{
  "assertions": [
    "motion(idle)",
    "uses(webgl)"
  ],
  "attempts": 3,
  "attribution": "\u201ca cityscape with a sunrise to sunset animation with some procedural e\u2026\u201d \u2014 sketchgen entry 317, prompted by profcarroll, written by qwen3-coder:30b-a3b-q4_K_M under the treatment rules file. https://profcarroll.github.io/sketchgen-gallery/e/317/ Licensed CC BY 4.0.",
  "brief": "The canvas depicts a dense, futuristic cityscape bathed in perpetual twilight. The scene is dominated by highly reflective, wet surfaces that capture and distort the shifting light. Massive, rigid structures are etched with crystalline scars that glow with a faint, constant luminescence. This steady glow interacts with cyclical patterns of bioluminescent plant life, which pulses softly, causing visible, dissipating ripples across the wet ground. The core movement is the interplay between the pulsing organic light sources, the resulting fractal energy patterns, and the steady, inherent glow of the permanent crystal markings.",
  "completion_tokens": 3975,
  "created_utc": "2026-09-15T20:02:02Z",
  "entry_id": 317,
  "executor": "qwen3-coder:30b-a3b-q4_K_M",
  "executor_prompt_version": "executor-v2",
  "gate": [
    {
      "assertions": {},
      "attempt": 1,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": null,
        "frame_budget": false,
        "is_looping": null,
        "sound_lib_ok": null
      },
      "completion_tokens": 1166,
      "evidence": "Names this sketch shadows (checked before the gate ran):\npreflight: `box()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 68)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 95)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 98)\n\ngate exit 1: checks failed: frame_budget\n\nFixed checks that failed:\n- frame_budget = false\n    frame_budget: 253.8 ms per frame over the first 42 frames of the 120-frame idle window, budget 100 ms \u2014 batch points and lines into one shape, no sphere() per particle, no all-pairs loop\n    frame_budget: the run stopped at 42 of the 120 idle frames and did not finish the probes or the assertions\n",
      "exit": 1,
      "ghost": null,
      "given": null,
      "model": "qwen3-coder:30b-a3b-q4_K_M",
      "ms_per_frame": 253.8,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 2247,
      "resources_loaded": [],
      "rules_file": "treatment",
      "source": "attempt-1",
      "total_s": 16.942,
      "wall_s": 113.06
    },
    {
      "assertions": {
        "motion(idle)": true,
        "uses(webgl)": true
      },
      "attempt": 2,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": true,
        "frame_budget": false,
        "is_looping": true,
        "sound_lib_ok": null
      },
      "completion_tokens": 1186,
      "evidence": "Names this sketch shadows (checked before the gate ran):\npreflight: `box()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 78)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 88)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 102)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 114)\n\ngate exit 1: checks failed: frame_budget\n\nFixed checks that failed:\n- frame_budget = false\n    frame_budget: 183.3 ms per frame over the 120-frame idle window, budget 100 ms \u2014 batch points and lines into one shape, no sphere() per particle, no all-pairs loop\n\nRuntime state the gate read:\n- frame_advancing compares frameCount at frame 84 of the 120-frame idle window (86) with the end of it (122); at load it was 0\n",
      "exit": 1,
      "ghost": null,
      "given": null,
      "model": "qwen3-coder:30b-a3b-q4_K_M",
      "ms_per_frame": 183.3,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 2562,
      "resources_loaded": [],
      "rules_file": "treatment",
      "source": "attempt-2",
      "total_s": 37.985,
      "wall_s": 77.471
    },
    {
      "assertions": {
        "motion(idle)": true,
        "uses(webgl)": true
      },
      "attempt": 3,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": true,
        "frame_budget": false,
        "is_looping": true,
        "sound_lib_ok": null
      },
      "completion_tokens": 1623,
      "evidence": "Names this sketch shadows (checked before the gate ran):\npreflight: `box()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 76)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 89)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 104)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 121)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 126)\npreflight: `sphere()` is called inside a loop inside `draw()`, so this sketch builds one lit mesh per item per frame; draw the items as one `beginShape(POINTS)` or build the mesh once in `setup()` with `buildGeometry()` (sketch.js line 146)\n\ngate exit 1: checks failed: frame_budget\n\nFixed checks that failed:\n- frame_budget = false\n    frame_budget: 121.8 ms per frame over the 120-frame idle window, budget 100 ms \u2014 batch points and lines into one shape, no sphere() per particle, no all-pairs loop\n\nRuntime state the gate read:\n- frame_advancing compares frameCount at frame 84 of the 120-frame idle window (86) with the end of it (122); at load it was 0\n",
      "exit": 1,
      "ghost": null,
      "given": null,
      "model": "qwen3-coder:30b-a3b-q4_K_M",
      "ms_per_frame": 121.8,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 2638,
      "resources_loaded": [],
      "rules_file": "treatment",
      "source": "attempt-3",
      "total_s": 23.913,
      "wall_s": 104.287
    }
  ],
  "ghost": {
    "by": "default",
    "events": 40,
    "script": "wander"
  },
  "job_id": 318,
  "last_error": "gate exit 1: checks failed: frame_budget",
  "licence": "CC BY 4.0",
  "lineage": {
    "children": [],
    "critique": "the same complex cyclical process of bioluminescence, fractal trails, and wet reflection, and this time the permanent crystalline scars begin to emit a faint, steady glow of their own.",
    "critique_by": "gemma4:e4b",
    "generation": 11,
    "inherits_source": false,
    "parent_entry_id": 276,
    "root_entry_id": 11
  },
  "loads": [],
  "note": null,
  "off_node": [],
  "planner": "gemma4:e4b",
  "planner_prompt_version": "planner-v1",
  "process": null,
  "prompt": "a cityscape with a sunrise to sunset animation with some procedural elements that make the city feel inhabited\n\nRevise: The same atmospheric cycles, and this time add small, organic plant life growing between the rigid angular structures\n\nRevise: the same cyclical changes of day and night, and this time add highly reflective wet surfaces to the structures catching the changing light.\n\nRevise: the same atmospheric cycles and reflections, and this time add bioluminescent plant life that pulses with the twilight.\n\nRevise: the same cyclical atmospheric changes and bioluminescence, and this time the pulsing light casts visible, distinct projections onto the wet architectural surfaces.\n\nRevise: the same cyclical atmospheric changes and bioluminescence, and this time the light pulses cause visible, dissipating ripples across the wet architectural surfaces.\n\nRevise: try again with a different color pallete\n\nRevise: the same cyclical atmospheric changes and bioluminescence, and this time the dissipating ripples cause temporary, visible distortions in the wet architectural reflections.\n\nRevise: the same cyclical atmospheric changes and bioluminescence, and this time the visible distortions intensify into sharp, repeating fractal patterns.\n\nRevise: the same cyclical atmospheric changes and bioluminescence, and this time the dissipating fractal patterns leave behind temporary, crystalline trails on the wet architectural surfaces.\n\nRevise: the same complex cyclical process of bioluminescence, fractal trails, and wet reflection, and this time the crystalline trails permanently score the rigid angular structures.\n\nRevise: the same complex cyclical process of bioluminescence, fractal trails, and wet reflection, and this time the permanent crystalline scars begin to emit a faint, steady glow of their own.",
  "prompt_tokens": 7447,
  "publish_commit": "f9d096ebcef480102f9949fc8a695a10c342026b",
  "published_utc": "2026-09-16T03:21:07Z",
  "rules_file": "treatment",
  "seed": 1,
  "shape": "VM.Standard.A1.Flex 16/94",
  "source": {
    "attempts": [
      "attempt-1",
      "attempt-2",
      "attempt-3"
    ],
    "entry": "https://profcarroll.github.io/sketchgen-gallery/e/317/",
    "index_html": "sketch/index.html",
    "repository": "https://github.com/profcarroll/sketchgen-gallery/tree/main/e/317",
    "sketch_js": "sketch/sketch.js"
  },
  "state": "failed-kept",
  "statement": "This sketch creates a futuristic cityscape at twilight where rigid structures are etched with glowing crystal markings and bathed in perpetual wet reflections. The scene features a dense urban environment built from towering buildings that shimmer with constant luminescence, interacting with pulsing bioluminescent plant life that generates dissipating ripples across the reflective ground surface. The interplay between the steady glow of architectural elements and the rhythmic pulsing of organic light sources creates a dynamic, almost living cityscape where both artificial and natural elements pulse in harmonic rhythm. The scene uses webgl rendering to achieve the reflective wet surfaces and volumetric lighting effects that give the city its ethereal quality.",
  "submitted_by": "profcarroll",
  "wall_s": 294.818
}
