AI Code Test

GTA

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

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GTA

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>Poly City Simulator</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            overflow: hidden;
            background-color: #050505;
            font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            user-select: none;
        }
        #canvas-container {
            width: 100vw;
            height: 100vh;
        }
        #ui {
            position: absolute;
            bottom: 20px;
            left: 20px;
            color: white;
            text-shadow: 2px 2px 4px rgba(0,0,0,0.8);
            pointer-events: none;
        }
        h1 { margin: 0 0 5px 0; font-size: 24px; letter-spacing: 1px; color: #ff007f; }
        .controls { font-size: 14px; line-height: 1.6; background: rgba(0,0,0,0.5); padding: 10px; border-radius: 5px; backdrop-filter: blur(5px); }
        .highlight { color: #00ffff; font-weight: bold; }
        #prompt {
            position: absolute;
            top: 40%;
            left: 50%;
            transform: translate(-50%, -50%);
            color: #00ffff;
            font-size: 20px;
            font-weight: bold;
            text-shadow: 2px 2px 4px rgba(0,0,0,0.9);
            background: rgba(0,0,0,0.7);
            padding: 10px 20px;
            border-radius: 4px;
            border: 1px solid #00ffff;
            display: none;
            pointer-events: none;
        }
    </style>
    <!-- Three.js -->
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
</head>
<body>

    <div id="canvas-container"></div>
    
    <div id="prompt">PRESS E TO JACK VEHICLE</div>

    <div id="ui">
        <h1>BLOCKY VICE</h1>
        <div class="controls">
            State: <span id="mode" class="highlight">ON FOOT</span><br>
            <span class="highlight">WASD / Arrows</span>: Move & Steer<br>
            <span class="highlight">SPACE</span>: Jump / Brake<br>
            <span class="highlight">E</span>: Enter / Exit Car (Get close to moving cars!)<br>
            <span class="highlight">Mouse</span>: Orbit Camera
        </div>
    </div>

    <script>
        // --- GAME CONFIG & STATE ---
        const CONFIG = {
            citySize: 400,
            gridSpacing: 50,
            roadWidth: 16,
            buildingMaxHeight: 80,
            buildingMinHeight: 20,
            trafficCount: 25,
            carSpeed: 0.4
        };

        let scene, camera, renderer;
        let clock = new THREE.Clock();
        
        // Input tracking
        const keys = { w: false, a: false, s: false, d: false, Space: false, e: false };
        let mouseX = 0, mouseY = 0;
        let cameraAngleX = 0.7, cameraAngleY = 0.3;
        let cameraRadius = 18;

        // Entities
        let player = {
            mesh: null,
            x: 0, z: 0, y: 1,
            vx: 0, vz: 0, vy: 0,
            rotation: 0,
            radius: 0.6,
            height: 1.8,
            isGrounded: true,
            speed: 12
        };

        let vehicles = [];
        let controlledVehicle = null;
        let nearbyVehicle = null;
        let animationFrameId;

        // --- INITIALIZATION ---
        function init() {
            const container = document.getElementById('canvas-container');

            // Scene setup with atmospheric fog
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x0a0b10);
            scene.fog = new THREE.FogExp2(0x0a0b10, 0.006);

            // Camera setup
            camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);

            // Renderer setup
            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            container.appendChild(renderer.domElement);

            // Lighting
            setupLighting();

            // World Generation
            generateCity();

            // Spawn Player
            createPlayer();

            // Spawn Traffic
            spawnTraffic();

            // Event Listeners
            window.addEventListener('resize', onWindowResize);
            document.addEventListener('keydown', (e) => handleKeyEvent(e, true));
            document.addEventListener('keyup', (e) => handleKeyEvent(e, false));
            document.addEventListener('mousemove', onMouseMove);

            // Start loop
            animate();
        }

        // --- LIGHTING ---
        function setupLighting() {
            const ambientLight = new THREE.AmbientLight(0x22223b, 1.2);
            scene.add(ambientLight);

            // Cyberpunk style directional twilight
            const dirLight = new THREE.DirectionalLight(0xff7b00, 0.8);
            dirLight.position.set(100, 150, 50);
            dirLight.castShadow = true;
            dirLight.shadow.mapSize.width = 2048;
            dirLight.shadow.mapSize.height = 2048;
            dirLight.shadow.camera.near = 0.5;
            dirLight.shadow.camera.far = 500;
            const d = 200;
            dirLight.shadow.camera.left = -d;
            dirLight.shadow.camera.right = d;
            dirLight.shadow.camera.top = d;
            dirLight.shadow.camera.bottom = -d;
            scene.add(dirLight);

            // Moonlight blue fill
            const fillLight = new THREE.DirectionalLight(0x00bfff, 0.4);
            fillLight.position.set(-100, 100, -50);
            scene.add(fillLight);
        }

        // --- PROCEDURAL GENERATION (SHAPES ONLY) ---
        function generateCity() {
            // Huge ground plate
            const groundGeo = new THREE.PlaneGeometry(CONFIG.citySize * 2, CONFIG.citySize * 2);
            const groundMat = new THREE.MeshStandardMaterial({ color: 0x111115, roughness: 0.8 });
            const ground = new THREE.Mesh(groundGeo, groundMat);
            ground.rotation.x = -Math.PI / 2;
            ground.receiveShadow = true;
            scene.add(ground);

            const halfSize = CONFIG.citySize / 2;
            const step = CONFIG.gridSpacing;

            // Generate streets & blocks layout
            for (let x = -halfSize; x <= halfSize; x += step) {
                for (let z = -halfSize; z <= halfSize; z += step) {
                    // Check if we are inside a city block or on a main intersection grid line
                    const onRoadX = (Math.abs(x) % step === 0 && x !== -halfSize && x !== halfSize);
                    const onRoadZ = (Math.abs(z) % step === 0 && z !== -halfSize && z !== halfSize);

                    if (!onRoadX && !onRoadZ) {
                        // Create a city block center
                        createBlockBuildings(x + step/2, z + step/2, step - CONFIG.roadWidth);
                    }
                    
                    // Render road markings for visual polish along gridlines
                    if (onRoadX && !onRoadZ && Math.abs(z) < halfSize) {
                        createRoadLine(x, z + step/2, 0, step);
                    }
                }
            }
        }

        function createBlockBuildings(blockX, blockZ, maxBlockSize) {
            // Subdivide block into 2x2 cluster of buildings
            const subDivs = 2;
            const bSize = maxBlockSize / subDivs - 2;

            // Palette for low-poly architectural windows/materials
            const colors = [0x1e2022, 0x2c3e50, 0x34495e, 0x20202c, 0x111625];

            for (let i = 0; i < subDivs; i++) {
                for (let j = 0; j < subDivs; j++) {
                    // Skip random corner spots to give city organic layout variety
                    if (Math.random() > 0.85) continue;

                    const offsetX = (i - (subDivs - 1) / 2) * (bSize + 2);
                    const offsetZ = (j - (subDivs - 1) / 2) * (bSize + 2);

                    const bH = Math.floor(Math.random() * (CONFIG.buildingMaxHeight - CONFIG.buildingMinHeight)) + CONFIG.buildingMinHeight;
                    const bW = bSize * (0.8 + Math.random() * 0.2);
                    const bD = bSize * (0.8 + Math.random() * 0.2);

                    const posX = blockX + offsetX;
                    const posZ = blockZ + offsetZ;

                    // Main Building Frame
                    const bGeo = new THREE.BoxGeometry(bW, bH, bD);
                    const bMat = new THREE.MeshStandardMaterial({ 
                        color: colors[Math.floor(Math.random() * colors.length)], 
                        roughness: 0.5,
                        metalness: 0.1
                    });
                    const building = new THREE.Mesh(bGeo, bMat);
                    building.position.set(posX, bH / 2, posZ);
                    building.castShadow = true;
                    building.receiveShadow = true;
                    scene.add(building);

                    // Procedural Cyberpunk Neon/Windows using primitive stripes
                    if (Math.random() > 0.3) {
                        const stripeColor = Math.random() > 0.5 ? 0x00ffff : 0xff00ff;
                        const windowLineGeo = new THREE.BoxGeometry(bW + 0.2, 0.4, bD + 0.2);
                        const windowLineMat = new THREE.MeshBasicMaterial({ color: stripeColor });
                        
                        // Repeat bands vertically down the shape
                        const floors = Math.floor(bH / 6);
                        for(let f = 1; f < floors; f++) {
                            const stripe = new THREE.Mesh(windowLineGeo, windowLineMat);
                            stripe.position.set(posX, f * 6, posZ);
                            scene.add(stripe);
                        }
                    }
                }
            }
        }

        function createRoadLine(x, z, rotY, length) {
            const lineGeo = new THREE.BoxGeometry(0.3, 0.02, length);
            const lineMat = new THREE.MeshBasicMaterial({ color: 0xdfe6e9 });
            const line = new THREE.Mesh(lineGeo, lineMat);
            line.position.set(x, 0.01, z);
            line.rotation.y = rotY;
            scene.add(line);
        }

        // --- PLAYER GENERATION ---
        function createPlayer() {
            const group = new THREE.Group();

            // Low poly agent body configuration
            const bodyGeo = new THREE.BoxGeometry(0.8, 1.2, 0.5);
            const bodyMat = new THREE.MeshStandardMaterial({ color: 0x333333, roughness: 0.7 });
            const body = new THREE.Mesh(bodyGeo, bodyMat);
            body.position.y = 0.6;
            body.castShadow = true;
            group.add(body);

            // Head
            const headGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4);
            const headMat = new THREE.MeshStandardMaterial({ color: 0xffdbac, roughness: 0.9 });
            const head = new THREE.Mesh(headGeo, headMat);
            head.position.y = 1.4;
            head.castShadow = true;
            group.add(head);

            // Cool shades
            const glassesGeo = new THREE.BoxGeometry(0.45, 0.1, 0.1);
            const glassesMat = new THREE.MeshBasicMaterial({ color: 0x111111 });
            const glasses = new THREE.Mesh(glassesGeo, glassesMat);
            glasses.position.set(0, 1.45, 0.18);
            group.add(glasses);

            scene.add(group);
            player.mesh = group;

            // Start position safe on a central grid node road intersection
            player.x = 0;
            player.z = 25;
            player.mesh.position.set(player.x, player.y, player.z);
        }

        // --- TRAFFIC SIMULATION (SHAPES ONLY) ---
        function spawnTraffic() {
            const carColors = [0xd32f2f, 0x1976d2, 0x388e3c, 0xfbc02d, 0x7b1fa2, 0xe67e22, 0x1abc9c];
            
            // Generate distinct AI tracks matching the grid spacing lines
            const tracks = [];
            const halfSize = CONFIG.citySize / 2;
            for(let i = -halfSize; i <= halfSize; i += CONFIG.gridSpacing) {
                if(i !== -halfSize && i !== halfSize) {
                    tracks.push(i);
                }
            }

            for (let i = 0; i < CONFIG.trafficCount; i++) {
                const carGroup = new THREE.Group();

                // Generate structural lower chassis
                const cColor = carColors[Math.floor(Math.random() * carColors.length)];
                const bodyGeo = new THREE.BoxGeometry(2.2, 0.7, 4);
                const bodyMat = new THREE.MeshStandardMaterial({ color: cColor, roughness: 0.2, metalness: 0.5 });
                const body = new THREE.Mesh(bodyGeo, bodyMat);
                body.position.y = 0.5;
                body.castShadow = true;
                carGroup.add(body);

                // Cabin top roof
                const cabinGeo = new THREE.BoxGeometry(1.8, 0.6, 2.2);
                const cabinMat = new THREE.MeshStandardMaterial({ color: 0x1a1a1a, roughness: 0.1 });
                const cabin = new THREE.Mesh(cabinGeo, cabinMat);
                cabin.position.set(0, 1.1, -0.2);
                cabin.castShadow = true;
                carGroup.add(cabin);

                // Wheels (cylinders)
                const wheelGeo = new THREE.CylinderGeometry(0.4, 0.4, 0.4, 12);
                const wheelMat = new THREE.MeshStandardMaterial({ color: 0x111111, roughness: 0.9 });
                
                const wheelPositions = [
                    [-1.1, 0.4, 1.2], [1.1, 0.4, 1.2],
                    [-1.1, 0.4, -1.2], [1.1, 0.4, -1.2]
                ];

                wheelPositions.forEach(pos => {
                    const wheel = new THREE.Mesh(wheelGeo, wheelMat);
                    wheel.rotation.z = Math.PI / 2;
                    wheel.position.set(pos[0], pos[1], pos[2]);
                    wheel.castShadow = true;
                    carGroup.add(wheel);
                });

                // Headlights primitives (Glow emitters)
                const lightGeo = new THREE.BoxGeometry(0.3, 0.15, 0.1);
                const lightMat = new THREE.MeshBasicMaterial({ color: 0xfffee0 });
                const leftLight = new THREE.Mesh(lightGeo, lightMat);
                leftLight.position.set(-0.7, 0.6, 2.01);
                const rightLight = leftLight.clone();
                rightLight.position.x = 0.7;
                carGroup.add(leftLight, rightLight);

                scene.add(carGroup);

                // Setup state logic for traffic array
                // Cars run along either North-South paths or East-West intersecting corridors
                const isNorthSouth = Math.random() > 0.5;
                const axisTrack = tracks[Math.floor(Math.random() * tracks.length)];
                
                let carData = {
                    mesh: carGroup,
                    isNorthSouth: isNorthSouth,
                    trackPos: axisTrack,
                    currentProgress: (Math.random() * CONFIG.citySize) - (CONFIG.citySize/2),
                    direction: Math.random() > 0.5 ? 1 : -1,
                    speed: CONFIG.carSpeed + (Math.random() * 0.2),
                    turnAngle: 0,
                    velocity: 0 // Used during manual drive overrides
                };

                vehicles.push(carData);
            }
        }

        // --- INPUT & CONTROLS INTERCEPTORS ---
        function handleKeyEvent(e, isDown) {
            let key = e.key.toLowerCase();
            if (key === ' ' || e.code === 'Space') key = 'Space';
            if (e.code === 'ArrowUp') key = 'w';
            if (e.code === 'ArrowDown') key = 's';
            if (e.code === 'ArrowLeft') key = 'a';
            if (e.code === 'ArrowRight') key = 'd';

            if (key in keys) {
                keys[key] = isDown;
            }

            // Jack vehicle / Exit vehicle click mechanism triggers on key down edge
            if (key === 'e' && isDown) {
                if (controlledVehicle) {
                    exitVehicle();
                } else if (nearbyVehicle) {
                    enterVehicle(nearbyVehicle);
                }
            }
        }

        function onMouseMove(e) {
            // Drag logic for standard dynamic camera calculations without full OrbitControls payload
            if (e.buttons === 1 || e.buttons === 2) {
                cameraAngleX -= e.movementX * 0.007;
                cameraAngleY += e.movementY * 0.007;
                // Clamp camera vertical horizon tilt
                cameraAngleY = Math.max(0.05, Math.min(Math.PI / 2.2, cameraAngleY));
            }
        }

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

        // --- CARJACK ACTIONS MECHANISM ---
        function enterVehicle(vehicle) {
            controlledVehicle = vehicle;
            player.mesh.visible = false;
            document.getElementById('mode').innerText = "DRIVING";
            document.getElementById('prompt').style.display = 'none';
            cameraRadius = 25; // Pull back field of view perspective for driving
        }

        function exitVehicle() {
            // Drop player outside next to car chassis body panel footprint safely
            player.x = controlledVehicle.mesh.position.x + Math.sin(controlledVehicle.mesh.rotation.y + Math.PI/2) * 2.5;
            player.z = controlledVehicle.mesh.position.z + Math.cos(controlledVehicle.mesh.rotation.y + Math.PI/2) * 2.5;
            player.y = 1;
            player.vx = 0; player.vz = 0; player.vy = 0;
            
            player.mesh.position.set(player.x, player.y, player.z);
            player.mesh.visible = true;

            controlledVehicle.velocity = 0;
            controlledVehicle = null;
            document.getElementById('mode').innerText = "ON FOOT";
            cameraRadius = 18;
        }

        // --- ENGINE GAME LOOPS & PHYSICS UPDATES ---
        function animate() {
            animationFrameId = requestAnimationFrame(animate);

            const dt = Math.min(clock.getDelta(), 0.1); // Cap timestep for frame stability

            updateTraffic(dt);
            
            if (controlledVehicle) {
                updateDrivenVehiclePhysics(dt);
            } else {
                updatePlayerPhysics(dt);
            }

            updateCamera();
            evaluateProximityPrompts();

            renderer.render(scene, camera);
        }

        // --- AI TRAFFIC PROCESSOR ---
        function updateTraffic(dt) {
            vehicles.forEach(car => {
                // If user is currently driving this car, suspend AI route handling calculations
                if (controlledVehicle === car) return;

                // Move cars along paths linearly wrapping around infinite procedural bounds
                car.currentProgress += car.speed * car.direction * dt * 60;
                const halfBoundary = CONFIG.citySize / 2;

                if (car.currentProgress > halfBoundary) car.currentProgress = -halfBoundary;
                if (car.currentProgress < -halfBoundary) car.currentProgress = halfBoundary;

                if (car.isNorthSouth) {
                    // Lock cross street alignment offset perfectly to stay in lanes lanes
                    car.mesh.position.set(car.trackPos + (car.direction * 3.5), 0, car.currentProgress);
                    car.mesh.rotation.y = car.direction === 1 ? 0 : Math.PI;
                } else {
                    car.mesh.position.set(car.currentProgress, 0, car.trackPos + (car.direction * 3.5));
                    car.mesh.rotation.y = car.direction === 1 ? Math.PI / 2 : -Math.PI / 2;
                }
            });
        }

        // --- PLAYER PHYS LOOP ---
        function updatePlayerPhysics(dt) {
            // Apply simple environmental acceleration gravity
            if (!player.isGrounded) {
                player.vy -= 26 * dt;
            }

            // Process WASD moves oriented relatively against the direction the active camera viewport faces
            let moveX = 0;
            let moveZ = 0;

            if (keys.w) moveZ -= 1;
            if (keys.s) moveZ += 1;
            if (keys.a) moveX -= 1;
            if (keys.d) moveX += 1;

            if (moveX !== 0 || moveZ !== 0) {
                // Normalize and pivot direction vectors relative to look-at angle vectors
                const length = Math.sqrt(moveX * moveX + moveZ * moveZ);
                const normX = moveX / length;
                const normZ = moveZ / length;

                const camFacingAngle = cameraAngleX;
                const rotatedX = normX * Math.cos(camFacingAngle) - normZ * Math.sin(camFacingAngle);
                const rotatedZ = normX * Math.sin(camFacingAngle) + normZ * Math.cos(camFacingAngle);

                player.vx = rotatedX * player.speed;
                player.vz = rotatedZ * player.speed;

                // Smoothly snap low-poly avatar facing alignment vector toward current travel trajectory
                player.rotation = Math.atan2(rotatedX, rotatedZ);
                player.mesh.rotation.y = player.rotation;
            } else {
                // Friction dampening slide deceleration properties
                player.vx *= 0.7;
                player.vz *= 0.7;
            }

            // Jump command handling
            if (keys.Space && player.isGrounded) {
                player.vy = 10;
                player.isGrounded = false;
            }

            // Apply positions calculated
            player.x += player.vx * dt;
            player.z += player.vz * dt;
            player.y += player.vy * dt;

            // Simple floor bounds checking plane baseline crash protection
            if (player.y <= 0.9) {
                player.y = 0.9;
                player.vy = 0;
                player.isGrounded = true;
            }

            // Basic block geometric structure collisions avoidance loop
            handleBuildingCollisions();

            player.mesh.position.set(player.x, player.y, player.z);
        }

        function handleBuildingCollisions() {
            const step = CONFIG.gridSpacing;
            const halfSize = CONFIG.citySize / 2;
            const blockPadding = CONFIG.roadWidth / 2;

            // Resolve player coordinates back to grid block space matrices instantly
            vehicles.forEach(car => {
                // Prevent running straight through ambient vehicles on foot
                if(controlledVehicle === car) return;
                const dx = player.x - car.mesh.position.x;
                const dz = player.z - car.mesh.position.z;
                const dist = Math.sqrt(dx*dx + dz*dz);
                if (dist < 2.0) {
                    player.x += (dx / dist) * (2.0 - dist);
                    player.z += (dz / dist) * (2.0 - dist);
                }
            });
        }

        // --- VEHICLE PHYSICS ENGINE (DRIVING STEER MODE) ---
        function updateDrivenVehiclePhysics(dt) {
            let car = controlledVehicle;

            // Throttle / Reverse
            if (keys.w) {
                car.velocity += 28 * dt; // Acceleration
            } else if (keys.s) {
                car.velocity -= 18 * dt; // Reverse
            } else {
                car.velocity *= 0.96; // Coasting deceleration friction
            }

            // Brake
            if (keys.Space) {
                car.velocity *= 0.85;
            }

            // Speed governance thresholds limits
            const maxSpeed = 45;
            car.velocity = THREE.MathUtils.clamp(car.velocity, -maxSpeed/2, maxSpeed);

            // Steering calculations dependent directly upon absolute speed values
            const steerSpeedMultiplier = Math.min(Math.abs(car.velocity) / 15, 1.0);
            if (keys.a) {
                car.turnAngle += 2.2 * dt * steerSpeedMultiplier * (car.velocity >= 0 ? 1 : -1);
            }
            if (keys.d) {
                car.turnAngle -= 2.2 * dt * steerSpeedMultiplier * (car.velocity >= 0 ? 1 : -1);
            }

            // Update physical positions using forward direction trigonometric expansion vectors
            car.mesh.rotation.y = car.turnAngle;
            
            // Derive directional updates matching low-poly assets native orientations offsets
            const moveStep = car.velocity * dt;
            car.mesh.position.x += Math.sin(car.turnAngle) * moveStep;
            car.mesh.position.z += Math.cos(car.turnAngle) * moveStep;

            // Reflect user driven positional coordinates onto core player variables for clean tracking metrics
            player.x = car.mesh.position.x;
            player.y = car.mesh.position.y + 1.0;
            player.z = car.mesh.position.z;
        }

        // --- CAMERA CONTROLLER SYSTEM ---
        function updateCamera() {
            // Target coordinate sets tracking player position anchor values smoothly
            const targetX = player.x;
            const targetY = player.y;
            const targetZ = player.z;

            // Calculate precise orbital trigonometry points based around tracking targets coordinates
            const offsetCamX = cameraRadius * Math.sin(cameraAngleX) * Math.cos(cameraAngleY);
            const offsetCamZ = cameraRadius * Math.cos(cameraAngleX) * Math.cos(cameraAngleY);
            const offsetCamY = cameraRadius * Math.sin(cameraAngleY);

            camera.position.set(targetX + offsetCamX, targetY + offsetCamY, targetZ + offsetCamZ);
            camera.lookAt(targetX, targetY + 1.2, targetZ);
        }

        // --- COGNITIVE PROXIMITY ENGINE FOR VEHICLE INTERACTION ---
        function evaluateProximityPrompts() {
            if (controlledVehicle) {
                nearbyVehicle = null;
                return;
            }

            let closestCar = null;
            let closestDist = 4.5; // Action hijacking target range buffer threshold limit meters

            vehicles.forEach(car => {
                const dx = player.x - car.mesh.position.x;
                const dz = player.z - car.mesh.position.z;
                const distance = Math.sqrt(dx * dx + dz * dz);

                if (distance < closestDist) {
                    closestDist = distance;
                    closestCar = car;
                }
            });

            const promptUI = document.getElementById('prompt');
            if (closestCar) {
                nearbyVehicle = closestCar;
                promptUI.style.display = 'block';
                
                // Visual helper hint - slightly elevate or skew target mesh elements properties to register choice
            } else {
                nearbyVehicle = null;
                promptUI.style.display = 'none';
            }
        }

        // Execute core game pipeline sequence init steps seamlessly
        init();
    </script>
</body>
</html>

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