模型对比Vib3Coded @vib3coded2026-09-260:20

果冻物理效果迭代对比

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作者用一份详细的提示词(涵盖外观、物理形变和界面要求)让 Opus 5.5 用 WebGPU/WGSL 做出一个可以用手拉伸的橙子软糖果冻交互场景,并对比了新旧版本的效果和 API 成本。

完整提示词2,490 字符

Create Citrus Jelly — an interactive 3D scene featuring a gummy orange slice. Everything must run directly in the browser in a single HTML file using WebGPU and WGSL shaders. Build genuine volumetric 3D geometry, not an image or a prerecorded animation.
APPEARANCE
A thick semicircular orange slice with vibrant orange flesh, a pale pith layer, and a firmer outer rind.

Visible radial segments, thin internal membranes, and tiny bubbles.
A juicy, translucent gummy material with soft highlights, light refraction, and depth-dependent color.
Avoid making it look like rigid plastic or glass.
Use a light cream background, soft studio lighting, and a contact shadow. Avoid overexposure.
PHYSICS AND INTERACTION

Let users grab any visible point with a mouse or finger and pull it.

Deformation must originate at the grab point and propagate naturally through neighboring areas.
The flesh should stretch and narrow under tension, while the rind offers more resistance.
On release, the slice should spring back gently, with oscillations gradually settling.
Use a stable soft-body simulation: a spring mesh or volumetric elastic constraints with volume preservation.
Segments, membranes, and bubbles must deform with the flesh rather than separating or floating independently.
Include ground collisions: the slice should squash slightly on impact and wobble afterward.
Prevent instant snapping back, endless oscillation, and exploding geometry.
INTERFACE

A minimal editorial layout with generous whitespace.

A large italic serif heading, “Citrus Jelly.”, on the left.
A compact control panel on the right with Firmness and Internal damping sliders.
Give it a nudge, Reset, and Pause buttons.
Show mesh and ¼ speed toggles.
Three color presets: Orange, Blood Orange, and Lemon.
A small interaction hint: “Grab. Stretch. Let go.”
All labels in English, with comfortable desktop and mobile controls.
TECHNICAL REQUIREMENTS

Genuine WebGPU rendering, not a Canvas 2D substitute.

Generate geometry and materials in code without premade models.
Use a fixed simulation timestep and constraints that prevent excessive stretching.
Maintain smooth performance during grabbing, dragging, and release.
Display a clear fallback message when WebGPU is unavailable.
Test different grab locations, strong stretching, oscillation decay, collisions, and reset.
The main priority is a convincing gummy feel. The slice should look soft, juicy, and so satisfying in motion that people want to keep stretching it.

出处:作者在原帖下的回复。提示词保留原文语言,未做改写。

原帖:https://x.com/vib3coded/status/2103822857155313953

模型归属以作者自述为准,本站未独立复现。播放量为 2026-09-28 的快照。作品版权归原作者,修改署名或下架请在 X 私信 @GoSailGlobal。

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