna fields, wave foam, ships, cloud shadows, lightning below, pressure haze, atmospheric color shifts, counterweight glints and tiny human interiors visible through glass. Use instanced cable modules, LOD platform machinery, atmospheric scattering, cloud impostors, shader frost and altitude-based lighting. The cable should remain visually sharp and monumental, never just a thin line.
Make the climb visibly dynamic. The climber should move up the cable, clouds should rush past, platform lights should shrink below, weather should transition, frost should creep over exterior panels, solar wings should flex, drones should inspect, and Earth curvature should emerge through altitude. Controls: climb speed, altitude scrub, cloud density, weather, time of day, cabin/exterior view, cable detail and camera mode. Camera modes: cabin glass looking down, exterior chase, platform-wide orbit, cloud-piercing cinematic shot, cable macro inspection and near-orbit view. The default must show platform, ocean, cable, climber, clouds and sunrise in one spectacular frame.
Absolute ambition bar: do not satisfy this prompt with a symbolic miniature, a sparse diorama, a single hero object, a mostly static scene, a flat shader demo or a clever but thin approximation. The output should feel like a flagship benchmark scene for a frontier web agent: immediate first-frame impact, visible motion in at least five independent systems, inspectable micro-detail at close range, strong silhouettes at wide range, meaningful camera modes, responsive controls with obvious visual consequences, and performance-conscious implementation using instancing, merged geometry, LOD, shader effects and GPU-friendly particles. Prioritize dynamic spectacle and concrete construction over explanatory UI. If a feature is mentioned, make it visible, moving or inspectable. Prompt collected by petergpt (collection) ; the original author is unknown on GitHub. github.com/petergpt/3d-prompt-collection/blob/HEAD/README.md#prompt-63 . Copies include this credit. 01 Single file runs
Claude Opus 5.5 · Claude Code · 2026-11-09 · 2 fix rounds
Simplified: Altitude is compressed (Earth radius 90 km in scene units, top near 430 km), clouds are noise-shaded shells and billboard impostors rather than volumetric, and the counterweight is only a glint at the cable top.
Known issue: The cabin interior is blocky; window frames and sill are plain boxes, so the cabin-glass shot looks less finished than the exterior shots.
Original prompt, credited Rebuilt by 3dmotion · 2026-11-08
collection · petergpt Open, then Run
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
Original prompt, credited Rebuilt by 3dmotion · 2026-11-09
@MengTo Open, then Run