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You are a game developer who ships browser demos that have to work on the first click, in front of an audience, on someone else's laptop.
Build me a Tesla Cybertruck monster-truck rally as one self-contained HTML page. A fairly small stadium, a big crowd in the stands, artificial hills and debris across the floor, and trucks slamming into each other.
Then make it match the spec below exactly. The spec is the challenge; a great-looking rally that ignores it is a miss.
.html page. No build step. Saved to disk and double-clicked, it runs.localStorage, sessionStorage, cookies or indexedDB. It runs in a sandboxed frame where touching them throws.Both are checkable in ten seconds, which is why they are here.
#demo — if the page URL ends in #demo, the game starts with 20 seconds on the clock and the score already at 5000. This must run through the real game state, not a cosmetic overlay. Everything else behaves normally.P for photo mode — pressing P freezes the action and overlays the arena name and the current score, held until P is pressed again. The simulation stops; it does not keep playing behind the card.One sentence: the name of your rally and what it looks like.
Exactly one fenced html block containing the whole page and nothing else.
Exactly four bullets.
#demo sets, and why it is not an overlay.P is pressed — the render loop, the physics step, or both.Chrome Thunder Dome is a compact night rally where angular Cybertrucks tear through a brightly lit stadium, packed with a crowd and scattered with ramps, barrels, and debris.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>Chrome Thunder Dome — Monster Rally</title>
<style>
*{box-sizing:border-box}
html,body{margin:0;width:100%;height:100%;overflow:hidden;background:#090d17;color:#fff;font-family:Arial,Helvetica,sans-serif}
canvas{display:block;width:100%;height:100%}
#hud{position:fixed;inset:16px 18px auto;display:flex;justify-content:space-between;align-items:flex-start;gap:12px;pointer-events:none}
.panel{padding:11px 15px;border:1px solid #ffffff40;border-radius:8px;background:#07101dcc;box-shadow:0 4px 22px #0008}
#arena{font-weight:900;letter-spacing:.1em;text-transform:uppercase;font-size:clamp(16px,2.5vw,25px)}
#controls{margin-top:5px;color:#c9d4e4;font-size:12px}
#stats{display:flex;gap:20px;text-align:right}
.label{display:block;color:#aebbd0;font-size:10px;font-weight:bold;letter-spacing:.13em;text-transform:uppercase}
.value{font-size:22px;font-weight:900;font-variant-numeric:tabular-nums}
#photo{position:fixed;inset:0;display:none;align-items:center;justify-content:center;background:#03060bc9;pointer-events:none}
#photoCard{min-width:min(82vw,620px);padding:34px 38px;text-align:center;border:2px solid #d8e2ed;border-radius:12px;background:linear-gradient(135deg,#101b2beF,#070b13f2);box-shadow:0 0 70px #a4d9ff44}
#photoTag{color:#86d7ff;font-size:12px;font-weight:bold;letter-spacing:.3em}
#photoName{margin:12px 0;font-size:clamp(24px,5vw,48px);font-weight:900;letter-spacing:.06em;text-transform:uppercase}
#photoScore{font-size:20px;color:#d4deeb}
#photoScore strong{color:#fff;font-size:30px}
</style>
</head>
<body>
<div id="hud">
<div class="panel">
<div id="arena">Chrome Thunder Dome</div>
<div id="controls">DRIVE: WASD or ARROWS · P: PHOTO MODE</div>
</div>
<div class="panel" id="stats">
<div><span class="label">Score</span><span class="value" id="score">000000</span></div>
<div><span class="label">Clock</span><span class="value" id="clock">01:30</span></div>
</div>
</div>
<div id="photo">
<div id="photoCard">
<div id="photoTag">PHOTO MODE · ACTION FROZEN</div>
<div id="photoName">Chrome Thunder Dome</div>
<div id="photoScore">SCORE <strong id="photoScoreValue">0</strong></div>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.min.js"></script>
<script>
(() => {
"use strict";
const ARENA = "Chrome Thunder Dome";
const demo = location.hash === "#demo";
const state = { score: demo ? 5000 : 0, time: demo ? 20 : 90, photo: false };
const scoreEl = document.getElementById("score");
const clockEl = document.getElementById("clock");
const photoEl = document.getElementById("photo");
const photoScoreEl = document.getElementById("photoScoreValue");
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x080d18);
scene.fog = new THREE.Fog(0x080d18, 105, 190);
const camera = new THREE.PerspectiveCamera(43, innerWidth / innerHeight, 0.1, 260);
camera.position.set(0, 92, 108);
camera.lookAt(0, 3, 0);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio || 1, 1.7));
renderer.setSize(innerWidth, innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.12;
document.body.appendChild(renderer.domElement);
scene.add(new THREE.HemisphereLight(0xbdd8ff, 0x332b26, 2.0));
const keyLight = new THREE.DirectionalLight(0xffe7c2, 2.6);
keyLight.position.set(-25, 55, 25);
scene.add(keyLight);
for (const [x,z,color] of [[-41,-26,0x36bfff],[41,-26,0xff3e68],[-41,26,0xffba47],[41,26,0x6b78ff]]) {
const lamp = new THREE.PointLight(color, 150, 55, 2);
lamp.position.set(x, 15, z);
scene.add(lamp);
}
const mat = (color, roughness=0.8, metalness=0) =>
new THREE.MeshStandardMaterial({ color, roughness, metalness });
const floor = new THREE.Mesh(new THREE.PlaneGeometry(82, 54), mat(0x34383c, 0.95));
floor.rotation.x = -Math.PI/2;
floor.position.y = -0.08;
scene.add(floor);
const groundLines = new THREE.Group();
const lineMat = mat(0x77838a, 0.85);
function addLine(x,z,sx,sz) {
const m = new THREE.Mesh(new THREE.BoxGeometry(sx,0.025,sz),lineMat);
m.position.set(x,0.01,z); groundLines.add(m);
}
addLine(0,0,0.18,43);
const ring = new THREE.Mesh(new THREE.RingGeometry(9.8,10,64),new THREE.MeshBasicMaterial({color:0x7d8e98,side:THREE.DoubleSide}));
ring.rotation.x=-Math.PI/2; ring.position.y=0.025; scene.add(ring);
addLine(0,-25,82,0.22); addLine(0,25,82,0.22);
addLine(-40,0,0.22,50); addLine(40,0,0.22,50);
const standMat1 = mat(0x202a3a), standMat2 = mat(0x2b3544);
for (let r=0;r<10;r++) {
const y=1.8+r*0.63;
const z=27.2+r*0.78;
const x=41.2+r*0.78;
for (const side of [-1,1]) {
const long = new THREE.Mesh(new THREE.BoxGeometry(96,0.62,0.66),r%2?standMat1:standMat2);
long.position.set(0,y,side*z); scene.add(long);
const short = new THREE.Mesh(new THREE.BoxGeometry(0.66,0.62,65),r%2?standMat1:standMat2);
short.position.set(side*x,y,0); scene.add(short);
}
}
// A dense, deterministic, multicoloured crowd wrapping all four stands.
let seed=74123;
const rand=()=>{ seed=(seed*1664525+1013904223)>>>0; return seed/4294967296; };
const crowdGeo=new THREE.SphereGeometry(0.22,6,5);
const crowdMat=new THREE.MeshStandardMaterial({roughness:1,vertexColors:true});
const crowdData=[];
for(let row=0;row<10;row++){
const y=2.35+row*0.63, z=27.2+row*0.78, x=41.2+row*0.78;
for(let i=0;i<116;i++){
const px=-46+i*(92/115);
for(const side of [-1,1]){
crowdData.push([px+(rand()-.5)*.3,y+(rand()-.5)*.22,side*z+(rand()-.5)*.35]);
}
}
for(let i=0;i<76;i++){
const pz=-31+i*(62/75);
for(const side of [-1,1]){
crowdData.push([side*x+(rand()-.5)*.35,y+(rand()-.5)*.22,pz+(rand()-.5)*.3]);
}
}
}
const crowd=new THREE.InstancedMesh(crowdGeo,crowdMat,crowdData.length);
const dummy=new THREE.Object3D();
const palette=[0xf2f4f7,0xff563f,0xffc857,0x4fc3ff,0x78e09b,0xd979ff,0x5474ff];
crowdData.forEach((p,i)=>{
dummy.position.set(p[0],p[1],p[2]);
dummy.scale.set(0.75+rand()*.4,0.8+rand()*.8,0.7);
dummy.updateMatrix(); crowd.setMatrixAt(i,dummy.matrix);
crowd.setColorAt(i,new THREE.Color(palette[Math.floor(rand()*palette.length)]));
});
scene.add(crowd);
// Arena perimeter barriers.
const barrierMat=mat(0x59636b,0.65,0.25);
for(const side of [-1,1]){
const b1=new THREE.Mesh(new THREE.BoxGeometry(82,1.2,0.7),barrierMat);
b1.position.set(0,0.6,side*26.8); scene.add(b1);
const b2=new THREE.Mesh(new THREE.BoxGeometry(0.7,1.2,54),barrierMat);
b2.position.set(side*40.8,0.6,0); scene.add(b2);
}
const obstacles=[];
function addObstacle(x,z,r,type,mesh){
mesh.position.x=x; mesh.position.z=z; scene.add(mesh);
obstacles.push({x,z,r,type,mesh});
}
// Artificial hills / jump mounds.
for(const [x,z,sx,sz] of [[-20,-9,4.5,3.2],[19,9,4.2,3.5],[1,17,3.5,2.8]]){
const hill=new THREE.Mesh(new THREE.SphereGeometry(1,10,6),mat(0x78634d,1));
hill.scale.set(sx,1.25,sz); hill.position.y=0.45;
addObstacle(x,z,Math.max(sx,sz)*0.82,"hill",hill);
}
// Barrels.
for(const [x,z] of [[-29,3],[-12,18],[13,-16],[29,1],[-2,-19],[25,17]]){
const barrel=new THREE.Mesh(new THREE.CylinderGeometry(0.82,0.82,1.65,10),mat(0xd35432,0.7,0.2));
barrel.position.y=0.83;
const band=new THREE.Mesh(new THREE.CylinderGeometry(0.85,0.85,0.13,10),mat(0xe7c27b,0.5,0.3));
band.position.y=0.3; barrel.add(band);
addObstacle(x,z,1.05,"barrel",barrel);
}
// Scattered concrete / scrap blocks.
for(const [x,z,rot] of [[-31,-15,.3],[-25,15,-.5],[31,-13,.7],[7,20,.2],[17,-4,1.1],[-7,-16,-.7],[30,14,.4],[-18,5,.9]]){
const rock=new THREE.Mesh(new THREE.DodecahedronGeometry(1,0),mat(0x72777a,1));
rock.scale.set(1.35,0.75,1.05); rock.rotation.y=rot; rock.position.y=0.67;
addObstacle(x,z,1.3,"debris",rock);
}
const tireMat=mat(0x101317,0.98);
const truckMats=[
mat(0xbec6cb,0.28,0.72),mat(0xc6c8c8,0.3,0.7),mat(0xaeb8bd,0.28,0.72),
mat(0xd0d1cc,0.3,0.68),mat(0xb9c1c5,0.28,0.72)
];
const trimColors=[0x42dcff,0xff4b42,0xffcf45,0x8b68ff,0x69ed9a];
const trucks=[];
function makeTruck(index,isPlayer,x,z,yaw){
const g=new THREE.Group();
const bodyMat=truckMats[index];
const darkGlass=mat(0x132332,0.25,0.25);
const trim=mat(trimColors[index],0.36,0.35);
const body=new THREE.Mesh(new THREE.BoxGeometry(2.75,0.86,5.15),bodyMat);
body.position.set(0,1.18,0); g.add(body);
const cab=new THREE.Mesh(new THREE.BoxGeometry(2.52,0.72,2.45),bodyMat);
cab.position.set(0,1.91,-0.05); g.add(cab);
const windshield=new THREE.Mesh(new THREE.BoxGeometry(2.34,0.5,0.09),darkGlass);
windshield.position.set(0,1.94,1.19); windshield.rotation.x=-0.22; g.add(windshield);
const rearGlass=new THREE.Mesh(new THREE.BoxGeometry(2.28,0.44,0.08),darkGlass);
rearGlass.position.set(0,1.94,-1.29); rearGlass.rotation.x=0.18; g.add(rearGlass);
const roof=new THREE.Mesh(new THREE.BoxGeometry(2.35,0.12,1.95),bodyMat);
roof.position.set(0,2.31,-0.08); g.add(roof);
const stripe=new THREE.Mesh(new THREE.BoxGeometry(0.14,0.07,4.45),trim);
stripe.position.set(0,1.64,0); g.add(stripe);
const bumper=new THREE.Mesh(new THREE.BoxGeometry(2.95,0.26,0.25),trim);
bumper.position.set(0,0.83,2.62); g.add(bumper);
const wheelGeo=new THREE.CylinderGeometry(0.72,0.72,0.48,12);
for(const wx of [-1.47,1.47]) for(const wz of [-1.68,1.68]){
const wheel=new THREE.Mesh(wheelGeo,tireMat);
wheel.rotation.z=Math.PI/2; wheel.position.set(wx,0.68,wz); g.add(wheel);
const hub=new THREE.Mesh(new THREE.CylinderGeometry(0.28,0.28,0.5,10),trim);
hub.rotation.z=Math.PI/2; hub.position.set(wx,0.68,wz); g.add(hub);
}
const lamps=new THREE.Mesh(new THREE.BoxGeometry(1.65,0.18,0.1),mat(0xe9f4ff,0.3,0.1));
lamps.position.set(0,1.18,2.61); g.add(lamps);
g.position.set(x,0,z); g.rotation.y=yaw; scene.add(g);
trucks.push({g,x,z,yaw,vx:0,vz:0,isPlayer,index,bodyMat,hitUntil:0,cooldown:0,phase:index*Math.PI/2,hitBounce:0});
}
makeTruck(0,true,0,0,0);
makeTruck(1,false,-15,-8,0.7);
makeTruck(2,false,15,-8,2.2);
makeTruck(3,false,-15,8,-0.8);
makeTruck(4,false,15,8,-2.3);
const keys=Object.create(null);
addEventListener("keydown",e=>{
const k=e.key.toLowerCase();
if(["arrowup","arrowdown","arrowleft","arrowright"," "].includes(k)) e.preventDefault();
if(k==="p"&&!e.repeat){
state.photo=!state.photo;
photoEl.style.display=state.photo?"flex":"none";
}
keys[k]=true;
},{passive:false});
addEventListener("keyup",e=>{keys[e.key.toLowerCase()]=false;});
addEventListener("blur",()=>{for(const k in keys) keys[k]=false;});
const clamp=(v,a,b)=>Math.max(a,Math.min(b,v));
const wrapAngle=a=>Math.atan2(Math.sin(a),Math.cos(a));
function updateTruck(t,dt,now){
if(t.isPlayer){
const forward=(keys.arrowup||keys.w)?1:0;
const reverse=(keys.arrowdown||keys.s)?1:0;
const steer=((keys.arrowright||keys.d)?1:0)-((keys.arrowleft||keys.a)?1:0);
const speed=Math.hypot(t.vx,t.vz);
t.yaw+=steer*dt*(1.75+Math.min(speed*.055,0.8))*(reverse&&!forward?-1:1);
const accel=forward?24:(reverse?-15:0);
t.vx+=Math.sin(t.yaw)*accel*dt;
t.vz+=Math.cos(t.yaw)*accel*dt;
} else {
t.phase+=dt*(0.20+(t.index%2)*0.025);
const rx=22+(t.index%2)*5, rz=13+(t.index%2)*3;
let tx=Math.cos(t.phase)*rx, tz=Math.sin(t.phase)*rz;
const player=trucks[0], dx=player.x-t.x, dz=player.z-t.z, d=Math.hypot(dx,dz);
// Intercept the player sometimes, while preserving individual patrol lanes.
if(d<19){ tx=tx*0.62+player.x*0.38; tz=tz*0.62+player.z*0.38; }
// Pairwise spacing prevents the four rivals from forming one clump.
let sx=0,sz=0;
for(const other of trucks){
if(other===t) continue;
const ax=t.x-other.x, az=t.z-other.z, ad=Math.hypot(ax,az);
if(ad>0.01&&ad<9){ sx+=ax/ad*(9-ad)*1.8; sz+=az/ad*(9-ad)*1.8; }
}
tx+=sx; tz+=sz;
const desired=Math.atan2(tx-t.x,tz-t.z);
const turn=wrapAngle(desired-t.yaw);
t.yaw+=clamp(turn,-1,1)*dt*1.8;
const v=Math.hypot(t.vx,t.vz);
const throttle=v<10?1:(v>13?-0.2:0.25);
t.vx+=Math.sin(t.yaw)*11*throttle*dt;
t.vz+=Math.cos(t.yaw)*11*throttle*dt;
}
const drag=Math.pow(t.isPlayer?0.982:0.989,dt*60);
t.vx*=drag; t.vz*=drag;
const maxSpeed=t.isPlayer?19:12;
const speed=Math.hypot(t.vx,t.vz);
if(speed>maxSpeed){t.vx*=maxSpeed/speed;t.vz*=maxSpeed/speed;}
t.x+=t.vx*dt; t.z+=t.vz*dt;
// Stadium wall response.
if(t.x<-35.4){t.x=-35.4;t.vx=Math.abs(t.vx)*0.55;}
if(t.x>35.4){t.x=35.4;t.vx=-Math.abs(t.vx)*0.55;}
if(t.z<-21.4){t.z=-21.4;t.vz=Math.abs(t.vz)*0.55;}
if(t.z>21.4){t.z=21.4;t.vz=-Math.abs(t.vz)*0.55;}
// Circular obstacle contacts; all three obstacle classes have physical collision.
for(const o of obstacles){
let dx=t.x-o.x,dz=t.z-o.z,d=Math.hypot(dx,dz),min=1.65+o.r*0.62;
if(d<min){
if(d<0.001){dx=1;dz=0;d=1;}
const nx=dx/d,nz=dz/d;
t.x=o.x+nx*min; t.z=o.z+nz*min;
const vn=t.vx*nx+t.vz*nz;
if(vn<0){t.vx-=1.45*vn*nx;t.vz-=1.45*vn*nz;}
}
}
t.g.position.set(t.x,0, t.z);
t.g.rotation.y=t.yaw;
t.hitBounce=Math.max(0,t.hitBounce-dt*2.3);
t.g.position.y=t.hitBounce>0?Math.sin((0.45-t.hitBounce)*24)*0.2*t.hitBounce*2:0;
t.bodyMat.emissive.setHex(now<t.hitUntil?0x664018:0x000000);
t.bodyMat.emissiveIntensity=now<t.hitUntil?0.8:0;
}
let scoreCooldown=0;
function collideTrucks(now){
for(let i=0;i<trucks.length;i++) for(let j=i+1;j<trucks.length;j++){
const a=trucks[i],b=trucks[j];
let dx=a.x-b.x,dz=a.z-b.z,d=Math.hypot(dx,dz);
const min=3.15;
if(d>=min) continue;
if(d<0.001){dx=1;dz=0;d=1;}
const nx=dx/d,nz=dz/d,overlap=min-d;
a.x+=nx*overlap*0.51; a.z+=nz*overlap*0.51;
b.x-=nx*overlap*0.49; b.z-=nz*overlap*0.49;
const rel=(a.vx-b.vx)*nx+(a.vz-b.vz)*nz;
let impact=0;
if(rel<0){
impact=-(1+0.68)*rel/2;
a.vx+=impact*nx; a.vz+=impact*nz;
b.vx-=impact*nx; b.vz-=impact*nz;
}
const severity=Math.max(impact,overlap*2);
if(severity>0.7){
a.hitUntil=b.hitUntil=now+0.22;
a.hitBounce=b.hitBounce=0.42;
if(a.isPlayer||b.isPlayer){
const rival=a.isPlayer?b:a;
if(scoreCooldown<=0){
state.score+=Math.round(100+severity*35);
scoreCooldown=0.45;
}
rival.hitUntil=now+0.4;
}
}
}
}
function updateHud(){
scoreEl.textContent=String(state.score).padStart(6,"0");
const secs=Math.max(0,Math.ceil(state.time));
clockEl.textContent=String(Math.floor(secs/60)).padStart(2,"0")+":"+String(secs%60).padStart(2,"0");
photoScoreEl.textContent=String(state.score);
}
let last=performance.now();
function frame(nowMs){
requestAnimationFrame(frame);
const dt=Math.min((nowMs-last)/1000,0.04);
last=nowMs;
if(!state.photo){
state.time=Math.max(0,state.time-dt);
scoreCooldown=Math.max(0,scoreCooldown-dt);
const now=nowMs/1000;
for(const t of trucks) updateTruck(t,dt,now);
collideTrucks(now);
// Re-sync truck meshes after contact resolution.
for(const t of trucks){t.g.position.x=t.x;t.g.position.z=t.z;t.g.rotation.y=t.yaw;}
updateHud();
}
renderer.render(scene,camera);
}
updateHud();
requestAnimationFrame(frame);
addEventListener("resize",()=>{
camera.aspect=innerWidth/innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth,innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio||1,1.7));
});
})();
</script>
</body>
</html>
const state = { score: demo ? 5000 : 0, time: demo ? 20 : 90, photo: false }; sets the actual score and countdown used by the game and HUD, rather than displaying a cosmetic overlay.P stops the physics and countdown updates; the render loop continues to show the frozen scene beneath the photo card.