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TripoGrowthLab/awesome-astra-prompts: 200+ Curated GPT-6 Astra prompts and 3D examples for games, Blender scenes and interactive worlds. 14 languages, previews and source links. Updated twice daily. Curated by Tripo.

TripoGrowthLab/awesome-astra-prompts: 200+ Curated GPT-6 Astra prompts and 3D examples for games, Blender scenes and interactive worlds. 14 languages, previews and source links. Updated twice daily. Curated by Tripo.

4 hours ago

Awesome Astra Prompts

Awesome</a> GitHub stars</a> License: MIT</a> Sync prompts</a> Contributions welcome</a>

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Building with Claude Opus 5.5? Explore Awesome Opus 5.5 Prompts for source-linked 3D scenes, games and simulations.

Awesome Astra Prompts

A starting point for your next game, scene or interactive world.

Explore GPT-6 Astra prompts and 3D examples for Blender, Three.js, Unreal Engine, Unity and the browser.

381 examples · 14 languages · 12 examples with source code

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Latest Astra prompts

Browse examples

Interactive 3D gummy citrus slice

Vib3Coded · 2026-09-24

Interactive 3D gummy citrus slice

The posting author shared this prompt in a comparison of Claude Opus 5.5 and ChatGPT-6 Astra. It requests a standalone WebGPU soft-body simulation of a deformable gummy citrus slice with touch and mouse interaction, procedural geometry, shader-based rendering, and simulation controls.

Prompt

Create a beautiful, interactive 3D gummy citrus slice using WebGPU. Deliver the complete experience in one standalone HTML file with embedded JavaScript and WGSL shaders.

This must be a real-time 3D simulation, not a video, image, or looping animation.

APPEARANCE

Create a thick, semicircular orange slice with translucent, juicy flesh, eight distinct segments, delicate internal membranes, tiny bubbles, a pale pith layer, and a soft orange rind.

Make it look like premium gummy candy: saturated color, glossy highlights, light passing through the flesh, convincing refraction, and soft contact shadows. Avoid excessive bloom, washed-out colors, or a hard plastic appearance.

Use a warm, light studio background and a clean editorial interface with generous whitespace. Add the large italic serif title “Citrus Jelly.” Keep controls compact and the slice clearly visible.

SOFT-BODY PHYSICS

The jelly feel is the most important part.

  • Grab any part of the slice with a mouse or finger.
  • Pull, lift, stretch, twist, and release it.
  • Make deformation local: pulling one edge should stretch nearby flesh while the rest follows naturally.
  • After release, the slice should wobble, overshoot, and gradually recover its original shape.
  • Include gravity, inertia, damping, ground collisions, and soft bouncing.
  • Preserve volume approximately and prevent the mesh from collapsing or turning inside out.
  • Make the rind slightly firmer than the flesh.
  • Internal segments, membranes, and bubbles must follow the deformation without floating outside the body.
Use a stable volumetric soft-body solver, such as a tetrahedral mesh with XPBD constraints. Do not imitate softness by scaling or rotating the entire object.

CONTROLS

Include three color presets: Orange, Lemon, and Ruby.

Add:

  • Firmness slider.
  • Internal damping slider.
  • “Give it a nudge” button.
  • Reset button.
  • Quarter-speed checkbox.
  • Show mesh checkbox.
  • Pause/resume button.
Display small live readouts for mass, percentage of rest volume, and kinetic energy.

TECHNICAL REQUIREMENTS

Use genuine WebGPU rendering with WGSL shaders. Generate all geometry and visual details procedurally, without imported models or image files.

Keep simulation updates independent of rendering frame rate. Support desktop and touch devices. Show a clear fallback message if WebGPU is unavailable.

Test strong dragging, repeated releases, all controls, and narrow screens. Fix unstable physics, broken geometry, and visual artifacts before delivering the finished HTML.

The result should feel like a tiny, tactile candy experiment that is genuinely satisfying to play with.

View detail ↗ · Original post · Back to examples


Northbound: Interactive Viking Longship Journey

Vib3Coded · 2026-09-24

Northbound: Interactive Viking Longship Journey

An author-supplied prompt for a standalone Three.js and WebGL interactive 3D fjord voyage aboard a detailed Viking longship. It specifies a cinematic Nordic environment, physically connected ship construction, animated rowing and water-contact effects, steering and camera controls, mobile support, lighting modes, audio behavior, and embedded delivery assets.

Prompt

Create “Northbound” - a beautiful, interactive 3D journey through a Nordic fjord aboard a detailed Viking longship.

Build a genuine real-time scene using Three.js and WebGL, delivered as a single standalone HTML file. This must be an explorable browser experience, not a pre-rendered video or a flat illustration.

VISUAL DIRECTION

Aim for a polished, cinematic environment with realistic materials, natural proportions, and restrained colors. Avoid a cartoon or low-poly appearance.

A wooden longship travels through deep green-blue water between towering cliffs, dense forests, waterfalls, and small Nordic settlements. Use atmospheric perspective, subtle mist, soft shadows, and convincing depth. Compose beautiful views throughout the journey, not just from the initial camera position.

THE LONGSHIP

Construct a detailed, watertight hull with overlapping wooden planks, visible grain, ribs, benches, and a continuous interior. Add a carved dragon prow, striped cloth sail, mast, ropes, shields, supplies, and warm lanterns. Include proportionate Viking passengers and rowers with layered clothing, believable seated poses, and hands positioned near their oars. Keep every component physically connected. No floating passengers, intersecting accessories, or visible gaps through the hull. Animate subtle buoyancy, pitch, and roll. The sail should respond gently to the wind.

WATER AND ROWING

Make the water a central visual feature.

Use a custom shader with planar reflections, refraction, Fresnel highlights, depth-dependent absorption, visible shallow areas, and layered surface ripples. Reflections must respond correctly to the moving camera and changing lighting.

Create a believable wake behind the ship.

Animate a complete rowing cycle: blades enter the water, pull backward, lift out, and return above the surface. Coordinate this with the rowers’ movement.

Generate ripples, foam, and small droplets at the actual blade-water contact points. Trails must remain in world space and gradually dissipate. Avoid effects appearing while the blades are in the air.

ENVIRONMENT AND MATERIALS

Use detailed terrain, irregular rock formations, natural tree silhouettes, branching trunks, and individual leaf or needle clusters.

Use PBR materials with normal and roughness maps for wood, stone, and ground. You may embed appropriately licensed textures; include attribution where required.

Ensure the underwater terrain continues beneath the surface. No bright seams, shoreline gaps, floating vegetation, or trees obstructing the navigable route.

CONTROLS

A/D or arrow keys: steer left and right. W/S: adjust speed. Mouse drag: look around. Provide follow, orbit, and cinematic camera modes. Include an optional automatic journey mode. Add pause, reset, fullscreen, and hide-interface controls. Support touch steering and speed controls on mobile. Prevent the ship from passing through land and rocks.

ATMOSPHERE AND INTERFACE

Provide three smoothly transitioning lighting presets: Morning, Overcast, and Moonlight.

Add optional ambient water, wind, birds, and rowing sounds. Audio must begin only after user interaction.

Design a minimal editorial interface: “Northbound.” in an elegant serif typeface, subtle chapter labels, and a compact translucent control bar. Keep the scenery unobstructed.

PERFORMANCE AND DELIVERY

Use instancing, sensible geometry budgets, distance-based detail, and appropriately sized reflection targets. Adapt rendering quality to the device instead of promising a fixed frame rate.

Deliver one HTML file with scripts and required assets embedded so it can open directly in a modern browser.

Test steering, camera modes, lighting transitions, and rowing. Inspect the ship from multiple angles and check the shoreline from low viewpoints. Fix geometry intersections, reflection artifacts, excessive glare, and console errors before considering the scene finished.

Prioritize convincing water, a beautifully constructed longship, and a cohesive environment over adding more objects.

View detail ↗ · Original post · Back to examples


Explorable misty autumn Three.js experience

Simonas · 2026-09-24

Explorable misty autumn Three.js experience

Create an explorable Three.js experience with a misty, rainy, autumn-like, mysterious and nostalgic atmosphere, delivered in a single HTML/CSS/JS file.

Prompt

I want you to create me a misty, rainy, autumn-like mysterious atmosphere, nostalgic experience in an explorable Three.js in a single html/css/js file.

View detail ↗ · Original post · Back to examples


STILLWATER — Moonlit Swamp Browser Experience

YouWare · 2026-09-25

STILLWATER — Moonlit Swamp Browser Experience

A detailed prompt supplied by the posting author in a reply for an interactive Three.js swamp world. It specifies a guided cabin-skiff drift through a flooded cypress environment, cinematic reflective water, atmospheric lighting and fog, drag-to-look camera controls, and editorial HUD elements. The requested outcome explicitly excludes combat and other gameplay systems.

Prompt

Build a browser experience in Three.js called STILLWATER.  Tone: a moonlit swamp you get lost in. Not a game with enemies. Not photoreal Unreal. A quiet, expensive-looking web world where the water reflections are the feature. People should stare at the water for an unhealthy amount of time.  SETTING - Location title: THE DEEP SWAMP - Time on the HUD: 19:26 - First named place: Heron bend - Tagline under the place name: "Leave a little room for the wild." - Discovery toast when you arrive: "Discovered: Heron bend"  WORLD A flooded cypress swamp at moonrise / late dusk. - Tall knobby-kneed trees standing in black-green water - Spanish moss hanging in long strands - Lily pads clustered along the banks - Narrow winding channel that opens into a wider bend - Thick volumetric fog, teal-green distance, purple-pink cloudy sky - A bright moon with a long broken reflection path on the water - A few birds crossing the sky - Warm cabin light from the boat punching through the gloom  WATER (do not cheap out) This is the hero. - Real-time reflections of trees, moon, fog and boat lights - Gentle swell, not ocean waves - Lily pads that sit on the surface and bob - Shoreline foam / dark tannin water near roots - Screen-space or planar reflections good enough that the moon path feels cinematic - Keep 60fps. LOD the trees, instanced foliage.  BOAT A small weathered cabin skiff / workboat. - Hull number 86 on the stern - White cabin, dark blue hull, warm interior lamps - Idle drift through the channel, optional slow guided tour - HUD speed around 15.9 KNOTS - Mode label: GUIDED DRIFT Player can look around. Boat can be followed from a cinematic chase / side orbit.  CAMERA - Start on a three-quarter of the boat in the trees - Drift behind the stern down the moonlit lane - Occasional side slide past a foreground trunk - Drag to look - Optional PHOTO MODE Feel like a nature documentary, not an FPS.  UI — editorial, not gamey Top-left: small mark + STILLWATER Top-center: THE DEEP SWAMP / 19:26, a compass heading (e.g. 314°) Top-right: quiet utility icons Bottom-left:   EXPLORING STILLWATER   Heron bend   Leave a little room for the wild.   15.9 KNOTS    GUIDED DRIFT Bottom-right: PHOTO MODE, fps, Pause Center-bottom: small toast "Discovered: Heron bend" Tiny hint row: shaders / water / drag to look / photos / wildlife  Look: dark filmic grade, muted greens, magenta clouds, one moon highlight. Taste over realism. No bloated debug GUI.  TECH Three.js in the browser. Procedural / instanced nature. Custom water shader. Fog. Soft shadows or baked-looking dusk lighting. No asset-store swamp pack if you can author it.  DO NOT add combat, inventory, jump scares, or a treasure hunt. Something can lurk underwater later — not now.

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Golden-hour Roman battlefield set piece

tonysuri · 2026-09-25

Golden-hour Roman battlefield set piece

A detailed Blender task for a realistic golden-hour Roman battlefield scene based on a supplied concept image. It specifies a boulder-ringed 1v1 arena, detailed bump-mapped ground, procedural assets where possible, a golden-hour skybox, harsh shadows, reusable GLB assets, and delivery of the .blend file plus a build timelapse.

Prompt

THE TASK
Build a golden-hour Roman battlefield set piece in Blender from the supplied concept image.  Generation is allowed. You may generate 3D models for the environment and its parts with the available generation tools (Tripo on https://t.co/JV0K8OtuWC) and assemble them. Everything must still form one coherent scene: matched scale, consistent materials, and unified lighting.  Requirements: Use bump maps on the ground and keep the ground highly detailed.
Create a circular empty spot on the ground with large boulders around it to form a 1v1 arena.
Render everything realistically.
Create assets procedurally where possible.
Create a skybox for golden-hour sky.
Use harsh shadows.
Reuse objects (flags, banners, helms, rocks, etc.). Export a GLB for every object and reuse those assets.
Match the supplied image as closely and accurately as possible.
TIMELAPSE REQUIREMENT
While you build, save a viewport screenshot into a numbered timelapse/ folder after every meaningful addition (each new object, modifier pass, material step, and lighting step, in order).  When the work is finished, assemble those frames into a timelapse video at 2 fps (0.5 s per frame) so the full build can be watched from start to finish. Deliver the timelapse video with the main files.
DELIVERABLES
The .blend file, with camera and viewport set so the view exactly matches the original image.
The build timelapse video.

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Pitaya Jelly

Vib3Coded · 2026-09-25

Pitaya Jelly

An author-shared prompt for GPT-6 Astra to create a browser-based interactive 3D dragon-fruit jelly material experiment. It specifies procedural WebGPU geometry, translucent gummy materials, soft-body deformation, draggable peel petals, touch support, presets, simulation readouts, and a light studio-style interface.

Prompt

Create an interactive 3D scene called “Pitaya Jelly” — a dragon fruit half made of soft, translucent jelly. Build the entire project in a single HTML file using genuine WebGPU rendering and WGSL shaders. Do not use premade models or image assets.

APPEARANCE

A large dragon fruit half resting cut-side up on a light studio surface. Rich raspberry-pink skin, a thin pale inner rind, and pearly white flesh. Approximately 250 tiny black seeds distributed naturally across the flesh. 12–14 fleshy peel petals around the fruit, transitioning from pink bases to green tips. A glossy, wet surface with light refraction, small internal bubbles, and a soft contact shadow. The material should look like soft gummy candy, not rigid plastic. Preserve saturated colors without blown-out highlights.

PHYSICS AND INTERACTION

Implement genuine soft-body deformation using a volumetric mesh with elastic connections and volume-preserving constraints, such as XPBD. Users can grab the flesh with a mouse or finger, stretch it, and release it. Deformation should concentrate around the grabbed point rather than simply translating the entire object. After release, the fruit should wobble, jiggle, and gradually recover its original shape. Make the peel petals individually draggable. They should be softer than the flesh, bending and springing back while remaining attached to the fruit. Seeds must follow the deforming surface without floating away or sinking into the flesh. Keep the simulation stable during strong pulls, with floor contact and protection against inverted elements.

VISUAL DESIGN

Use a minimal, light-themed studio interface with an editorial aesthetic: generous whitespace, thin borders, restrained controls, and no unnecessary decoration.

Top left: “MATERIAL STUDIES / NO. 019” A large italic serif heading on two lines: “Pitaya Jelly.”

Below it: “A little wild.” “A little sweet.” “A very soft dragon.” On the right, add a floating panel titled “THE SPECIMEN” containing:

Density badge: ρ 1.04 g/cm³. Three presets: Pearl — white flesh and pink skin. Ruby — raspberry-colored flesh and pink skin. Gold — pale flesh and golden skin. Firmness and Internal damping sliders with visible values. “Give it a nudge” and “Reset” buttons.

“¼ speed” and “Show mesh” checkboxes.

A “Pause” button. Also include: A fullscreen button with an exit option. A “WEBGPU · LIVE” status indicator. Live readouts for mass, percentage of rest volume, and kinetic energy. A short interaction hint: “Pull the flesh. Tug a petal. Let go.” A collapsible “Inside the experiment” section explaining the implementation accurately. TECHNICAL REQUIREMENTS Deliver one self-contained file named pitaya-jelly-webgpu.html.

Use actual WebGPU rendering, not a Canvas 2D imitation.

Build all geometry procedurally. Use thickness-aware refraction, Fresnel reflections, and soft studio lighting. Use a fixed simulation timestep for consistent behavior. Support desktop and touch interaction with a responsive layout. Avoid expensive geometry reconstruction or shader compilation during dragging.

Show a clear fallback message when WebGPU is unavailable.

Verify dragging, release, shape recovery, presets, reset, pause, fullscreen, and mobile layout. The main priorities are convincing jelly-like behavior, beautiful materials, and satisfying interaction. The result should feel like a polished, playable material experiment.

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3D Modeling for VRChat Outfits

のわ〜る👼🍆🐄 · 2026-09-25

3D Modeling for VRChat Outfits

3D Modeling for VRChat Outfits

The creator reports instructing Astra to model an outfit in Blender based on a design created with ChatGPT, using the prompt “Create an outfit for VRChat.”

Prompt

Create an outfit for VRChat

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Create a Guinea Pig in Blender

かよこ · 2026-09-25

Create a Guinea Pig in Blender

A prompt asking Codex (GPT-6 Astra High) to create a guinea pig without showing it a photo.

Prompt

Create a guinea pig in Blender

View detail ↗ · Original post · Back to examples


Voxel-style Japanese garden in Three.js

Marcel · 2026-09-25

Voxel-style Japanese garden in Three.js

A prompt for an interactive voxel-style Japanese garden featuring a pagoda, tiny villagers, and a flying dragon. The posting author says this exact prompt was given to Astra and Space Bunny for a one-shot comparison.

Prompt

Build a detailed voxel-style Japanese garden in Three.js, with a pagoda, tiny villagers, a flying dragon and interactive details.

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Voxel ship-in-a-bottle WebGL scene

PEP PEPICH · 2026-09-26

Voxel ship-in-a-bottle WebGL scene

Create an elaborate colorful voxel-art scene of a sailing ship and ocean enclosed in a bottle, with waves, modeled physics, and varied props or landscapes. The requested result is a WebGL scene that can run from a single HTML file in Chrome.

Prompt

Design and create a very creative, elaborate, and detailed voxel art scene of a intricate ship sailing through the ocean inside of a bottle. Include waves and realistic physics, with the whole scene encapsulated inside of the bottle. Make the scene impressive and varied and use colorful voxels, modeled physics, and interesting props / landscapes all encapsulated inside of the bottle. Use WebGL and whatever libraries to get this done but make sure I can paste it all into a single HTML file and open it in Chrome

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Forest lake village environment

Givros · 2026-09-26

Forest lake village environment

Forest lake village environment

Forest lake village environment

A 3D environment brief used by the root author for a same-prompt comparison of Luna Light, Sol Light, and Astra Light. It specifies a forest surrounding a central lake, an abandoned house in the lake, a flower-filled French village around it, and connecting paths.

Prompt

A forest with a lake in the center. In the middle of the lake, an abandoned house. Around the lake, a flower-filled French village. Paths connecting the important points.

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Super Heavy booster catch in Blender

Vortlyn · 2026-09-26

Super Heavy booster catch in Blender

Create a code-generated Blender model of a Super Heavy booster catch, without downloaded models, textures, or HDRIs.

Prompt

build a Super Heavy booster catch in Blender using only Python. no downloaded models, no textures, no HDRIs, everything generated by code

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Interactive 3D camera lens light-path demo

noah helms · 2026-09-27

Interactive 3D camera lens light-path demo

Interactive 3D camera lens light-path demo

An interactive 3D render demonstrating how light travels through a camera lens to the sensor, set in a mountain landscape with waterfalls and green grass. The root post presents this as the prompt used for an Astra-6 and Opus 5.5 comparison.

Prompt

i want you to create an interactive 3d render of how light travels through a camera lens and gets to the sensor. make the demo use a beautiful mountain scape with waterfalls and beautiful green grass

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Interactive 3D Melon Jelly Slice

基恩-Keane 🌊 · 2026-09-28

Interactive 3D Melon Jelly Slice

The creator shared a prompt in the comments for making “Melon Jelly.” It calls for a browser-based 3D watermelon jelly soft-body simulation built with WebGPU and WGSL, allowing users to grab, stretch, bend, and twist the slice, with requirements for materials, physics, interface, and validation. The original post says Opus 5.5 and GPT-6 Astra each created a jelly watermelon; this comment contains the prompt published by the creator.

Prompt

Create “Melon Jelly” — a polished, interactive 3D watermelon jelly slice that runs directly in the browser using genuine WebGPU and WGSL shaders.
Deliver a single, self-contained HTML file with embedded JavaScript and CSS. This must be an actual interactive 3D simulation, not a static render, video, or 2D imitation.
THE WATERMELON
Create a thick, rounded triangular watermelon wedge with:
Translucent ruby-red jelly flesh.
A pale, slightly translucent layer between the flesh and rind.
A glossy green outer rind with irregular dark-green stripes.

Individually modeled dark seeds embedded in both exposed sides. Softly rounded corners and an appealing, substantial thickness. Make it look like an expensive gummy candy photographed in a studio. It should feel juicy, soft, and almost edible. Keep the colors rich without overexposing the highlights. SOFT-BODY PHYSICS Use a volumetric soft-body simulation, such as a tetrahedral mesh with XPBD elastic and volume-preservation constraints. The user must be able to: Grab the tip, a corner, the flesh, or the rind. Stretch, bend, lift, and gently twist the slice.

Release it and watch it wobble before gradually settling. The slice must visibly deform locally, not simply move or scale as one rigid object. Make the rind slightly firmer than the flesh while keeping the whole slice flexible. Preserve volume reasonably during stretching. Prevent inverted elements, explosive motion, and permanent collapse. Use a fixed simulation timestep and bounded substeps for stability. After release, the motion should decay naturally — no instant snapping back and no endless oscillation. Keep seeds attached to the deforming flesh. They must move and rotate with the surface rather than float independently or remain fixed in space. Include ground contact, gentle friction, and soft bouncing. Avoid visible floor penetration. RENDERING Use native WebGPU with WGSL shaders. Include: Thickness-dependent light absorption. Refraction through the jelly.

Fresnel reflections and glossy highlights. Soft transmitted light through thin edges. Subtle internal details and a few tiny air bubbles.

Soft contact shadows beneath the slice. A light, neutral studio background. The flesh, pale rind, and green skin should have distinct material responses. Avoid making everything look like clear glass or opaque plastic. Keep the slice large and easy to inspect, with a three-quarter camera angle that reveals the flesh, seeds, and thickness. INTERFACE Use a minimal editorial layout with generous whitespace, thin borders, restrained controls, and no decorative UI gradients. Top left: “MATERIAL STUDIES / NO. 009” A large italic serif heading split across two lines: “Melon” and “Jelly.” Small caption: “A slice of summer.” “A little wobble.” “Too soft to share.” Top right: A small status indicator showing “WEBGPU · LIVE” when the renderer is running.

Right-side panel: “THE SPECIMEN” Three coordinated watermelon-inspired color presets. Firmness slider with its current value. Internal damping slider with its current value. “Give it a nudge” and “Reset” buttons. “¼ speed” and “Show mesh” checkboxes.

Pause / Resume button. Bottom left: A short hint explaining that the slice can be grabbed and stretched. Live mass, relative volume, and kinetic-energy readouts derived from the simulation. Clearly describe illustrative units or approximate values where appropriate. Bottom right:

A collapsible “Inside the experiment” section briefly explaining the physics and rendering. BEHAVIOR AND PERFORMANCE Support both mouse and touch input. Use pointer capture so dragging remains reliable when the pointer leaves the object. Make the layout work on desktop and mobile without controls covering the slice. Reuse buffers and avoid rebuilding geometry or compiling shaders during dragging. Keep interaction smooth and responsive. Respect reduced-motion preferences. If WebGPU is unavailable, display a clear explanation instead of silently substituting a fake renderer. VALIDATION Test dragging from several locations, strong stretches, repeated releases, ground collisions, all sliders, presets, pause, reset, and slow motion. Check that the model returns to a stable resting shape, seeds stay attached, the mesh remains intact, and there are no rendering errors. Prioritize the quality of the jelly response and lighting. The result should be something people want to keep grabbing and playing with.

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Genshin-Style Game and Terrain Editor

ふぐあい(ふぐおん) · 2026-09-28

Genshin-Style Game and Terrain Editor

Genshin-Style Game and Terrain Editor

A prompt for creating a Genshin-like game and a tool for editing its terrain.

Prompt

Create a Genshin-like game and a tool for editing its terrain.

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3D-printable J-hook for a strength test

Wësche · 2026-09-28

3D-printable J-hook for a strength test

Design a single-part PLA J-hook for 3D printing and strength testing. It clips by hand onto an 8 mm steel bar and holds an 8 mm load pin, with dimensional, mass, retention, and anti-slip requirements. The requested output is a complete OpenSCAD file suitable for STL export.

Prompt

Design one 3D-printable J-hook for a strength test.
The hook hangs from an 8 mm steel bar. An 8 mm pin sits in the bill and we hang weight from that pin. I want the highest breaking load I can get without the bar or the pin slipping out.
Rules:
  • One printed part. No screws, inserts, glue, or extra pieces.
  • Must clip onto the bar and the pin by hand. No closed rings.
  • Pin seats 40 mm apart, center to center.
  • PLA. Max 35 g as printed.
  • Must fit 80 x 60 x 25 mm.
  • The pin should have to lift at least 10 mm to come out. If it can roll out the side, that design is invalid.
Give me:
  1. A short explanation of the shape.
  2. A complete OpenSCAD file I can compile and export to STL for Bambu Studio.
No STL text. No G-code. OpenSCAD only. If the first idea would slip off, replace it in the same answer.

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Interactive educational 3D CRISPR representation

Alejandro · 2026-09-28

Interactive educational 3D CRISPR representation

Interactive educational 3D CRISPR representation

An interactive, readable 3D educational representation of CRISPR DNA technology. It should show a DNA strand and the full gene-editing process, identify each component, and let users select relevant parts to learn about them.

Prompt

I want you to create an interactive educational 3d represenation how CRISPR DNA technology works. You can choose what ever technology you want as long as its clear readable and has a dna strand, you can see a full work of gene editing and what each piece is, I should be able to select any relevant part of it and learn something

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Interactive moonlit jungle boat ride

Fazley · 2026-09-28

Interactive moonlit jungle boat ride

A fullscreen responsive Three.js boat ride through a narrow jungle waterway. Players steer an empty wooden rowboat using keybo

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