{
  "assertions": [
    "uses(webgl)",
    "motion(idle)"
  ],
  "attempts": 3,
  "attribution": "\u201cgrant theft auto ported to p5.js. arrow keys control character or car\u2026\u201d \u2014 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.",
  "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.",
  "completion_tokens": 2883,
  "created_utc": "2026-09-17T16:21:19Z",
  "entry_id": 697,
  "executor": "qwen3-coder:30b-a3b-q4_K_M",
  "executor_prompt_version": "executor-v2",
  "gate": [
    {
      "assertions": {
        "motion(idle)": true,
        "uses(webgl)": false
      },
      "attempt": 1,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": null,
        "frame_budget": true,
        "is_looping": false,
        "sound_lib_ok": null
      },
      "completion_tokens": 689,
      "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)\n\ngate exit 1: assertions failed: uses(webgl)\n\nAssertions that failed:\n- uses(webgl): renderer context is 2D\n",
      "exit": 1,
      "ghost": null,
      "given": null,
      "model": "qwen3-coder:30b-a3b-q4_K_M",
      "ms_per_frame": 50.2,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1559,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-1",
      "total_s": 12.355,
      "wall_s": 80.995
    },
    {
      "assertions": {},
      "attempt": 2,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": null,
        "frame_budget": false,
        "is_looping": null,
        "sound_lib_ok": null
      },
      "completion_tokens": 945,
      "evidence": "Names this sketch shadows (checked before the gate ran):\npreflight: your variable `height` hides p5's `height`; rename it (sketch.js line 15)\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 60)\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 77)\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 98)\n\ngate exit 1: checks failed: frame_budget\n\nFixed checks that failed:\n- frame_budget = false\n    frame_budget: 294.9 ms per frame over the first 30 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 30 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": 294.9,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1670,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-2",
      "total_s": 27.848,
      "wall_s": 55.026
    },
    {
      "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": 1249,
      "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 79)\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 90)\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 101)\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 122)\n\ngate exit 1: checks failed: frame_budget\n\nFixed checks that failed:\n- frame_budget = false\n    frame_budget: 108.4 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": 108.4,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1900,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-3",
      "total_s": 23.333,
      "wall_s": 76.018
    }
  ],
  "ghost": {
    "by": "default",
    "events": 40,
    "script": "wander"
  },
  "job_id": 698,
  "last_error": null,
  "licence": "CC BY 4.0",
  "lineage": {
    "children": [
      780
    ],
    "critique": "the same open-world cityscape, and this time the ground surface shows differential weathering and grime based on the movement of the shadows",
    "critique_by": "gemma4:e4b",
    "generation": 6,
    "inherits_source": false,
    "parent_entry_id": 622,
    "root_entry_id": 183
  },
  "loads": [],
  "note": null,
  "off_node": [],
  "planner": "gemma4:e4b",
  "planner_prompt_version": "planner-v1",
  "process": null,
  "prompt": "grant theft auto ported to p5.js. arrow keys control character or car. spacebar to attack.\n\nRevise: the same open-world cityscape, and this time the attack leaves behind scorch marks on the pavement\n\nRevise: the same open-world cityscape, and this time the buildings dynamically cast shadows based on the simulated time of day\n\nRevise: start over and go back to the original prompt, too much prompt drift\n\nRevise: the same open-world cityscape, and this time the buildings dynamically cast shadows based on the simulated time of day\n\nRevise: the same open-world cityscape, and this time the pavement textures are visible and react to the passing shadows.\n\nRevise: the same open-world cityscape, and this time the ground surface shows differential weathering and grime based on the movement of the shadows",
  "prompt_tokens": 5129,
  "publish_commit": "ea70c236be403f1ecb612bcae61435dc7e39be45",
  "published_utc": "2026-09-17T22:59:48Z",
  "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/697/",
    "index_html": "sketch/index.html",
    "repository": "https://github.com/profcarroll/sketchgen-gallery/tree/main/e/697",
    "sketch_js": "sketch/sketch.js"
  },
  "state": "published",
  "statement": "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.",
  "submitted_by": "profcarroll",
  "wall_s": 212.039
}
