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Real-time 3D pool with jelly sea animals and procedural water effects

Real-time 3D pool with jelly sea animals and procedural water effects is a 16-second Claude Opus motion design reference by @vib3coded, built around Three.js, Physics, WebGL. [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: Build "Jelly Pool": a single self-contained HTML file. MOTION: It shows a sunlit outdoor swimming pool in real-time 3D, and the user drops soft-body jelly sea animals into it: a marlin, a humpback whale, an orca and a hammerhead shark. Each animal is made of clear, wobbly jelly that refracts the pool behind it and has a milky core and dark glossy eyes. It splashes in, dives and swims with a travelling body wave, and wobbles as it turns. The whales surface to breathe and blow spray. Everything is procedural: no image, model or sound files. English UI. TECH - three.js r128 from cdnjs (UMD build, global THREE), WebGL 2 required. If WebGL 2 is missing, show a friendly fallback message. - Soft-body physics runs in Web Workers created from a blob URL. Put the worker source in a tag in the page and use navigator.hardwareConcurrency − 1 workers, clamped to 1–3. Spread the animals across the workers and give each new animal to the least busy one. - Each step, the main thread sends the swim frames to the workers. The workers reply with packed Float32Arrays as transferables. - Use adaptive quality: lower the internal render scale when frames run slow. On coarse-pointer or low-core devices, use coarser jelly meshes and cap the pool at 6 animals instead of 8. THE POOL - A rounded-rectangle pool under a pitched perspective camera, fitted to the screen in any aspect ratio. The floor slopes from a shallow end on the left (≈0.55 m) to a deep end on the right (≈1.85 m). - Pale stone deck. Coping blocks with a rounded bullnose edge overhanging the waterline, standing a little proud of the deck, with a soft shadow along their outer edge and darker splash-wet stone near the water. - Shell: procedural mosaic tiles in a shader (field, border and a darker waterline band), each tile with bevel normals and a glassy glaze highlight. - Dappled shadow from a palm crown leaning over one corner, moving gently in the breeze. - Water simulation: a GPU heightfield wave equation on ping-pong float render targets, damped, with walls as boundaries. Touching or dragging across the water makes ripples. Add a slow circulation from return jets and gentle lapping swells. - Water surface: computed normals, refraction of the shell and the animals beneath (with the deep end bluer and darker), Fresnel reflection of the sky, and a reflection of the coping and the tiled wall band. Add a sharp sun glint, a meniscus and coping shadow along the walls, and foam patches from splashes. - Caustics: refract a grid of sun rays through the surface heightfield onto the floor into a caustic texture (area-change brightness). Use it to light the shell and anything under water. - Tools on the water: - Breeze: wind ripples from scrolling noise gradients. - Rain: random drop impulses plus ring ripples, and rain sound. - Whirlpool: a vortex that swirls the surface and the animals, a darkened funnel and spiral foam arms. THE ANIMALS (soft bodies) - Define each species as a sig
Author original
Build "Jelly Pool": a single self-contained HTML file. It shows a sunlit outdoor swimming pool in real-time 3D, and the user drops soft-body jelly sea animals into it: a marlin, a humpback whale, an orca and a hammerhead shark. Each animal is made of clear, wobbly jelly that refracts the pool behind it and has a milky core and dark glossy eyes. It splashes in, dives and swims with a travelling body wave, and wobbles as it turns. The whales surface to breathe and blow spray. Everything is procedural: no image, model or sound files. English UI. TECH - three.js r128 from cdnjs (UMD build, global THREE), WebGL 2 required. If WebGL 2 is missing, show a friendly fallback message. - Soft-body physics runs in Web Workers created from a blob URL. Put the worker source in a tag in the page and use navigator.hardwareConcurrency − 1 workers, clamped to 1–3. Spread the animals across the workers and give each new animal to the least busy one. - Each step, the main thread sends the swim frames to the workers. The workers reply with packed Float32Arrays as transferables. - Use adaptive quality: lower the internal render scale when frames run slow. On coarse-pointer or low-core devices, use coarser jelly meshes and cap the pool at 6 animals instead of 8. THE POOL - A rounded-rectangle pool under a pitched perspective camera, fitted to the screen in any aspect ratio. The floor slopes from a shallow end on the left (≈0.55 m) to a deep end on the right (≈1.85 m). - Pale stone deck. Coping blocks with a rounded bullnose edge overhanging the waterline, standing a little proud of the deck, with a soft shadow along their outer edge and darker splash-wet stone near the water. - Shell: procedural mosaic tiles in a shader (field, border and a darker waterline band), each tile with bevel normals and a glassy glaze highlight. - Dappled shadow from a palm crown leaning over one corner, moving gently in the breeze. - Water simulation: a GPU heightfield wave equation on ping-pong float render targets, damped, with walls as boundaries. Touching or dragging across the water makes ripples. Add a slow circulation from return jets and gentle lapping swells. - Water surface: computed normals, refraction of the shell and the animals beneath (with the deep end bluer and darker), Fresnel reflection of the sky, and a reflection of the coping and the tiled wall band. Add a sharp sun glint, a meniscus and coping shadow along the walls, and foam patches from splashes. - Caustics: refract a grid of sun rays through the surface heightfield onto the floor into a caustic texture (area-change brightness). Use it to light the shell and anything under water. - Tools on the water: - Breeze: wind ripples from scrolling noise gradients. - Rain: random drop impulses plus ring ripples, and rain sound. - Whirlpool: a vortex that swirls the surface and the animals, a darkened funnel and spiral foam arms. THE ANIMALS (soft bodies) - Define each species as a sig

Questions

What is this games prompt for?

It is a Claude Opus motion design brief for “Real-time 3D pool with jelly sea animals and procedural water effects”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @vib3coded. Use View post to open the X video this prompt belongs to.

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