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果冻世界北极岛屿:Opus对比Astra

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果冻世界北极岛屿:Opus对比Astra — 1

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Create "Frostbay." — an interactive miniature Arctic diorama as ONE self-contained HTML file using native WebGPU (WGSL). Everything procedural: no libraries, no imported models, no image textures, no network requests.

SCENE
- A clear rectangular block of cold sea (≈10 × 7 units, ~1.6 deep) resting on a thick, glossy jelly foundation with rounded edges and soft layered bands of icy blue and pale lavender.
- A snowy rock island toward the back: wet dark rock at the tide line, a cut "core-sample" cross-section where it meets the glass, a few rounded boulders on the sea floor.
- An igloo built from individual curved snow blocks (rows offset like brickwork), a block entrance tunnel, a warm amber ice window and a glowing interior.
- A wooden plank pier on posts with a hanging lantern; a fluttering red-and-white flag on a pole.
- An orange kayak with a double-bladed paddle; ~10 irregular ice floes; a larger ice raft.
- Two harbour seals (spotted, pale muzzle): one basking on a shore ledge of the island, one lying on the raft.
- A humpback whale: one smooth continuous lofted body, pale throat pleats and belly, mouth line, eyes, knobbly rostrum, very long pale flippers, small dorsal fin, wide flukes.
- Calm editorial backdrop; the diorama casts a soft shadow on an unseen floor.

WATER (a real simulation, not a shader trick)
- Height-field long-wave sim (∂²h/∂t² = ∇·(g·depth ∇h)) on a ~200×140 grid, flux form (volume-conserving), fixed 180 Hz substeps, damping + light viscosity + hard clamps: stable at every slider setting and during frantic drags.
- Waves slow and steepen over the shallows, wrap around the island, reflect off the glass and settle.
- Press = a soft plunger making a deep hollow with a raised, volume-neutral rim; dragging sweeps it (speed-limited) and leaves real 3D wakes. Hover never makes waves. Touch supported.
- Dragging a glass side tilts and slides the block on its jelly (damped springs that wobble back) and the sea sloshes toward the new level; a local soft bulge follows the hand. Pulling a jelly edge stretches it locally, then it wobbles home.
- Floating things follow local height and averaged slope, drift, bump each other, avoid shallows and glass.

LIFE
- Kayak: draggable (with a wake). A strong local wave — high swing AND steep averaged slope across the hull — rolls it 180° and leaves it upside down; ordinary ripples and blizzard chop only rock it; never capsizes while held.
- Raft seal: breathes, looks around, articulated flippers. Strong waves make it lose balance, slip off head-first, fall in with a splash, then swim — head up, coordinated hind-flipper strokes, steering away from shallows and glass — and later hauls itself back onto the raft.
- Shore seal: breathes, gazes, scratches with a fore flipper, lifts its head when big waves come.
- Whale: its spine follows the path its head has swum, so it always moves head-first and bends through turns, never sliding backward. "Call the whale" (button or double-click / double-tap) brings it up to the surface, it blows a misty spout, its back heaves the water, then it dives with the flukes rolling under.

LOOK
- Opaque pass to HDR with 4× MSAA plus a distance buffer; water pass with screen-space refraction (wave-driven), depth absorption (deep cold blue, no tropical turquoise), Fresnel sky reflection, restrained soft highlights, foam on crests and shallows, side walls showing the underwater cross-section with a crisp waterline and total internal reflection.
- Moving caustics on everything under the surface, focused by the live wave curvature; soft key-light shadows; neutral tone mapping.
- Modes: Daylight, Snowfall (overcast, falling snow), Aurora night (green/violet curtains, twinkling stars, warm igloo and lantern light with reflections on the water). Blizzard toggle: dense wind-driven snow, gusts and chop on the sea.

UI
- Restrained editorial layout: large italic serif "Frostbay.", short atmospheric subtitle, live status pill, compact panel (weather segments, blizzard switch, jelly firmness, wave damping, tide, Call the whale, Pause, Reset, Camera), concise hints, readouts for seal, kayak, whale and swell; orbit and zoom (pinch on touch).
- Pause freezes all motion; Reset restores sea, block, raft seal and upright kayak.
- Mobile: stacked layout, collapsible controls, ≥44 px touch targets. Clear fallback card if WebGPU is unavailable.

Test water interaction, stability, animals, kayak drag and capsize, whale call, weather modes, pause/reset, shader compilation and mobile layout. Return the finished HTML only.

中文译文

创建“Frostbay.”——一个可交互的微缩北极立体模型,作为唯一一个自包含的 HTML 文件,使用原生 WebGPU(WGSL)。一切皆为程序化:不使用库,不导入模型,不使用图像纹理,不发起网络请求。

场景
- 一块长方形、清澈的寒冷海水(≈10 × 7 单位,约 1.6 深),置于一层厚实、有光泽的果冻基座上,基座边缘圆润,并带有冰蓝色与淡薰衣草色的柔和分层色带。
- 后方有一座覆雪的岩石岛:潮线处是湿润的深色岩石,在与玻璃相接处有一个切开的“岩芯样本”剖面,海床上还有几块圆润的巨石。
- 一座由一块块弧形雪砖砌成的冰屋(各排像砖砌那样错位),一条由雪砖砌成的入口隧道,一扇温暖的琥珀色冰窗,以及发光的内室。
- 一座由木桩支撑的木板码头,挂着一盏灯笼;旗杆上飘扬着一面红白相间的旗帜。
- 一艘橙色皮划艇,配一支双头桨;约 10 块形状不规则的浮冰;一块较大的冰筏。
- 两只港海豹(带斑点、浅色口鼻):一只在岛屿的岸边岩台上晒太阳,一只躺在冰筏上。
- 一头座头鲸:一个光滑连续、放样生成的躯体,浅色的喉部褶沟与腹部,嘴线,眼睛,布满瘤突的吻部,很长的浅色胸鳍,小小的背鳍,宽大的尾鳍。
- 平静的编辑式背景;立体模型在不可见的地面上投下柔和的阴影。

水(真实模拟,而非着色器把戏)
- 在约 200×140 网格上的高度场长波模拟(∂²h/∂t² = ∇·(g·depth ∇h)),通量形式(体积守恒),固定 180 Hz 子步,阻尼 + 轻微黏性 + 硬性钳制:在每个滑块设置下以及剧烈拖拽过程中都保持稳定。
- 波浪在浅滩上减速并变陡,绕过岛屿,从玻璃上反射后归于平静。
- 按下 = 一个柔软的柱塞压出深坑,边缘隆起且保持体积中性;拖拽会带着它扫过(受速度限制),并留下真实的 3D 尾迹。悬停绝不会产生波浪。支持触摸。
- 拖拽玻璃侧面会使海块在其果冻基座上倾斜并滑动(带阻尼的弹簧会晃动回位),海水随之晃向新的水平面;一处局部的柔软隆起跟随手移动。拉扯果冻边缘会使其局部拉伸,然后晃动着恢复原状。
- 漂浮物遵循局部高度与平均坡度,会漂移、相互碰撞,并避开浅滩与玻璃。

生命
- 皮划艇:可拖拽(带尾迹)。强劲的局部波浪——摆幅大且船体横向的平均坡度陡——会让它翻滚 180° 并倒扣;普通的涟漪与暴风雪碎浪只会让它摇晃;被握住时绝不会倾覆。
- 冰筏上的海豹:呼吸、四处张望、鳍肢有关节。强浪会让它失去平衡,头朝前滑落,扑通一声掉进水里,然后游泳——头抬起,后鳍肢协调划水,避开浅滩与玻璃——之后又把自己拖回冰筏上。
- 岸边的海豹:呼吸、凝视,用前鳍肢挠痒,大浪来时抬起头。
- 鲸:它的脊柱沿着头部游过的路径,因此它始终头朝前移动,并在转弯时弯曲,绝不向后滑。“Call the whale”(按钮或双击/双触)会让它浮到水面,喷出一道雾气水柱,背部掀起海水,然后下潜,尾鳍翻卷没入水下。

外观
- 不透明通道输出到 HDR,带 4× MSAA 以及一个距离缓冲;水面通道使用屏幕空间折射(由波浪驱动)、深度吸收(深冷的蓝色,不要热带青绿)、Fresnel 天空反射、克制的柔和高光、浪尖与浅滩处的泡沫,侧壁展示水下剖面,并有清晰的水位线与全内反射。
- 水面以下的一切都有移动的焦散,由实时波浪曲率聚焦;柔和的主光阴影;中性色调映射。
- 模式:Daylight、Snowfall(阴天、飘雪)、Aurora night(绿色/紫色光幕、闪烁的星星、温暖的冰屋与灯笼光及其在水面上的倒影)。Blizzard 开关:密集的风吹雪、阵风与海面碎浪。

界面
- 克制的编辑式布局:大号斜体衬线“Frostbay.”,简短而有氛围的副标题,实时状态胶囊,紧凑面板(天气分段、blizzard 开关、果冻硬度、波浪阻尼、潮汐、Call the whale、Pause、Reset、Camera),简洁提示,海豹、皮划艇、鲸与涌浪的读数;环绕与缩放(触摸时双指捏合)。
- Pause 冻结所有运动;Reset 恢复海水、海块、冰筏上的海豹以及正立的皮划艇。
- 移动端:堆叠布局、可折叠控件、≥44 px 的触摸目标。若 WebGPU 不可用,显示清晰的回退卡片。

测试水的交互、稳定性、动物、皮划艇拖拽与倾覆、鲸的呼唤、天气模式、暂停/重置、着色器编译以及移动端布局。只返回完成后的 HTML。

溯源

原作者
vib3coded
发布日期
2026-10-06(由推文 ID 反解)
原始出处
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收录来源
zhuyansen/awesome-opus-5.5-video · 2107455583129313304 · 未声明许可