Reduce motion is on · previews stay still
All effects Dioramas & voxel scenes Voxel Plateau of Pyramids Voxel Plateau of Pyramids Voxel Plateau of Pyramids 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
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 8 Known limitation The Sphinx face is a coarse voxel mask that reads cartoonish when the tour passes close.
Original prompt Free · 4,829 characters #### OBJECTIVE - Construct a "Hyper-Fidelity" Voxel Simulation of the Giza Plateau at the height of the Old Kingdom. - The scene must be awe-inspiring, featuring the Pyramids in their original pristine state (polished white limestone with…
Show full prompt#### OBJECTIVE
- Construct a "Hyper-Fidelity" Voxel Simulation of the Giza Plateau at the height of the Old Kingdom.
- The scene must be awe-inspiring, featuring the Pyramids in their original pristine state (polished white limestone with solid gold capstones), a lush, living Nile river delta, and the Great Sphinx.
---
#### VISUAL TARGET
- This is not a "ruin" simulator. This is Ancient Egypt in its prime.
- The resolution must be high enough to distinguish individual palm fronds and the architectural setbacks of the temples.
- Daytime lighting must not feel flat or dull-maintain strong cinematic contrast (especially on the pyramids) and keep the Nile looking vibrant and "alive" across all times of day.
---
#### USER CONTROLS
- **Camera:** Cinematic Orbit with smooth damping.
- **Lighting Control:** On-screen buttons for Dawn / High Noon / Golden Hour / Starry Night + a Cycle button. (Keyboard shortcuts optional fallback, not required.)
- **Tour Mode:** On-screen button to toggle an auto-flyover following the causeway from the Nile to the Great Pyramid.
- **Default lighting preset:** Golden Hour.
---
#### WORLD GENERATION LAYOUT (West to East)
#### The Deep Desert (Background)
- **Topography:** Rolling, undulating sand dunes (use noise functions for height). NOT a flat plane.
- **Color:** Deep gold/orange sand.
#### The Plateau (Mid-Ground)
#### The Great Pyramids (3 Main, several Queens')
- **Geometry:** Massive scale. Use a stepped-voxel algorithm but at a high density so the slopes appear smooth from a distance.
- **Placement:** Ensure the main pyramids (and Queens' pyramids) are clearly separated with non-overlapping footprints and readable spacing.
- **Material:** Polished White Limestone (Main body) + Solid Gold Pyramidions (The top capstone must shine/emit light).
#### The Great Sphinx
- Must be positioned accurately guarding the causeway.
- High-detail voxel modeling for the paws, nemes headdress, and face.
- Painted details (traces of red/blue) if possible.
#### The River Valley (Foreground)
- **The Nile River:** A wide, flowing body of water.
- **Water Effect:** Voxel blocks must use a translucent blue/green palette with a shimmer animation and convincing specular/reflection so it doesn't look dull.
- **Vegetation Belt:** EXTREMELY DENSE placement of Date Palms and Papyrus reeds along the banks.
- **The Harbor:** Stone quays where boats (simple voxel barges) are docked.
---
#### ARCHITECTURAL DETAILS (The "Impressive" Factors)
- **Causeways:** Long, covered stone corridors connecting the Valley Temples (at the river) to the Mortuary Temples (at the pyramid base).
- **Obelisks:** Tall, needle-like spires placed at temple entrances, tipped with gold (electrum) to catch the light.
- **Civilization:** Small clusters of mud-brick worker houses near the river to show scale.
---
#### ATMOSPHERE & LIGHTING
- **The "Ra" System:** The sun must be the dominant force.
- **High Noon:** Blinding white light, short shadows, the limestone pyramids should look almost glowing white (avoid a dull/flat look-use cinematic fill/reflection to keep form and sparkle).
- **Golden Hour:** Long purple shadows, the sand turns deep orange, the gold tips sparkle (this should be the default).
- **Night:** Dark blue sky, torchlight (orange point lights) flickering at the temples.
- **Reflections:** If possible in the render budget, approximate the reflection of the Pyramids in the Nile.
---
#### TECHNICAL SPECIFICATIONS
- **Output:** Full implementation.
- **Engine:** Three.js (inlined via Import Map) or raw WebGL2.
- **Performance Strategy:**
- InstancedMesh is Mandatory: You must instance the "Sand Voxel," "Water Voxel," and "Palm Tree Voxel." Do not draw 100,000 individual meshes.
- Matrix Transformation: Use matrix manipulation to scale the Pyramids without killing memory (one giant pyramid made of instanced blocks, or a single procedural mesh).
- Occlusion: Do not render the inside of the pyramids.
- **Color Palette:** Use a rich, saturated palette. Avoid "muddy" default colors.
- Gold: Hex #FFD700 (High specular).
- Limestone: Hex #F0F0E0 (High brightness).
- Nile: Hex #2E8B57 (Deep green/blue).
---
#### IMPLEMENTATION GUARDRAILS
- **No External Assets:** All textures/models must be code-generated.
- **Solid Geology:** The sand dunes must mesh seamlessly with the river banks. No gaps in the world.
- **Planning:** Ensure the Sphinx is not buried in a dune; flatten the terrain specifically where buildings are placed.
- **UI:** Keep the on-screen HUD minimal and functional (no extra commentary text).
---
#### FINAL INSTRUCTION
- Generate the full output.
- Focus heavily on the contrast between the lush green riverbank and the stark, blinding white/gold perfection of the Pyramids.
- Make the scale feel "Monumental." Prompt collected by petergpt (collection) ; the original author is unknown on GitHub. github.com/petergpt/3d-prompt-collection/blob/HEAD/README.md#prompt-17 . Copies include this credit. 01 Single file runs
Claude Opus 5.5 · Claude Code · 2026-11-09 · 8 fix rounds
Simplified: Pyramids are stepped shells with a smoothed face normal rather than true voxels, and the Nile's pyramid reflection is an analytic ray test in the water shader, not a mirror render. Torches light only the temples, not the whole plateau.
Known issue: The Sphinx face is a coarse voxel mask that reads cartoonish when the tour passes close.
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