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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 Cyberdome is a low-poly neon stadium where one player-driven Cybertruck battles four AI rivals among ramps, barriers, and tire stacks under a fully populated 360-degree crowd.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Chrome Cyberdome — Cybertruck Monster Rally</title>
<style>
html, body { margin: 0; height: 100%; overflow: hidden; background: #0b0c10; font-family: system-ui, -apple-system, Segoe UI, Roboto, sans-serif; }
canvas { display: block; }
#hud {
position: absolute; top: 16px; left: 16px;
color: #fff; background: rgba(0,0,0,0.55);
padding: 12px 16px; border-radius: 8px;
pointer-events: none; user-select: none;
border: 1px solid rgba(255,255,255,0.2);
backdrop-filter: blur(4px);
}
#hud h1 { margin: 0 0 6px 0; font-size: 1.1rem; letter-spacing: 2px; text-transform: uppercase; color: #00d2ff; }
#hud .row { font-size: 1.1rem; display: flex; gap: 16px; }
#hud .row div { font-variant-numeric: tabular-nums; }
#photo {
position: absolute; inset: 0; background: rgba(0,0,0,0.8);
color: #fff; display: none; align-items: center; justify-content: center;
flex-direction: column; gap: 14px; pointer-events: none; user-select: none;
z-index: 10;
}
#photo h2 { margin: 0; font-size: 2.5rem; letter-spacing: 4px; color: #00d2ff; text-transform: uppercase; }
#photo p { margin: 0; font-size: 1.6rem; font-variant-numeric: tabular-nums; }
#controls {
position: absolute; bottom: 16px; left: 16px;
color: rgba(255,255,255,0.6); font-size: 0.85rem;
pointer-events: none; user-select: none;
}
</style>
</head>
<body>
<div id="hud">
<h1 id="arenaName">CHROME CYBERDOME</h1>
<div class="row">
<div id="score">Score: 0</div>
<div id="clock">Time: 60</div>
</div>
</div>
<div id="photo">
<h2 id="photoArena">CHROME CYBERDOME</h2>
<p id="photoScore">Score: 0</p>
</div>
<div id="controls">WASD / Arrow keys to drive • P: Photo mode</div>
<script src="https://unpkg.com/three@0.160.0/build/three.min.js"></script>
<script>
/* ---------- Config ---------- */
const ARENA_NAME = 'CHROME CYBERDOME';
const TRUCK_COUNT = 5;
const START_TIME = 60;
const DEMO_TIME = 20;
const DEMO_SCORE = 5000;
/* ---------- State ---------- */
let score = 0;
let timeLeft = START_TIME;
let gameOver = false;
let photoMode = false;
const keys = {};
const isDemo = location.hash === '#demo';
if (isDemo) {
timeLeft = DEMO_TIME;
score = DEMO_SCORE;
}
/* ---------- Three.js setup ---------- */
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0b0c10);
scene.fog = new THREE.Fog(0x0b0c10, 20, 90);
const camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 0.1, 200);
camera.position.set(0, 8, 14);
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: "high-performance" });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
const ambient = new THREE.HemisphereLight(0x88aadd, 0x222233, 0.7);
scene.add(ambient);
const sun = new THREE.DirectionalLight(0xffffff, 1.0);
sun.position.set(30, 50, 30);
sun.castShadow = true;
sun.shadow.mapSize.width = 2048;
sun.shadow.mapSize.height = 2048;
sun.shadow.camera.near = 0.5;
sun.shadow.camera.far = 150;
sun.shadow.camera.left = -60;
sun.shadow.camera.right = 60;
sun.shadow.camera.top = 60;
sun.shadow.camera.bottom = -60;
scene.add(sun);
/* ---------- Audio (Web API, no assets) ---------- */
let audioCtx;
function ensureAudio() {
if (!audioCtx) {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
}
if (audioCtx.state === 'suspended') audioCtx.resume();
}
function playBoom() {
ensureAudio();
const bufferSize = audioCtx.sampleRate * 0.1;
const buffer = audioCtx.createBuffer(1, bufferSize, audioCtx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) data[i] = Math.random() * 2 - 1;
const n = audioCtx.createBufferSource();
n.buffer = buffer;
const g = audioCtx.createGain();
g.gain.setValueAtTime(0.15, audioCtx.currentTime);
g.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + 0.1);
n.connect(g);
g.connect(audioCtx.destination);
n.start();
}
/* ---------- Truck factory ---------- */
function createTruck(color, isPlayer) {
const group = new THREE.Group();
const body = new THREE.Mesh(
new THREE.BoxGeometry(2.2, 1.0, 4.2),
new THREE.MeshStandardMaterial({ color, roughness: 0.4, metalness: 0.8 })
);
body.castShadow = true;
body.receiveShadow = true;
body.position.y = 0.7;
group.add(body);
const cabin = new THREE.Mesh(
new THREE.BoxGeometry(1.6, 0.9, 1.8),
new THREE.MeshStandardMaterial({ color: 0x111111, roughness: 0.6, metalness: 0.9 })
);
cabin.castShadow = true;
cabin.receiveShadow = true;
cabin.position.set(0, 1.35, -0.6);
group.add(cabin);
const wheelMat = new THREE.MeshStandardMaterial({ color: 0x1a1a1a, roughness: 0.9 });
const wheelGeo = new THREE.CylinderGeometry(0.45, 0.45, 0.7, 12);
wheelGeo.rotateZ(Math.PI / 2);
[[-1.2, 0.4, 1.2], [1.2, 0.4, 1.2], [-1.2, 0.4, -1.2], [1.2, 0.4, -1.2]].forEach(p => {
const w = new THREE.Mesh(wheelGeo, wheelMat);
w.castShadow = true;
w.receiveShadow = true;
w.position.set(...p);
group.add(w);
});
scene.add(group);
return {
mesh: group,
isPlayer,
pos: new THREE.Vector3(),
vel: new THREE.Vector3(),
speed: 0,
maxSpeed: isPlayer ? 22 : 18,
accel: 14,
friction: 0.92,
radius: 1.4,
wrecked: false,
aiWander: 0,
aiTargetOffset: new THREE.Vector3((Math.random() - 0.5) * 6, 0, (Math.random() - 0.5) * 6)
};
}
const trucks = [];
for (let i = 0; i < TRUCK_COUNT; i++) {
const c = i === 0 ? 0x00d2ff : Math.floor(Math.random() * 0xffffff);
trucks.push(createTruck(c, i === 0));
}
const startZ = -15;
trucks.forEach((t, i) => {
t.mesh.position.set((i - 2) * 3.5, 0, startZ);
t.pos.copy(t.mesh.position);
});
/* ---------- Ground ---------- */
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(200, 200),
new THREE.MeshStandardMaterial({ color: 0x14181c, roughness: 0.8, metalness: 0.2 })
);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
scene.add(new THREE.GridHelper(100, 40, 0x2a333c, 0x161a1f));
/* ---------- Obstacles ---------- */
const obstacles = [];
function addObstacle(mesh, radius) {
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
obstacles.push({ mesh, radius });
}
for (let i = 0; i < 4; i++) {
const ramp = new THREE.Mesh(
new THREE.BoxGeometry(6, 1.2, 8),
new THREE.MeshStandardMaterial({ color: 0x444444, roughness: 0.7 })
);
ramp.rotation.x = -Math.PI / 6;
const angle = (i / 4) * Math.PI * 2;
ramp.position.set(Math.cos(angle) * 22, 0.6, Math.sin(angle) * 22);
addObstacle(ramp, 4);
}
for (let i = 0; i < 12; i++) {
const bar = new THREE.Mesh(
new THREE.BoxGeometry(3, 1, 1),
new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8 })
);
const angle = Math.random() * Math.PI * 2;
const r = 12 + Math.random() * 14;
bar.position.set(Math.cos(angle) * r, 0.5, Math.sin(angle) * r);
bar.rotation.y = Math.random() * Math.PI;
addObstacle(bar, 1.2);
}
for (let i = 0; i < 8; i++) {
const stack = new THREE.Group();
const tireMat = new THREE.MeshStandardMaterial({ color: 0x111111 });
const tireGeo = new THREE.CylinderGeometry(0.7, 0.7, 0.5, 12);
for (let s = 0; s < 3; s++) {
const t = new THREE.Mesh(tireGeo, tireMat);
t.position.y = s * 0.5;
t.castShadow = true;
t.receiveShadow = true;
stack.add(t);
}
const angle = Math.random() * Math.PI * 2;
const r = 10 + Math.random() * 20;
stack.position.set(Math.cos(angle) * r, 0, Math.sin(angle) * r);
addObstacle(stack, 1.0);
}
for (let i = 0; i < 6; i++) {
const crate = new THREE.Mesh(
new THREE.BoxGeometry(1.4, 1.4, 1.4),
new THREE.MeshStandardMaterial({ color: 0x665544, roughness: 0.9 })
);
const angle = Math.random() * Math.PI * 2;
const r = 8 + Math.random() * 18;
crate.position.set(Math.cos(angle) * r, 0.7, Math.sin(angle) * r);
crate.rotation.y = Math.random() * Math.PI;
addObstacle(crate, 1.0);
}
/* ---------- Crowd & stands ---------- */
function buildStands() {
const standRadius = 34;
const standHeight = 6;
const rows = 5;
const segments = 24;
const personColors = [0xff4444, 0x44ff44, 0x4444ff, 0xffff44, 0xff44ff, 0x44ffff];
for (let seg = 0; seg < segments; seg++) {
const a = (seg / segments) * Math.PI * 2;
const wall = new THREE.Mesh(
new THREE.BoxGeometry(2.2, standHeight, 0.6),
new THREE.MeshStandardMaterial({ color: 0x333333 })
);
wall.position.set(Math.cos(a) * standRadius, standHeight / 2, Math.sin(a) * standRadius);
wall.rotation.y = a + Math.PI / 2;
wall.castShadow = true;
wall.receiveShadow = true;
scene.add(wall);
for (let row = 0; row < rows; row++) {
const y = 1 + row * 1.1;
const rr = standRadius + 1 + row * 0.9;
for (let p = 0; p < 6; p++) {
const pa = a + (p / 6) * 1.6;
const person = new THREE.Mesh(
new THREE.BoxGeometry(0.35, 0.7, 0.25),
new THREE.MeshStandardMaterial({ color: personColors[(row + p) % personColors.length] })
);
person.position.set(Math.cos(pa) * rr, y, Math.sin(pa) * rr);
person.rotation.y = pa + Math.PI / 2;
person.castShadow = true;
person.receiveShadow = true;
scene.add(person);
}
}
}
}
buildStands();
/* ---------- Debris ---------- */
const debris = [];
function spawnDebris(pos) {
for (let i = 0; i < 6; i++) {
const d = new THREE.Mesh(
new THREE.BoxGeometry(0.4, 0.4, 0.4),
new THREE.MeshStandardMaterial({ color: 0x555555 })
);
d.position.copy(pos);
d.castShadow = true;
d.receiveShadow = true;
scene.add(d);
debris.push({
mesh: d,
vel: new THREE.Vector3((Math.random() - 0.5) * 4, (Math.random() - 0.5) * 4, (Math.random() - 0.5) * 4),
life: 1.0
});
}
}
/* ---------- HUD ---------- */
const elArena = document.getElementById('arenaName');
const elScore = document.getElementById('score');
const elClock = document.getElementById('clock');
const elPhoto = document.getElementById('photo');
const elPhotoArena = document.getElementById('photoArena');
const elPhotoScore = document.getElementById('photoScore');
elArena.textContent = ARENA_NAME;
elPhotoArena.textContent = ARENA_NAME;
function updateHUD() {
elScore.textContent = `Score: ${Math.floor(score)}`;
elClock.textContent = `Time: ${Math.ceil(timeLeft)}`;
}
updateHUD();
/* ---------- Input ---------- */
window.addEventListener('keydown', e => {
keys[e.code] = true;
if (e.code === 'KeyP') {
e.preventDefault();
togglePhoto();
}
ensureAudio();
});
window.addEventListener('keyup', e => { keys[e.code] = false; });
window.addEventListener('click', ensureAudio);
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
function togglePhoto() {
photoMode = !photoMode;
elPhoto.style.display = photoMode ? 'flex' : 'none';
if (photoMode) elPhotoScore.textContent = `Score: ${Math.floor(score)}`;
}
/* ---------- Collision model ---------- */
function resolveTruckObstacle(t, obs) {
const oPos = new THREE.Vector3();
obs.mesh.getWorldPosition(oPos);
const diff = new THREE.Vector3().subVectors(t.pos, oPos);
const dist = diff.length();
const minDist = t.radius + obs.radius;
if (dist < minDist && dist > 0.01) {
const normal = diff.divideScalar(dist);
const overlap = minDist - dist;
t.pos.addScaledVector(normal, overlap * 0.6);
const dot = t.vel.dot(normal);
if (dot < 0) {
t.vel.addScaledVector(normal, -dot * 1.4);
t.vel.multiplyScalar(0.6);
if (Math.abs(dot) > 4) playBoom();
}
}
}
function resolveTruckTruck(a, b) {
const diff = new THREE.Vector3().subVectors(a.pos, b.pos);
const dist = diff.length();
const minDist = a.radius + b.radius;
if (dist < minDist && dist > 0.01) {
const normal = diff.divideScalar(dist);
const overlap = minDist - dist;
a.pos.addScaledVector(normal, overlap * 0.5);
b.pos.addScaledVector(normal, -overlap * 0.5);
const relVel = new THREE.Vector3().subVectors(a.vel, b.vel);
const sepVel = relVel.dot(normal);
if (sepVel < 0) {
const restitution = 0.5;
const j = -(1 + restitution) * sepVel / 2;
const impulse = new THREE.Vector3().copy(normal).multiplyScalar(j);
a.vel.add(impulse);
b.vel.sub(impulse);
a.vel.multiplyScalar(0.8);
b.vel.multiplyScalar(0.8);
const hitter = a.isPlayer ? a : b;
const victim = a.isPlayer ? b : a;
if (hitter.isPlayer && !victim.wrecked) {
score += 250;
playBoom();
if (Math.abs(sepVel) > 6) {
wreckTruck(victim);
score += 750;
}
}
}
}
}
function wreckTruck(t) {
if (t.wrecked) return;
t.wrecked = true;
t.mesh.traverse(c => { if (c.isMesh) c.material.color.set(0x333333); });
spawnDebris(t.pos);
playBoom();
}
/* ---------- Truck movement ---------- */
function updateTruckInput(t, dt) {
if (t.wrecked) {
t.vel.multiplyScalar(0.9);
t.pos.addScaledVector(t.vel, dt);
t.mesh.position.copy(t.pos);
return;
}
const forward = keys['KeyW'] || keys['ArrowUp'];
const back = keys['KeyS'] || keys['ArrowDown'];
const left = keys['KeyA'] || keys['ArrowLeft'];
const right = keys['KeyD'] || keys['ArrowRight'];
if (forward) t.speed += t.accel * dt;
if (back) t.speed -= t.accel * dt;
if (!forward && !back) t.speed *= t.friction;
t.speed = Math.max(-t.maxSpeed * 0.6, Math.min(t.maxSpeed, t.speed));
const steer = (left ? -1 : 0) + (right ? 1 : 0);
t.mesh.rotation.y += steer * 2.6 * dt * (Math.abs(t.speed) / t.maxSpeed + 0.2);
const dir = new THREE.Vector3(0, 0, 1).applyQuaternion(t.mesh.quaternion);
t.vel.copy(dir).multiplyScalar(t.speed);
t.pos.addScaledVector(t.vel, dt);
t.mesh.position.copy(t.pos);
}
function updateTruckAI(t, dt) {
if (t.wrecked) {
t.vel.multiplyScalar(0.9);
t.pos.addScaledVector(t.vel, dt);
t.mesh.position.copy(t.pos);
return;
}
const player = trucks[0];
t.aiWander -= dt;
if (t.aiWander <= 0) {
t.aiWander = 2 + Math.random() * 3;
t.aiTargetOffset.set((Math.random() - 0.5) * 8, 0, (Math.random() - 0.5) * 8);
}
const target = new THREE.Vector3().copy(player.pos).add(t.aiTargetOffset);
const desired = new THREE.Vector3().subVectors(target, t.pos);
desired.y = 0;
if (desired.length() > 0.1) desired.normalize();
const repel = new THREE.Vector3();
let repelCount = 0;
trucks.forEach(other => {
if (other === t || other.wrecked) return;
const d = new THREE.Vector3().subVectors(t.pos, other.pos);
const dLen = d.length();
if (dLen < 6 && dLen > 0.01) {
repel.add(d.normalize().multiplyScalar((6 - dLen) / 6));
repelCount++;
}
});
if (repelCount > 0) {
repel.divideScalar(repelCount);
desired.add(repel).normalize();
}
const currentDir = new THREE.Vector3(0, 0, 1).applyQuaternion(t.mesh.quaternion);
const angle = Math.atan2(desired.x, desired.z) - Math.atan2(currentDir.x, currentDir.z);
const normAngle = ((angle + Math.PI) % (Math.PI * 2)) - Math.PI;
const steer = Math.max(-1, Math.min(1, normAngle / 1.5));
t.mesh.rotation.y += steer * 2.4 * dt;
const dir = new THREE.Vector3(0, 0, 1).applyQuaternion(t.mesh.quaternion);
t.speed = t.maxSpeed * 0.7;
t.vel.copy(dir).multiplyScalar(t.speed);
t.pos.addScaledVector(t.vel, dt);
t.mesh.position.copy(t.pos);
}
/* ---------- Main loop ---------- */
let lastTime = performance.now();
function update(dt) {
if (!gameOver) {
timeLeft -= dt;
if (timeLeft <= 0) {
timeLeft = 0;
gameOver = true;
}
}
updateTruckInput(trucks[0], dt);
for (let i = 1; i < trucks.length; i++) updateTruckAI(trucks[i], dt);
for (let i = 0; i < trucks.length; i++) {
for (let j = i + 1; j < trucks.length; j++) {
resolveTruckTruck(trucks[i], trucks[j]);
}
}
trucks.forEach(t => {
if (t.wrecked) return;
obstacles.forEach(o => resolveTruckObstacle(t, o));
});
trucks.forEach(t => { t.mesh.position.copy(t.pos); t.mesh.position.y = 0; });
const p = trucks[0];
const camOffset = new THREE.Vector3(0, 7, -12).applyQuaternion(p.mesh.quaternion);
camera.position.copy(p.pos).add(camOffset);
camera.lookAt(p.pos.clone().add(new THREE.Vector3(0, 0, 1).applyQuaternion(p.mesh.quaternion).multiplyScalar(10)));
for (let i = debris.length - 1; i >= 0; i--) {
const d = debris[i];
d.mesh.position.addScaledVector(d.vel, dt);
d.vel.multiplyScalar(0.9);
d.vel.y -= 9.8 * dt;
d.life -= dt;
if (d.life <= 0) {
scene.remove(d.mesh);
debris.splice(i, 1);
}
}
updateHUD();
if (photoMode) elPhotoScore.textContent = `Score: ${Math.floor(score)}`;
}
function animate(now) {
requestAnimationFrame(animate);
const dt = Math.min((now - lastTime) / 1000, 0.1);
lastTime = now;
if (!photoMode && !gameOver) update(dt);
else updateHUD();
renderer.render(scene, camera);
}
requestAnimationFrame(animate);
</script>
</body>
</html>
#demo sets timeLeft = 20 and score = 5000 directly on the live simulation variables before the first frame. It is not an overlay because the clock ticks down from twenty, the score begins at five thousand, and all normal scoring, collisions, wrecking, and game-over logic run unchanged.P halts the physics step (update is skipped), but the render loop keeps drawing the last frame so the photo card is not blank; the simulation does not advance behind the overlay.