oneshotlm
Compare all models on this prompt →

Wolfenstein raycaster · mimo-v2.5

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.

⛨ sandboxed Open in new tab ↗
transcript · 4 messages
user

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.

assistant
thinking
The user wants me to build a first-person raycasting maze shooter (Wolfenstein 3D style) as a single self-contained HTML file. This is a complex project that requires:

1. A raycasting engine on canvas
2. Textured walls with procedural textures
3. WASD movement
4. Arrow keys and mouse turning
5. A grid maze
6. Enemies you can shoot
7. No external resources

Let me build this step by step:

- Raycasting engine: I'll cast rays for each column of the screen and draw textured wall strips
- Procedural textures: I'll generate brick, stone, etc. textures using canvas pixel manipulation
- Grid maze: A 2D array defining walls
- Enemies: Sprites rendered in the scene using sprite casting
- Shooting mechanicsThis is going to be a substantial single file. Let me write it all out.
write /workspace/index.html (21560 bytes)
toolResult

Successfully wrote 21560 bytes to /workspace/index.html

assistant
thinking
The file has been written. Let me verify it exists and is well-formed.

The raycasting maze shooter is built and saved as `/workspace/index.html`. Here's what's included: **Engine:** - DDA raycasting algorithm with fisheye correction (Wolfenstein 3D-style) - 5 procedurally generated textures: brick, stone, blue tile, wood panel, diamond plate - Textured floor/ceiling with gradients - Z-buffered sprite rendering for enemies - Wall shading based on distance and side **Gameplay:** - **WASD** movement, **arrow keys** or **mouse** turning (click to lock pointer) - **Click/Space/F** to shoot with cooldown - Health, ammo, score tracking - Enemies chase you and deal damage in melee range - Kill all enemies → advance to next floor (maze gets larger, more enemies) - Game over on death **Visuals:** - Procedural textures only — no external assets - Muzzle flash on shooting with gun kickback - Weapon bobbing while idle - Red damage flash when hit - Enemy health bars - Real-time minimap (top-right corner) - Crosshair overlay - HUD bar at bottom with health/ammo/score/enemies/floor **Maze:** - Procedurally generated via recursive backtracker - Guaranteed open path from start - Random room openings for variety - Expands each floor

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

modelmimo-v2.5
vendorXiaomi · MiMo
harnesspi-agent
generated2026-07-10

EVALUATION

3/5 working

Raycasting maze shooter with textured walls, minimap, enemy sprite, and HUD; responds to click, drag, arrows, and enemy damage feedback.

Vision grade · anthropic/claude-sonnet-5

MEASUREMENTS

Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.

idle motion0.2%
on click13.1%
on drag12.9%
on wheel18.2%
on enter + space5.0%
on arrow keys5.7%
on w/a/s/d0.5%
frame spread33.5 / 255
console errors0
js errors none

METRICS

runtime72.6s
tokens in8.5k
tokens out8.0k
cached2.7k
cost / run$0.0034