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Interactive Arctic diorama with seals, whale, kayak, and igloo

Interactive Arctic diorama with seals, whale, kayak, and igloo by @vib3coded. Create "Frostbay." — an interactive miniature Arctic diorama as ONE… motion…

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Prompt

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