Voxel Ancient Roman City
🔷Gemini 3 Pro:…d33-700b-a608-919041e4bf0b.arena.siten
🔷Opus 4.5 Thinking…904-7e8a-b46f-73c09d5ae2c4.arena.siteiU
🔷Opus 4.…904-7063-92f1-7bb55d99ad02.arena.siteYcn
Prompt:
“OBJECTIVE
Create a breathtaking, high-definition voxel-art simulation of the entire Ancient Roman City Centre, anchored by a massive, detailed Colosseum. The scene must be generated procedurally within a single HTML file, featuring topography, a dense cityscape, and intelligent layout planning.
USER CONTROLS
Camera: 'God-mode' orbit controls (Left-click rotate, Right-click pan, Scroll zoom).
On-Screen UI Panel (minimal, bottom corner):
Time of Day Slider: 24-hour cycle controlling sun/moon position, shadow direction, and sky gradient (pink dawn → blue day → orange sunset → starry night). At night, torches ignite across the city and windows glow in the insulae. Display time in Roman numerals.
Grand Spectacle Buttons:
Naumachia: Floods the Colosseum arena with water. Miniature warships appear and stage a naval battle with splash effects. The Hypogeum submerges.
Velarium: The massive retractable awning unfurls across the entire Colosseum, casting the interior in shade.
Circus Maximus Race: Dozens of chariots thunder around the track with dust clouds billowing behind them. Stadium crowds pulse with color.
Triumphal Procession: Legions of soldiers march in formation along the Via Sacra, through the Arch of Constantine, past the Colosseum, into the Forum. Golden eagle standards lead.
Festival of Lights: Hundreds of torches and braziers ignite across every street and rooftop. The Tiber fills with floating lanterns. Fireworks erupt above the Colosseum.
WORLD GENERATION & GEOLOGY (Requirement: Solid & Natural)
Topography: Generate a terrain mesh representing the "Seven Hills of Rome" (rolling elevation changes) and the Tiber River cutting through the edge of the map.
Solid Ground: Ensure the floor is a continuous, solid voxel mesh (no gaps/voids). Use varied palettes for the ground: cobblestone for streets, grassy banks for hills, and dirt for the arena floor.
Vegetation: Procedurally scatter Roman vegetation: Italian Cypress trees (tall/thin), Umbrella Pines (high canopy), and olive shrubs on the hillsides to frame the architecture.
ARCHITECTURAL SCOPE (Requirement: High Definition & Variety)
The Colosseum (Centerpiece):
High-resolution voxel scale (smaller voxels for finer detail).
Internal details: Cavea (seating tiers), the Hypogeum (exposed underground maze), and the Velarium (awning structure).
Population: Dense crowds (colored voxel clusters) and Gladiators battling in the center.
The City Centre (The Forum & Surroundings):
Surrounding the Colosseum, generate a dense array of contemporary structures.
Landmarks: Include abstract representations of the Arch of Constantine, the Temple of Venus and Roma, and the Basilicas.
Infrastructure: Aqueducts spanning the horizon, colonnades, and a distant Circus Maximus track if render budget allows.
Residential: Dense insulae (apartment blocks) with terracotta roofs filling the gaps between major monuments.
CITY PLANNING LOGIC (Requirement: No Overlap)
Grid & Collision: Implement a bounding-box allocation system. Before placing a building, check the grid to ensure no overlap with existing geometry.
Zoning:
Zone A (Center): Colosseum (Fixed position).
Zone B (Forum): High-density Temples and Basilicas.
Zone C (Outskirts): Residential and Hills.
Roads: Generate clear "Cardo" and "Decumanus" style stone pathways connecting major buildings; buildings must snap to these paths.
VISUAL FIDELITY
Atmosphere: Warm, Mediterranean lighting.
Water: The Tiber River must feature a reflective or semi-transparent blue voxel material.
Palette: Use a rich, historical palette: Travertine (creamy white), Porphyry (purple/red), Terracotta (orange/brown), Marble (white/grey), and Gold accents for temple roofs.
Shadows: Approximate ambient occlusion or directional lighting to give depth to the voxel blocks.
TECHNICAL SPECIFICATIONS
Deliverable: Output a single, self‑contained HTML file.
Offline only: All code/assets embedded. NO external imports/CDNs.
Performance: Target ≥ 55 FPS.
Crucial: Use InstancedMesh (Three.js concept or WebGL equivalent) for all voxels. Do NOT create individual geometry for every block. Merge geometries where possible.
Use a shared texture atlas generated programmatically (Canvas API) for voxel colors to reduce draw calls.
IMPLEMENTATION GUARDRAILS
Module Resolution: Use <script type="importmap"> for any Three.js logic, mapping "three" to a minified, base64-encoded inline version OR write raw WebGL2 if confident.
Scope Safety: Use const/let, avoid global namespace pollution.
Memory: Dispose of geometries/materials if regenerating.
Code Quality: Robust error handling. If a procedural placement fails 10 times, skip that building to prevent infinite loops.
FINAL OUTPUT INSTRUCTION
Generate the full HTML file now. Ensure the scale feels "Grand" and the resolution is high enough that the Colosseum looks curved rather than square.”