Wolfenstein raycaster · gemini-3.1-flash-lite
Output generated Cost / run $0.0058 Runtime 21.2s
Prompt for this run
Build a first-person raycasting maze shooter on a canvas in the Wolfenstein 3D style: WASD movement and arrow or mouse turning through a textured grid maze with enemies you can shoot. Procedural textures only, no external assets.
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
METRICS
Transcript · 4 messages
Build a first-person raycasting maze shooter on a canvas in the Wolfenstein 3D style: WASD movement and arrow or mouse turning through a textured grid maze with enemies you can shoot. Procedural textures only, no external assets.
thinking
**Developing Core Mechanics** I'm currently focused on solidifying the fundamental mechanics for my raycasting maze shooter. This involves refining the WASD movement and turning controls, alongside the procedural texture rendering pipeline, all within a single HTML file for simplicity. **Implementing Core Components** My focus has shifted to actively implementing the core components. I'm building out the grid-based map, player state, and the initial raycasting renderer, all within the Canvas API. The goal is to get basic wall rendering working before tackling sprites.
index.html (5832 bytes)Successfully wrote 5832 bytes to index.html
The code has been written successfully to `index.html`. It implements a Wolfenstein 3D-style raycasting engine using a 2D HTML5 Canvas. ### Features Included: - **Procedural Rendering:** Walls are textured using dynamically generated canvases. - **Raycasting Engine:** Uses a DDA-based raycaster for performance. - **Controls:** - `W`/`S`: Move Forward/Backward. - `Left`/`Right` Arrows: Rotate view. - `Space`: Shoot enemies (the red boxes). - **Self-Contained:** Everything is in `index.html` with no external dependencies. You can preview this by opening the `index.html` file in any modern web browser.