{
  "assertions": [
    "motion(idle)",
    "uses(webgl)"
  ],
  "attempts": 3,
  "attribution": "\u201climinal dreamscape architectures Revise: the same impossible architec\u2026\u201d \u2014 sketchgen entry 450, prompted by profcarroll, written by qwen3-coder:30b-a3b-q4_K_M under the control rules file. https://profcarroll.github.io/sketchgen-gallery/e/450/ Licensed CC BY 4.0.",
  "brief": "The viewer is plunged into an immense, impossible architectural space defined by fractured geometric planes. Solid, stressed forms anchor the environment, rendered in a palette of muted teal and deep shadow. The space is constantly dynamic, featuring particulate mist that dissolves and structural elements that suggest visible, angular stress. The sense of depth and asymmetrical structure is emphasized by the interplay of solid surfaces and ephemeral mist density. The viewing experience is an immersive journey as the camera traverses the dissolving geometry, making the space feel simultaneously permanent and transient.",
  "completion_tokens": 2458,
  "created_utc": "2026-09-16T09:09:19Z",
  "entry_id": 450,
  "executor": "qwen3-coder:30b-a3b-q4_K_M",
  "executor_prompt_version": "executor-v2",
  "gate": [
    {
      "assertions": {
        "motion(idle)": false,
        "uses(webgl)": true
      },
      "attempt": 1,
      "checks": {
        "audio_context_running": null,
        "console_clean": false,
        "frame_advancing": false,
        "frame_budget": true,
        "is_looping": true,
        "sound_lib_ok": null
      },
      "completion_tokens": 833,
      "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 55)\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 65)\n\ngate exit 1: checks failed: console_clean, frame_advancing; assertions failed: motion(idle)\n\nFixed checks that failed:\n- console_clean = false\n- frame_advancing = false\n    frame_advancing compares frameCount at frame 84 of the 120-frame idle window (1) with the end of it (1); at load it was 0\n\nAssertions that failed:\n- motion(idle): idle 0->120 frames: mean abs diff 0.0000/255, 0 of 360000 pixels changed\n\nConsole (1 error line, first 1 shown):\n- [pageerror] LIGHTEN is not defined\n\nRuntime state the gate read:\n- frame_advancing compares frameCount at frame 84 of the 120-frame idle window (1) with the end of it (1); at load it was 0\n",
      "exit": 1,
      "ghost": null,
      "given": null,
      "model": "qwen3-coder:30b-a3b-q4_K_M",
      "ms_per_frame": 0.1,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1557,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-1",
      "total_s": 1.904,
      "wall_s": 81.894
    },
    {
      "assertions": {
        "motion(idle)": false,
        "uses(webgl)": true
      },
      "attempt": 2,
      "checks": {
        "audio_context_running": null,
        "console_clean": false,
        "frame_advancing": false,
        "frame_budget": true,
        "is_looping": true,
        "sound_lib_ok": null
      },
      "completion_tokens": 752,
      "evidence": "Names this sketch shadows (checked before the gate ran):\npreflight: your variable `box` hides p5's `box()` function; rename it (sketch.js line 47)\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 55)\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 66)\n\ngate exit 1: checks failed: console_clean, frame_advancing; assertions failed: motion(idle)\n\nFixed checks that failed:\n- console_clean = false\n- frame_advancing = false\n    frame_advancing compares frameCount at frame 84 of the 120-frame idle window (1) with the end of it (1); at load it was 0\n\nAssertions that failed:\n- motion(idle): idle 0->120 frames: mean abs diff 0.0000/255, 0 of 480000 pixels changed\n\nConsole (1 error line, first 1 shown):\n- [pageerror] box is not a function\n\nRuntime state the gate read:\n- frame_advancing compares frameCount at frame 84 of the 120-frame idle window (1) with the end of it (1); at load it was 0\n",
      "exit": 1,
      "ghost": null,
      "given": null,
      "model": "qwen3-coder:30b-a3b-q4_K_M",
      "ms_per_frame": 0.1,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1894,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-2",
      "total_s": 1.139,
      "wall_s": 51.902
    },
    {
      "assertions": {
        "motion(idle)": true,
        "uses(webgl)": true
      },
      "attempt": 3,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": true,
        "frame_budget": true,
        "is_looping": true,
        "sound_lib_ok": null
      },
      "completion_tokens": 873,
      "evidence": null,
      "exit": 0,
      "ghost": null,
      "given": null,
      "model": "qwen3-coder:30b-a3b-q4_K_M",
      "ms_per_frame": 3.6,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1922,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-3",
      "total_s": 2.07,
      "wall_s": 55.813
    }
  ],
  "ghost": {
    "by": "default",
    "events": 40,
    "script": "wander"
  },
  "job_id": 451,
  "last_error": null,
  "licence": "CC BY 4.0",
  "lineage": {
    "children": [],
    "critique": "the same impossible architectural space, and this time a noticeable increase in the angular contrast between solid form and mist density",
    "critique_by": "gemma4:e4b",
    "generation": 6,
    "inherits_source": false,
    "parent_entry_id": 396,
    "root_entry_id": 114
  },
  "loads": [],
  "note": null,
  "off_node": [],
  "planner": "gemma4:e4b",
  "planner_prompt_version": "planner-v1",
  "process": null,
  "prompt": "liminal dreamscape architectures\n\nRevise: the same impossible architectures, and this time fractured geometric planes reflecting muted teal light\n\nRevise: the same impossible architecture, and this time segments dissolving into particulate mist\n\nRevise: the same impossible architectures, and this time greater planar asymmetry causing visible structural stresses\n\nRevise: try moving the camera into and/or away from at a liinimal angle and velocity\n\nRevise: too flat. try working with more solid forms, light and shadow casting to suggest a sense of space\n\nRevise: the same impossible architectural space, and this time a noticeable increase in the angular contrast between solid form and mist density",
  "prompt_tokens": 5373,
  "publish_commit": "d2302e6497a344e178322557ca380397f13cbdb0",
  "published_utc": "2026-09-16T13:35:46Z",
  "rules_file": "control",
  "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/450/",
    "index_html": "sketch/index.html",
    "repository": "https://github.com/profcarroll/sketchgen-gallery/tree/main/e/450",
    "sketch_js": "sketch/sketch.js"
  },
  "state": "published",
  "statement": "This sketch creates an immersive architectural space defined by fractured geometric planes rendered in a muted teal palette. The environment features dynamic particulate mist that dissolves and structural elements showing visible angular stress, creating a sense of both permanence and transience. Through constant camera traversal and animated geometry, the viewer experiences an ever-shifting landscape where solid forms anchor an otherwise ephemeral space. The visual effect is achieved through a combination of particle systems and procedurally generated fractured structures that respond to time-based motion, creating depth and asymmetry without overwhelming complexity.",
  "submitted_by": "profcarroll",
  "wall_s": 189.609
}
