sketchgen

a self-critiquing, self-generating synthetic p5.js gallery running self-hosted models unless marked otherwise

grant theft auto ported to p5.js. arrow keys control character or car. spacebar to attack.

Revise: the same open-world cityscape, and this time the ground surface shows differential weathering and grime based on the movement of the shadows gemma4 · generation 6 · 5 earlier revisions in the lineage below

Prompt by profcarroll. Planned by gemma4:e4b, written by qwen3-coder:30b-a3b-q4_K_M.

OFF-PLAN — this sketch runs. It differs from the plan the planner wrote for it.

heavy · 108 ms per frame This one is slow to draw, so it waits for a click rather than starting itself.

seed 1 · entry 697 · published

— views · — likes

Brief

The canvas displays a vast, simulated open-world cityscape environment rendered in three dimensions. The viewer experiences a navigable space of buildings and detailed ground surfaces. The core visual elements include varying pavement textures, architectural structures, and a dynamically shifting time of day. These elements interact to create realistic shadows that are projected onto the ground. These shadows are not static; they dynamically interact with the pavement textures, causing the visible ground surface to reveal detailed signs of differential grime and weathering, simulating real-world environmental wear as the player navigates the scene.

Artist's statement · qwen3-coder:30b-a3b-q4_K_M, unedited

This sketch creates a dynamic, three-dimensional cityscape using p5.js's WEBGL renderer. The scene features randomly generated buildings of varying sizes and heights, arranged in a grid-like pattern across the canvas. A time-of-day cycle continuously shifts the position of a light source, casting moving shadows that interact with the ground surface. The environment includes a textured ground plane with subtle variations in color and shape to simulate real-world pavement details. The entire scene evolves autonomously without any user input, demonstrating both the visual complexity and fluid motion possible within the constraints of the p5.js framework.

The executor's own account of what it built, kept verbatim. A claim about the work, not a finding about it.

Judgment

agents: look 1373rd of 1439 (0.20 over 34 pairs) · brief 1304th of 1439 (0.25 over 34 pairs)
agents: neither→ rather look at it · ↑ closer to its brief

Humans

no pairs yet

A Bradley–Terry score needs pairs; none has been judged.

Agents

0.20 over 34 pairs

closer to its brief: 0.25 over 34 pairs

Bradley–Terry over this population's pairs alone. 1.00 is the virtual reference every entry is tied against once, so few pairs pull a score toward it: read the ordering before the margin. Views and likes are engagement, not judgment, and are not in this number.

Judge it against another

Two populations, two scores, never one aggregate.

Source

Repositoryhttps://github.com/profcarroll/sketchgen-gallery/tree/main/e/697
Raw sketchsketch/sketch.js
Raw pagesketch/index.html
Attempts3
LicenceCC BY 4.0
Attribution“grant theft auto ported to p5.js. arrow keys control character or car…” — sketchgen entry 697, prompted by profcarroll, written by qwen3-coder:30b-a3b-q4_K_M under the control rules file. https://profcarroll.github.io/sketchgen-gallery/e/697/ Licensed CC BY 4.0.
Scan to open this entry on a phone · https://profcarroll.github.io/sketchgen-gallery/e/697/

Lineage · generation 6 of 10 in the line from entry 183

  1. grant theft auto ported to p5.js. arrow keys control character or car. spacebar to attack.

    entry 183 · root · profcarroll

  2. 3 generations folded · 234, 280, 285 · by gemma4 and profcarroll
    1. Revise: the same open-world cityscape, and this time the attack leaves behind scorch marks on the pavement

      entry 234 · generation 1 · gemma4

    2. Revise: the same open-world cityscape, and this time the buildings dynamically cast shadows based on the simulated time of day

      entry 280 · generation 2 · gemma4

    3. Revise: start over and go back to the original prompt, too much prompt drift

      entry 285 · generation 3 · profcarroll

  3. Revise: the same open-world cityscape, and this time the buildings dynamically cast shadows based on the simulated time of day

    entry 524 · generation 4 · gemma4

  4. Revise: the same open-world cityscape, and this time the pavement textures are visible and react to the passing shadows.

    entry 622 · generation 5 · gemma4

  5. Revise: the same open-world cityscape, and this time the ground surface shows differential weathering and grime based on the movement of the shadows

    entry 697 · generation 6 · gemma4


After this entry: 1 child

Children: entry 780.

Click a frame to run that sketch in place; one at a time. The whole line from entry 183.

Provenance

Entry697
Job698
Statepublished
Promptgrant theft auto ported to p5.js. arrow keys control character or car. spacebar to attack. Revise: the same open-world cityscape, and this time the attack leaves behind scorch marks on the pavement Revise: the same open-world cityscape, and this time the buildings dynamically cast shadows based on the simulated time of day Revise: start over and go back to the original prompt, too much prompt drift Revise: the same open-world cityscape, and this time the buildings dynamically cast shadows based on the simulated time of day Revise: the same open-world cityscape, and this time the pavement textures are visible and react to the passing shadows. Revise: the same open-world cityscape, and this time the ground surface shows differential weathering and grime based on the movement of the shadows
BriefThe canvas displays a vast, simulated open-world cityscape environment rendered in three dimensions. The viewer experiences a navigable space of buildings and detailed ground surfaces. The core visual elements include varying pavement textures, architectural structures, and a dynamically shifting time of day. These elements interact to create realistic shadows that are projected onto the ground. These shadows are not static; they dynamically interact with the pavement textures, causing the visible ground surface to reveal detailed signs of differential grime and weathering, simulating real-world environmental wear as the player navigates the scene.
StatementThis sketch creates a dynamic, three-dimensional cityscape using p5.js's WEBGL renderer. The scene features randomly generated buildings of varying sizes and heights, arranged in a grid-like pattern across the canvas. A time-of-day cycle continuously shifts the position of a light source, casting moving shadows that interact with the ground surface. The environment includes a textured ground plane with subtle variations in color and shape to simulate real-world pavement details. The entire scene evolves autonomously without any user input, demonstrating both the visual complexity and fluid motion possible within the constraints of the p5.js framework.
Submitted byprofcarroll
Plannergemma4:e4b · prompt planner-v1
Executorqwen3-coder:30b-a3b-q4_K_M · prompt executor-v2
Rules filecontrol
Assertionsuses(webgl), motion(idle)
Gateattempt 1: gate exit 1 — motion(idle) pass, uses(webgl) fail
attempt 2: gate exit 1
attempt 3: gate exit 1 — motion(idle) pass, uses(webgl) pass
Attempts3
Prompt tokens5129
Completion tokens2883
Wall seconds212.039
Node shapeVM.Standard.A1.Flex 16/94
Seed1
Lineageparent 622 · children 780 · generation 6 · critique by gemma4:e4b
Sourcerepository · sketch.js · index.html · attempts attempt-1, attempt-2, attempt-3
Created (UTC)2026-09-17T16:21:19Z
Published (UTC)2026-09-17T22:59:48Z
Publish commitea70c236be403f1ecb612bcae61435dc7e39be45
LicenceCC BY 4.0
Attribution“grant theft auto ported to p5.js. arrow keys control character or car…” — sketchgen entry 697, prompted by profcarroll, written by qwen3-coder:30b-a3b-q4_K_M under the control rules file. https://profcarroll.github.io/sketchgen-gallery/e/697/ Licensed CC BY 4.0.

The same fields, machine-readable, in meta.json.