AI Code Test

Minecraft

Review the original prompt, inspect the generated code, and compare how different AI models handled the same coding task.

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Minecraft

Gemini Flash 3.5 (Standard)
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Voxel Craft 3D</title>
    <!-- Importing Three.js via standard script tag -->
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <style>
        body, html {
            margin: 0;
            padding: 0;
            overflow: hidden;
            width: 100%;
            height: 100%;
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            user-select: none;
            background-color: #87CEEB;
        }

        #canvas-container {
            width: 100%;
            height: 100%;
        }

        /* UI Overlay */
        #ui-layer {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            pointer-events: none;
        }

        #crosshair {
            position: absolute;
            top: 50%;
            left: 50%;
            width: 10px;
            height: 10px;
            transform: translate(-50%, -50%);
            pointer-events: none;
        }
        #crosshair::before, #crosshair::after {
            content: '';
            position: absolute;
            background: white;
            mix-blend-mode: difference;
        }
        #crosshair::before { top: 4px; left: 0; width: 10px; height: 2px; }
        #crosshair::after { top: 0; left: 4px; width: 2px; height: 10px; }

        #hud {
            position: absolute;
            top: 20px;
            left: 20px;
            color: white;
            text-shadow: 2px 2px 0px rgba(0,0,0,0.5);
            font-size: 16px;
            font-family: monospace;
            background: rgba(0, 0, 0, 0.3);
            padding: 15px;
            border-radius: 5px;
        }

        /* Screens */
        .screen {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            z-index: 10;
            transition: opacity 0.3s ease;
        }

        #loading-screen {
            background-color: #1a1a1a;
            color: white;
        }

        .spinner {
            width: 50px;
            height: 50px;
            border: 5px solid #333;
            border-top: 5px solid #4CAF50;
            border-radius: 50%;
            animation: spin 1s linear infinite;
            margin-bottom: 20px;
        }

        #menu-screen {
            background-color: rgba(0,0,0,0.6);
            color: white;
            display: none;
            cursor: pointer;
        }

        .btn {
            background-color: #4CAF50;
            border: none;
            color: white;
            padding: 15px 32px;
            text-align: center;
            text-decoration: none;
            display: inline-block;
            font-size: 18px;
            margin: 4px 2px;
            cursor: pointer;
            border-radius: 4px;
            font-weight: bold;
            box-shadow: 0 4px #2E7D32;
        }
        .btn:active {
            transform: translateY(4px);
            box-shadow: 0 0 #2E7D32;
        }

        @keyframes spin {
            0% { transform: rotate(0deg); }
            100% { transform: rotate(360deg); }
        }
    </style>
</head>
<body>

    <div id="canvas-container"></div>

    <div id="ui-layer">
        <div id="crosshair"></div>
        <div id="hud">
            <div>POS: X: <span id="pos-x">0</span>, Y: <span id="pos-y">0</span>, Z: <span id="pos-z">0</span></div>
            <div>CHUNK: <span id="chunk-coord">0, 0</span></div>
            <div>BLOCKS ACTIVE: <span id="block-count">0</span></div>
        </div>
    </div>

    <div id="loading-screen" class="screen">
        <div class="spinner"></div>
        <h2>Generating World...</h2>
    </div>

    <div id="menu-screen" class="screen">
        <button class="btn">CLICK TO PLAY</button>
        <p style="margin-top: 20px; color: #ccc;">WASD = Move | Space = Jump | Left Click = Break | Right Click = Place</p>
    </div>

    <script>
        // --- SEEDABLE RANDOM GENERATOR (For predictable terrain) ---
        function MathRandomSeed(seed) {
            let m = 0x80000000, a = 1103515245, c = 12345;
            let state = seed ? seed : Math.floor(Math.random() * (m - 1));
            return function() {
                state = (a * state + c) % m;
                return state / (m - 1);
            }
        }
        const rand = MathRandomSeed(12345);

        // --- SIMPLIFIED 2D NOISE FOR TERRAIN PROCDURAL GENERATION ---
        const PerlinNoise = new function() {
            this.noise = function(x, y) {
                let X = Math.floor(x) & 255, Y = Math.floor(y) & 255;
                x -= Math.floor(x); y -= Math.floor(y);
                let u = fade(x), v = fade(y);
                let A = p[X]+Y, B = p[X+1]+Y;
                return lerp(v, lerp(u, grad(p[A], x, y), grad(p[B], x-1, y)),
                               lerp(u, grad(p[A+1], x, y-1), grad(p[B+1], x-1, y-1)));
            };
            function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
            function lerp(t, a, b) { return a + t * (b - a); }
            function grad(hash, x, y) {
                let h = hash & 7;
                let u = h < 4 ? x : y, v = h < 4 ? y : x;
                return ((h & 1) ? -u : u) + ((h & 2) ? -2.0 * v : 2.0 * v);
            }
            const p = new Array(512);
            for (let i=0; i<256 ; i++) p[i] = Math.floor(rand() * 256);
            for (let i=0; i<256 ; i++) p[256+i] = p[i];
        };

        // --- GAME CONFIGURATION ---
        const CONFIG = {
            chunkSize: 16,
            chunkHeight: 32,
            renderDistance: 3, 
            blockSize: 1,
            gravity: -32.0,
            jumpForce: 11.0,
            playerSpeed: 7.0,
            playerRadius: 0.35,
            playerHeight: 1.8,
            eyeHeight: 1.6
        };

        // --- BLOCK TYPE DEFINITIONS ---
        const BLOCK_TYPES = {
            AIR: 0,
            GRASS: 1,
            DIRT: 2,
            STONE: 3
        };

        const BLOCK_COLORS = {
            [BLOCK_TYPES.GRASS]: 0x557a2b,
            [BLOCK_TYPES.DIRT]: 0x866043,
            [BLOCK_TYPES.STONE]: 0x737373
        };

        // --- GLOBAL SYSTEM VARIABLES ---
        let scene, camera, renderer, clock;
        let chunks = {}; 
        let instancedMeshes = {}; 
        let materials = {};
        let boxGeometry;

        // Player physics state
        let player = {
            pos: new THREE.Vector3(0, 20, 0),
            velocity: new THREE.Vector3(),
            onGround: false,
            controls: { forward: false, backward: false, left: false, right: false, jump: false }
        };

        // Camera rotational look properties
        let pitch = 0, yaw = 0;
        const targetPitchRange = Math.PI / 2 - 0.05;

        // UI references
        const ui = {
            loading: document.getElementById('loading-screen'),
            menu: document.getElementById('menu-screen'),
            posX: document.getElementById('pos-x'),
            posY: document.getElementById('pos-y'),
            posZ: document.getElementById('pos-z'),
            chunk: document.getElementById('chunk-coord'),
            blocks: document.getElementById('block-count')
        };

        // --- INITIALIZATION WORKFLOW ---
        function init() {
            // Setup Three.js Core Engine
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x87CEEB);
            scene.fog = new THREE.FogExp2(0x87CEEB, 0.025);

            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            clock = new THREE.Clock();

            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = false; 
            document.getElementById('canvas-container').appendChild(renderer.domElement);

            // Lighting setup
            const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
            scene.add(ambientLight);
            const sunLight = new THREE.DirectionalLight(0xffffff, 0.5);
            sunLight.position.set(20, 40, 20);
            scene.add(sunLight);

            // Reuse geometry and solid color materials across all chunks
            boxGeometry = new THREE.BoxGeometry(CONFIG.blockSize, CONFIG.blockSize, CONFIG.blockSize);
            Object.keys(BLOCK_COLORS).forEach(type => {
                materials[type] = new THREE.MeshLambertMaterial({ color: BLOCK_COLORS[type] });
            });

            // Set Initial safe spawn location over origin terrain
            const spawnHeight = getTerrainHeight(0, 0) + CONFIG.eyeHeight + 1;
            player.pos.set(0, spawnHeight, 0);

            // Event Binding
            window.addEventListener('resize', onWindowResize);
            setupInputHandlers();

            // Trigger Initial procedural loop pass
            updateChunks(true);
        }

        // --- PROCEDURAL GENERATION ENGINE ---
        function getTerrainHeight(x, z) {
            // Multi-octave Perlin Noise for smooth landscape curves
            let n1 = PerlinNoise.noise(x * 0.02, z * 0.02) * 12;
            let n2 = PerlinNoise.noise(x * 0.08, z * 0.08) * 4;
            return Math.floor(n1 + n2 + 10);
        }

        function generateChunkData(cx, cz) {
            const key = `${cx},${cz}`;
            if (chunks[key]) return chunks[key];

            // Setup local data array buffer representing block matrix
            const data = new Uint8Array(CONFIG.chunkSize * CONFIG.chunkHeight * CONFIG.chunkSize);
            
            for (let x = 0; x < CONFIG.chunkSize; x++) {
                for (let z = 0; z < CONFIG.chunkSize; z++) {
                    const worldX = cx * CONFIG.chunkSize + x;
                    const worldZ = cz * CONFIG.chunkSize + z;
                    const surfaceY = getTerrainHeight(worldX, worldZ);

                    for (let y = 0; y < CONFIG.chunkHeight; y++) {
                        let idx = getBlockIndex(x, y, z);
                        if (y > surfaceY) {
                            data[idx] = BLOCK_TYPES.AIR;
                        } else if (y === surfaceY) {
                            data[idx] = BLOCK_TYPES.GRASS;
                        } else if (y > surfaceY - 3) {
                            data[idx] = BLOCK_TYPES.DIRT;
                        } else {
                            data[idx] = BLOCK_TYPES.STONE;
                        }
                    }
                }
            }

            chunks[key] = { data: data, cx: cx, cz: cz, meshGroup: null, dirty: true };
            return chunks[key];
        }

        function getBlockIndex(x, y, z) {
            return x + (y * CONFIG.chunkSize) + (z * CONFIG.chunkSize * CONFIG.chunkHeight);
        }

        function getBlockAtWorld(wx, wy, wz) {
            const cx = Math.floor(wx / CONFIG.chunkSize);
            const cz = Math.floor(wz / CONFIG.chunkSize);
            const chunk = chunks[`${cx},${cz}`];
            if (!chunk) return BLOCK_TYPES.AIR;

            const lx = Math.floor(wx) - cx * CONFIG.chunkSize;
            const ly = Math.floor(wy);
            const lz = Math.floor(wz) - cz * CONFIG.chunkSize;

            if (ly < 0 || ly >= CONFIG.chunkHeight) return BLOCK_TYPES.AIR;
            return chunk.data[getBlockIndex(lx, ly, lz)];
        }

        function setBlockAtWorld(wx, wy, wz, type) {
            const cx = Math.floor(wx / CONFIG.chunkSize);
            const cz = Math.floor(wz / CONFIG.chunkSize);
            const chunk = chunks[`${cx},${cz}`];
            if (!chunk) return;

            const lx = Math.floor(wx) - cx * CONFIG.chunkSize;
            const ly = Math.floor(wy);
            const lz = Math.floor(wz) - cz * CONFIG.chunkSize;

            if (ly < 0 || ly >= CONFIG.chunkHeight) return;
            
            chunk.data[getBlockIndex(lx, ly, lz)] = type;
            chunk.dirty = true;
            
            // Rebuild chunk visually
            buildChunkMesh(chunk);
        }

        // --- RENDERING OPTIMIZATION (Instanced Mesh Builder) ---
        function buildChunkMesh(chunk) {
            // Remove previous instances out of memory map
            if (chunk.meshGroup) {
                scene.remove(chunk.meshGroup);
                chunk.meshGroup.traverse(child => {
                    if (child.isInstancedMesh) child.dispose();
                });
            }

            chunk.meshGroup = new THREE.Group();
            const counts = { [BLOCK_TYPES.GRASS]: 0, [BLOCK_TYPES.DIRT]: 0, [BLOCK_TYPES.STONE]: 0 };
            
            // Step 1: Compute number of visible faces/blocks to instantiate
            for (let x = 0; x < CONFIG.chunkSize; x++) {
                for (let y = 0; y < CONFIG.chunkHeight; y++) {
                    for (let z = 0; z < CONFIG.chunkSize; z++) {
                        const type = chunk.data[getBlockIndex(x, y, z)];
                        if (type !== BLOCK_TYPES.AIR) {
                            // Simple Culling Optimization check: verify if surrounded completely by solid walls
                            if (isTransparent(x+1, y, z, chunk) || isTransparent(x-1, y, z, chunk) ||
                                isTransparent(x, y+1, z, chunk) || isTransparent(x, y-1, z, chunk) ||
                                isTransparent(x, y, z+1, chunk) || isTransparent(x, y, z-1, chunk)) {
                                counts[type]++;
                            }
                        }
                    }
                }
            }

            // Step 2: Build InstancedMesh objects for tracked categories
            const instances = {};
            Object.keys(counts).forEach(type => {
                if (counts[type] > 0) {
                    instances[type] = new THREE.InstancedMesh(boxGeometry, materials[type], counts[type]);
                    chunk.meshGroup.add(instances[type]);
                }
            });

            const trackers = { [BLOCK_TYPES.GRASS]: 0, [BLOCK_TYPES.DIRT]: 0, [BLOCK_TYPES.STONE]: 0 };
            const dummy = new THREE.Object3D();

            // Step 3: Map spatial matrix transformation entries
            for (let x = 0; x < CONFIG.chunkSize; x++) {
                for (let y = 0; y < CONFIG.chunkHeight; y++) {
                    for (let z = 0; z < CONFIG.chunkSize; z++) {
                        const type = chunk.data[getBlockIndex(x, y, z)];
                        if (type !== BLOCK_TYPES.AIR) {
                            if (isTransparent(x+1, y, z, chunk) || isTransparent(x-1, y, z, chunk) ||
                                isTransparent(x, y+1, z, chunk) || isTransparent(x, y-1, z, chunk) ||
                                isTransparent(x, y, z+1, chunk) || isTransparent(x, y, z-1, chunk)) {
                                
                                const wx = chunk.cx * CONFIG.chunkSize + x + 0.5;
                                const wy = y + 0.5;
                                const wz = chunk.cz * CONFIG.chunkSize + z + 0.5;
                                
                                dummy.position.set(wx, wy, wz);
                                dummy.updateMatrix();
                                
                                const idx = trackers[type]++;
                                instances[type].setMatrixAt(idx, dummy.matrix);
                            }
                        }
                    }
                }
            }

            scene.add(chunk.meshGroup);
            chunk.dirty = false;
        }

        function isTransparent(x, y, z, currentChunk) {
            // Handle cross-boundary neighbor verification checks
            if (x < 0 || x >= CONFIG.chunkSize || z < 0 || z >= CONFIG.chunkSize || y < 0 || y >= CONFIG.chunkHeight) {
                const wx = currentChunk.cx * CONFIG.chunkSize + x;
                const wy = y;
                const wz = currentChunk.cz * CONFIG.chunkSize + z;
                return getBlockAtWorld(wx, wy, wz) === BLOCK_TYPES.AIR;
            }
            return currentChunk.data[getBlockIndex(x, y, z)] === BLOCK_TYPES.AIR;
        }

        function updateChunks(initialRun = false) {
            const pChunkX = Math.floor(player.pos.x / CONFIG.chunkSize);
            const pChunkZ = Math.floor(player.pos.z / CONFIG.chunkSize);

            // Generate or fetch arrays inside tracking perimeter radius
            let activeKeys = new Set();
            let totalBlocksRendered = 0;

            for (let x = -CONFIG.renderDistance; x <= CONFIG.renderDistance; x++) {
                for (let z = -CONFIG.renderDistance; z <= CONFIG.renderDistance; z++) {
                    const cx = pChunkX + x;
                    const cz = pChunkZ + z;
                    const key = `${cx},${cz}`;
                    activeKeys.add(key);

                    const chunk = generateChunkData(cx, cz);
                    if (chunk.dirty || !chunk.meshGroup) {
                        buildChunkMesh(chunk);
                    }
                }
            }

            // Cleanup routine targeting out-of-bounds chunks to preserve memory metrics
            Object.keys(chunks).forEach(key => {
                if (!activeKeys.has(key) && chunks[key].meshGroup) {
                    scene.remove(chunks[key].meshGroup);
                    chunks[key].meshGroup.traverse(child => {
                        if (child.isInstancedMesh) child.dispose();
                    });
                    chunks[key].meshGroup = null;
                    chunks[key].dirty = true; 
                }
            });

            if (initialRun) {
                ui.loading.style.opacity = '0';
                setTimeout(() => {
                    ui.loading.style.display = 'none';
                    ui.menu.style.display = 'flex';
                }, 300);
            }
        }

        // --- FIRST PERSON PHYSICS & COLLISION SYSTEM ---
        function checkCollisions(position, velocity, dt) {
            let nextPos = position.clone().add(velocity.clone().multiplyScalar(dt));
            
            // Simple robust AABB Bounding Box Checks over local 3x3 context block layout
            let minX = Math.floor(nextPos.x - CONFIG.playerRadius);
            let maxX = Math.floor(nextPos.x + CONFIG.playerRadius);
            let minY = Math.floor(nextPos.y - CONFIG.playerHeight);
            let maxY = Math.floor(nextPos.y);
            let minZ = Math.floor(nextPos.z - CONFIG.playerRadius);
            let maxZ = Math.floor(nextPos.z + CONFIG.playerRadius);

            player.onGround = false;

            // Y Axis Resolution Pass (Floor / Ceilings)
            for (let x = minX; x <= maxX; x++) {
                for (let z = minZ; z <= maxZ; z++) {
                    // Check below player feet floor boundaries
                    if (getBlockAtWorld(x, Math.floor(nextPos.y - CONFIG.playerHeight), z) !== BLOCK_TYPES.AIR) {
                        let floorY = Math.floor(nextPos.y - CONFIG.playerHeight) + 1;
                        if (position.y - CONFIG.playerHeight >= floorY - 0.001) {
                            velocity.y = 0;
                            nextPos.y = floorY + CONFIG.playerHeight;
                            player.onGround = true;
                        }
                    }
                    // Check above head ceiling boundaries
                    if (getBlockAtWorld(x, maxY, z) !== BLOCK_TYPES.AIR) {
                        let ceilY = Math.floor(nextPos.y);
                        if (position.y <= ceilY + 0.001) {
                            velocity.y = 0;
                            nextPos.y = ceilY - 0.05;
                        }
                    }
                }
            }

            // X & Z Axis Wall Sliding Resolution Pass
            minY = Math.floor(nextPos.y - CONFIG.playerHeight + 0.1); 
            maxY = Math.floor(nextPos.y - 0.1);

            // Resolve X displacement
            for (let y = minY; y <= maxY; y++) {
                for (let z = minZ; z <= maxZ; z++) {
                    if (velocity.x > 0 && getBlockAtWorld(maxX, y, z) !== BLOCK_TYPES.AIR) {
                        nextPos.x = maxX - CONFIG.playerRadius - 0.001;
                        velocity.x = 0;
                    } else if (velocity.x < 0 && getBlockAtWorld(minX, y, z) !== BLOCK_TYPES.AIR) {
                        nextPos.x = minX + 1 + CONFIG.playerRadius + 0.001;
                        velocity.x = 0;
                    }
                }
            }

            // Resolve Z displacement
            minX = Math.floor(nextPos.x - CONFIG.playerRadius);
            maxX = Math.floor(nextPos.x + CONFIG.playerRadius);
            for (let x = minX; x <= maxX; x++) {
                for (let y = minY; y <= maxY; y++) {
                    if (velocity.z > 0 && getBlockAtWorld(x, y, maxZ) !== BLOCK_TYPES.AIR) {
                        nextPos.z = maxZ - CONFIG.playerRadius - 0.001;
                        velocity.z = 0;
                    } else if (velocity.z < 0 && getBlockAtWorld(x, y, minZ) !== BLOCK_TYPES.AIR) {
                        nextPos.z = minZ + 1 + CONFIG.playerRadius + 0.001;
                        velocity.z = 0;
                    }
                }
            }

            position.copy(nextPos);
        }

        function updatePlayerPhysics(dt) {
            if (document.pointerLockElement !== renderer.domElement) return;

            // Apply Constant Gravity pull acceleration force downwards
            if (!player.onGround) {
                player.velocity.y += CONFIG.gravity * dt;
            }

            // Calculate directional input velocity vectors relative to view yaw angle orientation
            let moveVector = new THREE.Vector3();
            if (player.controls.forward) moveVector.z -= 1;
            if (player.controls.backward) moveVector.z += 1;
            if (player.controls.left) moveVector.x -= 1;
            if (player.controls.right) moveVector.x += 1;
            moveVector.normalize();

            let targetMoveVelocity = new THREE.Vector3();
            targetMoveVelocity.x = (moveVector.x * Math.cos(yaw) + moveVector.z * Math.sin(yaw)) * CONFIG.playerSpeed;
            targetMoveVelocity.z = (moveVector.z * Math.cos(yaw) - moveVector.x * Math.sin(yaw)) * CONFIG.playerSpeed;

            player.velocity.x = targetMoveVelocity.x;
            player.velocity.z = targetMoveVelocity.z;

            // Jump command processing rule
            if (player.controls.jump && player.onGround) {
                player.velocity.y = CONFIG.jumpForce;
                player.onGround = false;
            }

            // Execute local physics verification processing
            checkCollisions(player.pos, player.velocity, dt);

            // Apply transformed camera matrix offsets
            camera.position.copy(player.pos);
            
            let lookTarget = new THREE.Vector3();
            lookTarget.x = Math.sin(yaw) * Math.cos(pitch);
            lookTarget.y = Math.sin(pitch);
            lookTarget.z = Math.cos(yaw) * Math.cos(pitch);
            
            camera.lookAt(player.pos.clone().add(lookTarget));
        }

        // --- INTERACTION RAYCASTING ENGINE (Break/Place) ---
        function performRaycast(isDestroyMode) {
            if (document.pointerLockElement !== renderer.domElement) return;

            // 3D DDA style Raycast vector tracing step iteration calculations across voxel boundaries
            let rayOrigin = new THREE.Vector3(player.pos.x, player.pos.y, player.pos.z);
            let rayDirection = new THREE.Vector3();
            camera.getWorldDirection(rayDirection);

            let maxDistance = 5.0; 
            let currentDistance = 0.0;
            let stepSize = 0.05; 

            let lastEmptyBlock = null;

            while (currentDistance < maxDistance) {
                rayOrigin.addScaledVector(rayDirection, stepSize);
                currentDistance += stepSize;

                let bx = Math.floor(rayOrigin.x);
                let by = Math.floor(rayOrigin.y);
                let bz = Math.floor(rayOrigin.z);

                let targetBlock = getBlockAtWorld(bx, by, bz);

                if (targetBlock !== BLOCK_TYPES.AIR) {
                    if (isDestroyMode) {
                        setBlockAtWorld(bx, by, bz, BLOCK_TYPES.AIR);
                        updateChunks(); 
                    } else if (lastEmptyBlock) {
                        // Prevent placing a block directly inside the player's bounding cylinder space
                        let pMinX = Math.floor(player.pos.x - CONFIG.playerRadius);
                        let pMaxX = Math.floor(player.pos.x + CONFIG.playerRadius);
                        let pMinY = Math.floor(player.pos.y - CONFIG.playerHeight);
                        let pMaxY = Math.floor(player.pos.y);
                        let pMinZ = Math.floor(player.pos.z - CONFIG.playerRadius);
                        let pMaxZ = Math.floor(player.pos.z + CONFIG.playerRadius);

                        if (lastEmptyBlock.x >= pMinX && lastEmptyBlock.x <= pMaxX &&
                            lastEmptyBlock.y >= pMinY && lastEmptyBlock.y <= pMaxY &&
                            lastEmptyBlock.z >= pMinZ && lastEmptyBlock.z <= pMaxZ) {
                            return; // Collides with player, abort placement
                        }

                        // Determine block type based on target depth layer selection
                        let placementType = BLOCK_TYPES.STONE;
                        if (by >= getTerrainHeight(bx, bz) - 1) placementType = BLOCK_TYPES.DIRT;

                        setBlockAtWorld(lastEmptyBlock.x, lastEmptyBlock.y, lastEmptyBlock.z, placementType);
                        updateChunks();
                    }
                    break;
                }

                lastEmptyBlock = { x: bx, y: by, z: bz };
            }
        }

        // --- INPUT & WINDOW INTERFACE HANDLERS ---
        function setupInputHandlers() {
            // Pointer lock toggle mechanics
            ui.menu.addEventListener('click', () => {
                renderer.domElement.requestPointerLock();
            });

            document.addEventListener('pointerlockchange', () => {
                if (document.pointerLockElement === renderer.domElement) {
                    ui.menu.style.opacity = '0';
                    setTimeout(() => ui.menu.style.display = 'none', 300);
                } else {
                    ui.menu.style.display = 'flex';
                    setTimeout(() => ui.menu.style.opacity = '1', 10);
                }
            });

            // Mouse Look Traversal Calculation Handling
            document.addEventListener('mousemove', (e) => {
                if (document.pointerLockElement !== renderer.domElement) return;

                yaw -= e.movementX * 0.0025;
                pitch -= e.movementY * 0.0025;

                // Lock vertical view bounds prevents pitch flipping mechanics
                pitch = Math.max(-targetPitchRange, Math.min(targetPitchRange, pitch));
            });

            // Action Mouse Click Bindings
            document.addEventListener('mousedown', (e) => {
                if (e.button === 0) performRaycast(true);  // Left Click -> Break
                if (e.button === 2) performRaycast(false); // Right Click -> Place
            });

            // Disable standard contextual popup on right click
            window.addEventListener('contextmenu', e => e.preventDefault());

            // Keyboard tracking mappings
            const onKeyDown = (e) => {
                switch(e.code) {
                    case 'KeyW': player.controls.forward = true; break;
                    case 'KeyS': player.controls.backward = true; break;
                    case 'KeyA': player.controls.left = true; break;
                    case 'KeyD': player.controls.right = true; break;
                    case 'Space': player.controls.jump = true; break;
                }
            };

            const onKeyUp = (e) => {
                switch(e.code) {
                    case 'KeyW': player.controls.forward = false; break;
                    case 'KeyS': player.controls.backward = false; break;
                    case 'KeyA': player.controls.left = false; break;
                    case 'KeyD': player.controls.right = false; break;
                    case 'Space': player.controls.jump = false; break;
                }
            };

            document.addEventListener('keydown', onKeyDown);
            document.addEventListener('keyup', onKeyUp);
        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        // --- HUD HUD MONITOR DATA PIPELINE ---
        function updateHUD() {
            ui.posX.textContent = player.pos.x.toFixed(1);
            ui.posY.textContent = (player.pos.y - CONFIG.eyeHeight).toFixed(1); // Readout at feet level
            ui.posZ.textContent = player.pos.z.toFixed(1);
            
            const cx = Math.floor(player.pos.x / CONFIG.chunkSize);
            const cz = Math.floor(player.pos.z / CONFIG.chunkSize);
            ui.chunk.textContent = `${cx}, ${cz}`;

            let activeInstances = 0;
            Object.keys(chunks).forEach(k => {
                if(chunks[k].meshGroup) {
                    chunks[k].meshGroup.children.forEach(c => { if(c.count) activeInstances += c.count; });
                }
            });
            ui.blocks.textContent = activeInstances;
        }

        // --- MAIN ENGINE CORE LOOP PASS ---
        function animate() {
            requestAnimationFrame(animate);

            const dt = Math.min(clock.getDelta(), 0.1); // Clamp step to safeguard collisions on lag spikes
            
            updatePlayerPhysics(dt);
            updateChunks();
            updateHUD();

            renderer.render(scene, camera);
        }

        // Entry-point runtime kickstart execution
        window.onload = () => {
            init();
            animate();
        };
    </script>
</body>
</html>

Models

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