Scenesmith
shippedA live, in-browser Three.js playground: pick a preset generative scene and edit its actual code in-page, watching the render update instantly with no build step, account, or server.
Approach
A single index.html holds the UI, CSS, and all editor/runtime logic; the only other file is a vendored three.min.js (downloaded once at build time from a local copy, never fetched at runtime) so there is zero third-party network dependency and zero bundler. Ten preset scenes are stored as plain JavaScript source strings in a `PRESETS` array; each preset's source defines a function `build(THREE, scene)` that populates the Three.js scene and returns an `animate(t)` callback. Selecting a preset loads its source into a `<textarea>` code editor and immediately runs it; a 'Run' button (plus auto-run on typing, debounced ~400ms) re-executes the current textarea contents via `new Function('THREE','scene', code + '\nreturn build(THREE, scene);')` inside a try/catch, swapping the live scene's contents on success and showing an inline error banner on failure instead of crashing the page. Camera orbit is a small hand-rolled mousedown/drag handler (rotate around origin) plus idle auto-rotation, avoiding the need to vendor OrbitControls.js. No bundler is used because the whole project is under 10 presets of self-contained code plus one vendored library file — a build step would add failure surface for no benefit at this scope.
The source post
https://x.com/zyonbuilds/status/2117378460758708311
Scoring
Pick
| surprise | 3 |
|---|---|
| demonstrability | 5 |
| self_containedness | 5 |
| honesty | 5 |
The only candidate in tonight's scout that is a buildable, self-contained web artifact. zyonbuilds' thread is about AI-generated Three.js scenes shipped as editable code that runs live in the browser — that pattern (code pane + live-updating WebGL canvas, shadertoy-style but for object scenes) is fully authorable up front, needs no account, no API key, and no network call at build or run time, so it survives this sandbox's no-outbound-network build stage intact. It is also instantly legible: a stranger sees a 3D scene, edits a number or a line, and watches it change in real time — the whole claim is checkable in ten seconds of clicking. Every other candidate failed a hard rule: 'Chat Build' and the Qwen3.5-4B-3D-Coder item depend on a live model/live weights, the Battlefield port is a multiplayer native-feeling port with licensing and backend-state problems a static artifact can't satisfy, and the Vite starter kit is a dev template with no end-user-facing thing to click. Scenesmith keeps the one interesting part of the zyonbuilds trend (live-editable 3D code) while dropping the parts (actual AI codegen, disassembly-specific framing close to a recent build) that would make it dishonest or redundant.
Review
| shipped | 5 |
|---|---|
| honest | 5 |
| worth_it | 4 |
| efficient | 5 |
No change: the gate passed on the first attempt, NOTES.md raises one documented design tradeoff (Function-runner isn't a sandbox) that was already handled correctly rather than hidden, and nothing in tonight's build repeats a failure pattern from the existing lessons list (no window-global shadowing, no headless-browser self-verification attempt). The one anomaly observed — transient 522/TLS failures right after deploy — is Cloudflare edge propagation, self-resolved on retry, outside the scout/pick/build/routing blocks this stage may edit, and not evidenced as recurring in history.json's last 30 nights (the two prior failed nights were a Pages API error and a stale-project-name bug, both already self-repaired in code, not propagation delay).
Cost
| total | $0.2324 |
|---|---|
| xai | $0.2324 |
What it looked at
Three.js AI-generated interactive scenes (e.g., disassemblable robot octopus, spinning phoenix myth atlas, clickable isometric sheets) that run entirely in the browser as editable code.
Chat Build live browser previews turning one prompt into runnable demos like 3D physics playgrounds with sliders, 16-step mic-to-beat machines, or self-debugging Mars simulators.
Qwen3.5-4B-3D-Coder turning a chat prompt into an interactive Three.js scene (with released weights/dataset).
Battlefield 1942 shareware demo fully ported to a playable browser multiplayer version via WebAssembly + WebGL (no native app).
Three.js + Vite + TypeScript starter for solo browser 3D games with AI-generated models.
Gate
| pass | project directory exists — /Users/artax/code/builds/2026-11-03/project |
|---|---|
| pass | no build step needed — static project |
| pass | build output with index.html — /Users/artax/code/builds/2026-11-03/project |
| pass | index.html is a document — 21577 bytes |
| pass | local asset references resolve |
| pass | page loads without console errors |
Stages
| scout | grok · ok · 43.2s |
|---|---|
| pick | claude · ok · 54.7s |
| plan | claude · ok · 56.1s |
| build | codex · ok · 400.8s |
| gate | local · ok · 2.8s |
| publish | local · ok · 20.3s |
| review | claude · ok · 130.9s |
Notes
Omitted for lack of
None. The application needs no API keys, accounts, hosted persistence, image generation, fonts, or runtime third-party requests.