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Flyable bush seaplane module with cockpit, water physics, and sandbox

Flyable bush seaplane module with cockpit, water physics, and sandbox is a 105.7-second Claude Opus motion design reference by @maxt3chno, built around Three.js, Web Audio. [Note: the creator shared a partial prompt. Copy this interactive motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.

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Prompt

[Note: the creator shared a partial prompt. Wording below is theirs.] GOAL: PROMT part 1 MOTION: # Task: a flyable, enterable, film-quality bush seaplane for a Three.js first-person game You are building a **self-contained module** that will later be dropped into an existing browser game ("FarCry Lagoon": a first-person tropical island game in Three.js). You do **not** have access to the game's code. Another engineer (who knows the game) will integrate your module, so your job is to deliver: 1. **The seaplane module** — model, cockpit interior, flight + water physics, controls, interactions, sound, effects — written to the strict technical contract below so it can be pasted into the game with minimal glue. 2. **A sandbox page** that shows it off and lets you test everything: a small island, open sea with waves, a wooden pier, a first-person walker, and a chase/free camera. The sandbox is a test bench only; it will not be integrated. 3. **A short `INTEGRATION.md`** describing the public API, the coordinate frame, the env callbacks, keymap and anything the integrator must know. The reference image is attached (`seaplane_ref.webp`). Save it in the repo as `reference/seaplane_ref.webp` and keep comparing your renders against it. Quality bar: it should look like a hero vehicle from Far Cry / Just Cause, not a programmer-art prop. Take your time — correctness and visual quality matter more than speed. Work in iterations: build → screenshot from several angles → compare with the reference → fix. --- ## 1. Hard technical contract (non-negotiable — integration depends on it) - **Three.js r169 exactly** (`three@0.169.0`) as ES modules from the CDN via importmap: ```html {"imports":{"three":"https://t.co/kfT5n2bgSY","three/addons/":"https://t.co/PGZ03dZk8R"}} ``` No npm runtime dependencies, no bundler, no TypeScript, no Vite. Plain `.js` ES modules that run from any static server (e.g. `npx serve` / a tiny node server). - **Module syntax restrictions** (the game has a custom bundler that inlines modules): - Only `export function name`, `export class Name`, `export const/let name = ...`. **No** `export default`, **no** `export { a, b }` lists, **no** re-exports. - **No** default imports (`import X from`), only `import * as THREE from 'three'` and named imports `import { A } from '...'`. - **No** dynamic `import()`, **no** `import.meta`, **no** top-level `await`, **no** circular imports between your files. - Allowed externals: `three` and `three/addons/...` only (e.g. `BufferGeometryUtils`, `RoundedBoxGeometry` are fine). - **Zero external assets.** No downloaded textures, models, HDRIs, fonts or sound files. Everything is procedural: - geometry built in code (lathe / extrude / tube / custom BufferGeometry / CSG-like manual modelling), - textures generated at startup on canvas (`CanvasTexture`, `DataTexture`) or in shaders, deterministically from a seed, - sound synthesized with WebAudio. - **Never patch `THREE.ShaderChunk` globally** and don't replace three's lighting/fog/shado PROMT Part 2 ## 7. Sound (procedural WebAudio, high quality — very important for immersion) `createSeaplaneAudio(audioCtx, outputNode)` — the host passes its own `AudioContext` and master bus. Create everything once (no node creation per frame). Use a PannerNode/HRTF or expose a world position so the host can spatialize; and an **interior/exterior mix** (inside the cabin: low-passed engine, structure-borne rumble, rattles; outside: full exhaust bark, prop buzz, Doppler at fly-bys). Sounds to synthesize: - Engine: cylinder firing fundamental = rpm/60 × (cylinders/2), rich harmonics, exhaust **bark/pops** (impulse train + noise bursts, slight randomness per firing), mechanical valvetrain clatter at idle, rough misfires; **starter whine + coughing catch**; shutdown run-down with a last cough. - Propeller: blade-pass buzz (rpm/60 × 3), whoosh that grows with RPM and airspeed. - Wind: airspeed-dependent rushing noise, louder with doors open, whistling at high speed, gusty in turbulence. - **Stall warning horn** (that classic reed horn). - Water: hull slaps on floats at rest, hiss of spray when taxiing, loud slam on wave impacts, splash on landing, draining water. - Structure: airframe creaks under g-load, rattles of loose cargo, door open/close/latch, switch clicks, lever detents, flap motor hum, rope creak when moored, metal scrape on rocks, grinding on sand when beaching. - Damage: bent-prop wobble, engine knocking, fire crackle, crash impacts. - Mix sanity: nothing clips; master gain ≤ –6 dBFS peaks; graceful start/stop (no clicks). --- ## 8. Public API (put it in `seaplane/Seaplane.js`; document in `INTEGRATION.md`) Shape it roughly like this (you may refine names, but keep the spirit: host-agnostic, dependency-injected, no globals): ```js export function createSeaplane({ scene, renderer, camera, // camera = the host's main (player) camera quality = 'high', // 'high' | 'low' assist = 'normal', // 'arcade' | 'normal' | 'realistic' useOwnEffects = true, realLandingLight = false, seed = 7, env: { waterHeight(x, z), // rendered sea surface height incl. waves, at the current time waterFlow(x, z, outVec3), // optional: current velocity (m/s) groundHeight(x, z), // terrain / seabed height; -Infinity where none groundNormal(x, z, outVec3), // optional contact(worldPos, radius, out), // static world: returns true + out.normal, out.depth if the sphere penetrates wind, // live THREE.Vector3, m/s sunDirection, // live THREE.Vector3 night(), rain(), wetness(), // 0..1 worldLimit(x, y, z, outVec3), // optional: returns push-back acceleration when leaving the play area emit(type, data), // optional effect/sound hooks for the host }, audio: { ctx, out }, // optional }) → { root, // Object3D (add/remove from scene by host or by module — document which)
Author original
PROMT part 1 # Task: a flyable, enterable, film-quality bush seaplane for a Three.js first-person game You are building a **self-contained module** that will later be dropped into an existing browser game ("FarCry Lagoon": a first-person tropical island game in Three.js). You do **not** have access to the game's code. Another engineer (who knows the game) will integrate your module, so your job is to deliver: 1. **The seaplane module** — model, cockpit interior, flight + water physics, controls, interactions, sound, effects — written to the strict technical contract below so it can be pasted into the game with minimal glue. 2. **A sandbox page** that shows it off and lets you test everything: a small island, open sea with waves, a wooden pier, a first-person walker, and a chase/free camera. The sandbox is a test bench only; it will not be integrated. 3. **A short `INTEGRATION.md`** describing the public API, the coordinate frame, the env callbacks, keymap and anything the integrator must know. The reference image is attached (`seaplane_ref.webp`). Save it in the repo as `reference/seaplane_ref.webp` and keep comparing your renders against it. Quality bar: it should look like a hero vehicle from Far Cry / Just Cause, not a programmer-art prop. Take your time — correctness and visual quality matter more than speed. Work in iterations: build → screenshot from several angles → compare with the reference → fix. --- ## 1. Hard technical contract (non-negotiable — integration depends on it) - **Three.js r169 exactly** (`three@0.169.0`) as ES modules from the CDN via importmap: ```html {"imports":{"three":"https://t.co/kfT5n2bgSY","three/addons/":"https://t.co/PGZ03dZk8R"}} ``` No npm runtime dependencies, no bundler, no TypeScript, no Vite. Plain `.js` ES modules that run from any static server (e.g. `npx serve` / a tiny node server). - **Module syntax restrictions** (the game has a custom bundler that inlines modules): - Only `export function name`, `export class Name`, `export const/let name = ...`. **No** `export default`, **no** `export { a, b }` lists, **no** re-exports. - **No** default imports (`import X from`), only `import * as THREE from 'three'` and named imports `import { A } from '...'`. - **No** dynamic `import()`, **no** `import.meta`, **no** top-level `await`, **no** circular imports between your files. - Allowed externals: `three` and `three/addons/...` only (e.g. `BufferGeometryUtils`, `RoundedBoxGeometry` are fine). - **Zero external assets.** No downloaded textures, models, HDRIs, fonts or sound files. Everything is procedural: - geometry built in code (lathe / extrude / tube / custom BufferGeometry / CSG-like manual modelling), - textures generated at startup on canvas (`CanvasTexture`, `DataTexture`) or in shaders, deterministically from a seed, - sound synthesized with WebAudio. - **Never patch `THREE.ShaderChunk` globally** and don't replace three's lighting/fog/shado PROMT Part 2 ## 7. Sound (procedural WebAudio, high quality — very important for immersion) `createSeaplaneAudio(audioCtx, outputNode)` — the host passes its own `AudioContext` and master bus. Create everything once (no node creation per frame). Use a PannerNode/HRTF or expose a world position so the host can spatialize; and an **interior/exterior mix** (inside the cabin: low-passed engine, structure-borne rumble, rattles; outside: full exhaust bark, prop buzz, Doppler at fly-bys). Sounds to synthesize: - Engine: cylinder firing fundamental = rpm/60 × (cylinders/2), rich harmonics, exhaust **bark/pops** (impulse train + noise bursts, slight randomness per firing), mechanical valvetrain clatter at idle, rough misfires; **starter whine + coughing catch**; shutdown run-down with a last cough. - Propeller: blade-pass buzz (rpm/60 × 3), whoosh that grows with RPM and airspeed. - Wind: airspeed-dependent rushing noise, louder with doors open, whistling at high speed, gusty in turbulence. - **Stall warning horn** (that classic reed horn). - Water: hull slaps on floats at rest, hiss of spray when taxiing, loud slam on wave impacts, splash on landing, draining water. - Structure: airframe creaks under g-load, rattles of loose cargo, door open/close/latch, switch clicks, lever detents, flap motor hum, rope creak when moored, metal scrape on rocks, grinding on sand when beaching. - Damage: bent-prop wobble, engine knocking, fire crackle, crash impacts. - Mix sanity: nothing clips; master gain ≤ –6 dBFS peaks; graceful start/stop (no clicks). --- ## 8. Public API (put it in `seaplane/Seaplane.js`; document in `INTEGRATION.md`) Shape it roughly like this (you may refine names, but keep the spirit: host-agnostic, dependency-injected, no globals): ```js export function createSeaplane({ scene, renderer, camera, // camera = the host's main (player) camera quality = 'high', // 'high' | 'low' assist = 'normal', // 'arcade' | 'normal' | 'realistic' useOwnEffects = true, realLandingLight = false, seed = 7, env: { waterHeight(x, z), // rendered sea surface height incl. waves, at the current time waterFlow(x, z, outVec3), // optional: current velocity (m/s) groundHeight(x, z), // terrain / seabed height; -Infinity where none groundNormal(x, z, outVec3), // optional contact(worldPos, radius, out), // static world: returns true + out.normal, out.depth if the sphere penetrates wind, // live THREE.Vector3, m/s sunDirection, // live THREE.Vector3 night(), rain(), wetness(), // 0..1 worldLimit(x, y, z, outVec3), // optional: returns push-back acceleration when leaving the play area emit(type, data), // optional effect/sound hooks for the host }, audio: { ctx, out }, // optional }) → { root, // Object3D (add/remove from scene by host or by module — document which)

Questions

What is this games prompt for?

It is a Claude Opus motion design brief for “Flyable bush seaplane module with cockpit, water physics, and sandbox”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @maxt3chno. Use View post to open the X video this prompt belongs to.

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