{
  "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 883, prompted by profcarroll, written by qwen3-coder:30b-a3b-q4_K_M under the control rules file. https://profcarroll.github.io/sketchgen-gallery/e/883/ Licensed CC BY 4.0.",
  "brief": "The canvas reveals a massive, open-world cityscape, displaying towering buildings and expansive ground surfaces. Time is a visible element, as the buildings cast dynamic shadows that sweep across the pavement. The ground surface itself is highly textured, showing differential weathering and accumulated grime that visibly settles and darkens in the crevices and areas untouched by the current shadows, creating a sense of deep, simulated reality. The environment is constantly changing as the simulated time of day passes, revealing the minute details of the aged urban terrain without requiring any direct interaction from the viewer.",
  "completion_tokens": 2502,
  "created_utc": "2026-09-18T16:49:41Z",
  "entry_id": 883,
  "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": false,
        "is_looping": false,
        "sound_lib_ok": null
      },
      "completion_tokens": 944,
      "evidence": "Names this sketch shadows (checked before the gate ran):\npreflight: your variable `height` hides p5's `height`; rename it (sketch.js line 13)\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 63)\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: `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 100)\n\ngate exit 1: checks failed: frame_budget; assertions failed: uses(webgl)\n\nFixed checks that failed:\n- frame_budget = false\n    frame_budget: 203.5 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\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": 203.5,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1561,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-1",
      "total_s": 40.657,
      "wall_s": 54.223
    },
    {
      "assertions": {
        "motion(idle)": true,
        "uses(webgl)": false
      },
      "attempt": 2,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": null,
        "frame_budget": true,
        "is_looping": false,
        "sound_lib_ok": null
      },
      "completion_tokens": 778,
      "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 65)\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": 62.3,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1890,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-2",
      "total_s": 14.86,
      "wall_s": 50.662
    },
    {
      "assertions": {},
      "attempt": 3,
      "checks": {
        "audio_context_running": null,
        "console_clean": true,
        "frame_advancing": null,
        "frame_budget": false,
        "is_looping": null,
        "sound_lib_ok": null
      },
      "completion_tokens": 780,
      "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 44)\n\ngate exit 1: checks failed: frame_budget\n\nFixed checks that failed:\n- frame_budget = false\n    frame_budget: 203.1 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": 203.1,
      "num_ctx": null,
      "preload_s": null,
      "prompt_tokens": 1672,
      "resources_loaded": [],
      "rules_file": "control",
      "source": "attempt-3",
      "total_s": 14.425,
      "wall_s": 47.584
    }
  ],
  "ghost": {
    "by": "default",
    "events": 40,
    "script": "wander"
  },
  "job_id": 884,
  "last_error": null,
  "licence": "CC BY 4.0",
  "lineage": {
    "children": [],
    "critique": "the same vast, open-world cityscape, and this time the ground surface exhibits differential weathering and grime accumulated between the shadows.",
    "critique_by": "gemma4:e4b",
    "generation": 9,
    "inherits_source": false,
    "parent_entry_id": 834,
    "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\n\nRevise: the same vast, simulated open-world cityscape environment, and this time the ground surface exhibits water runoff and reflections from the dynamic shadows.\n\nRevise: the same vast, open-world cityscape, and this time the pavement textures visibly react to the dynamic cast shadows.\n\nRevise: the same vast, open-world cityscape, and this time the ground surface exhibits differential weathering and grime accumulated between the shadows.",
  "prompt_tokens": 5123,
  "publish_commit": "46a4c6a97eeea8094c3641d89b09f7819cfa5480",
  "published_utc": "2026-09-18T17:45:00Z",
  "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/883/",
    "index_html": "sketch/index.html",
    "repository": "https://github.com/profcarroll/sketchgen-gallery/tree/main/e/883",
    "sketch_js": "sketch/sketch.js"
  },
  "state": "published",
  "statement": "This sketch renders an open-world cityscape using the p5.js WEBGL renderer to create a sense of depth and time. Buildings of varying sizes rise from the ground, casting dynamic shadows that shift across the textured pavement as simulated sunlight moves across the sky. The scene evolves slowly over time without any user interaction, giving viewers a contemplative glimpse into an urban environment where light and shadow shape the mood and reveal architectural details.",
  "submitted_by": "profcarroll",
  "wall_s": 152.469
}
