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Rubik's Cube · gpt-5.6-terra

Output generated Cost / run $0.0507 Runtime 127.1s

Prompt for this run

Build an interactive 3D 3 by 3 Rubik's Cube using the provided Three.js library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `three.min.js` (global `THREE`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Start solved, with six distinct face colors and visible cubie boundaries. Preserve cubie and sticker state through moves; recoloring a static cube is not sufficient. - Provide visible buttons for U, D, L, R, F, B quarter turns and their inverses. Animate each move and queue or disable further moves until it completes so state is not corrupted. - Dragging the background orbits the camera without turning a face. Keep the cube fully visible initially and support bounded wheel zoom. - Provide Scramble, applying a sequence of legal turns, and Reset to restore the solved cube and initial camera. - Only core global THREE is provided; implement camera controls without importing unavailable addons. A solver is not required. Verify: Turn one face and apply its inverse, checking that the visible stickers return to their starting arrangement. Orbit the camera to inspect the cube from another angle, then use Reset and check the solved appearance and initial framing.

⛨ sandboxed Open in new tab ↗

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

modelgpt-5.6-terra
vendorOpenAI
harnesspi 0.87.1 · browser iteration
generated2026-10-14

METRICS

runtime127.1s
tokens in69k
tokens out4.7k
cached55k
cost / run$0.0507
Transcript · 19 messages
system

user

Build an interactive 3D 3 by 3 Rubik's Cube using the provided Three.js library. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. Use the provided `three.min.js` (global `THREE`) through a plain local script tag; the runner will inline it into the final artifact. Required behavior: - Start solved, with six distinct face colors and visible cubie boundaries. Preserve cubie and sticker state through moves; recoloring a static cube is not sufficient. - Provide visible buttons for U, D, L, R, F, B quarter turns and their inverses. Animate each move and queue or disable further moves until it completes so state is not corrupted. - Dragging the background orbits the camera without turning a face. Keep the cube fully visible initially and support bounded wheel zoom. - Provide Scramble, applying a sequence of legal turns, and Reset to restore the solved cube and initial camera. - Only core global THREE is provided; implement camera controls without importing unavailable addons. A solver is not required. Verify: Turn one face and apply its inverse, checking that the visible stickers return to their starting arrangement. Orbit the camera to inspect the cube from another angle, then use Reset and check the solved appearance and initial framing.

assistant
thinking
→ bash {"command":"ls -la && find . -maxdepth 1 -type f -printf '%f\\n'","timeout":20}
toolResult

total 604 drwx------ 3 node node 4096 Oct 14 08:00 . drwxrwxrwt 6 root root 4096 Oct 14 08:00 .. drwxr-xr-x 3 node node 4096 Oct 14 08:00 .home -rw-r--r-- 1 node node 603445 Oct 14 08:00 three.min.js three.min.js

assistant
thinking
**Building robust cube animations**

I'm thinking about how to build a robust system with cubies — should I approach them with a dark bevel? Each cubie group should feature a black box and colored stickers. Their positions will be based on logical integers. To animate rotations, I’ll create a pivot group, attach selected cubelets, and use scene.attach while baking their positions with the cubie's matrix. I want to ensure accurate transformations, rounding to two decimals while preserving world orientation. It's a bit complicated, but I aim for precision!**Setting up cube orientation and movement**

I need to restrict orientation to 90 degrees, using quaternions from the rotation matrix and rounding elements for precision. Implementing the snap feature through the cube matrix should involve making a rotation from the quaternion, which can then be decomposed for accuracy. I'll establish coordinate axis conventions — for the U, D, L, R, F, and B directions. The camera should maintain a custom orbit for smooth controls while preventing any face turns during background dragging. It's all about ensuring everything remains responsive and intuitive!**Improving the UI and camera responsiveness**

I think I need to add some UI labels, especially since the three old versions are likely just basic. It’s important to ensure that the renderer output has anti-aliasing for smoother visuals. Additionally, I should focus on making the camera more responsive to user interactions. Balancing these elements will enhance overall usability and create a better experience, so I want to make sure I get it right!
→ write index.html (10257 bytes)
toolResult

Successfully wrote to index.html

assistant
thinking
→ browser {"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

page.screenshot: Timeout 5000ms exceeded. Call log: - taking page screenshot - waiting for fonts to load... - fonts loaded

assistant
thinking
→ browser {"action":"inspect","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"CUBE / 03\nA physical 3 × 3 state model\nFACE TURNS\nSolved\nU\nU′\nD\nD′\nL\nL′\nR\nR′\nF\nF′\nB\nB′\nSCRAMBLE\nRESET VIEW + CUBE\n\nDrag empty space to orbit · Scroll to zoom\nTurns are animated and safely queued.","images":"attached"}

assistant
thinking
**Verifying screenshot context**

I’m thinking about the screenshot of the cube. It looks nice, but I'm wondering if the framing means some parts are cut off at the bottom. The cube’s bottom coordinate shows y 720 while it should be 800. So, I need to check if the turn is inverse. I’ll click around the U coordinates at 840, 612, and maybe I should wait for the tool to capture the screenshot before moving on.
→ browser {"action":"click","x":840,"y":612,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"CUBE / 03\nA physical 3 × 3 state model\nFACE TURNS\nReady\nU\nU′\nD\nD′\nL\nL′\nR\nR′\nF\nF′\nB\nB′\nSCRAMBLE\nRESET VIEW + CUBE\n\nDrag empty space to orbit · Scroll to zoom\nTurns are animated and safely queued.","images":"attached"}

assistant
thinking
→ browser {"action":"click","x":900,"y":612,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"CUBE / 03\nA physical 3 × 3 state model\nFACE TURNS\nReady\nU\nU′\nD\nD′\nL\nL′\nR\nR′\nF\nF′\nB\nB′\nSCRAMBLE\nRESET VIEW + CUBE\n\nDrag empty space to orbit · Scroll to zoom\nTurns are animated and safely queued.","images":"attached"}

assistant
thinking
**Planning layout adjustments**

I’m thinking about needing to orbit and reset. It looks like I want to drag a blank space from (300, 750) to (500, 700). Plus, I might want to position the note panel at an x-coordinate of 800 or more. I’m just considering how to organize everything effectively to make it all fit together. It's a little tricky, but I believe I can figure it out!
→ browser {"action":"drag","x":200,"y":730,"toX":400,"toY":690,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"CUBE / 03\nA physical 3 × 3 state model\nFACE TURNS\nReady\nU\nU′\nD\nD′\nL\nL′\nR\nR′\nF\nF′\nB\nB′\nSCRAMBLE\nRESET VIEW + CUBE\n\nDrag empty space to orbit · Scroll to zoom\nTurns are animated and safely queued.","images":"attached"}

assistant
thinking
→ browser {"action":"click","x":1070,"y":703,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23d40016b600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"CUBE / 03\nA physical 3 × 3 state model\nFACE TURNS\nReady\nU\nU′\nD\nD′\nL\nL′\nR\nR′\nF\nF′\nB\nB′\nSCRAMBLE\nRESET VIEW + CUBE\n\nDrag empty space to orbit · Scroll to zoom\nTurns are animated and safely queued.","images":"attached"}

assistant
thinking

Implemented the self-contained Three.js Rubik’s Cube app in: - `index.html` Checked in browser: - Initial solved cube appearance with distinct stickers and cubie boundaries. - U turn followed by U′ returned visible stickers to the original arrangement. - Background drag orbited the camera. - Reset restored the original solved cube and initial camera framing. - Console showed no application errors (only expected browser/WebGL warnings). The app includes animated, safely disabled face-turn controls, scramble, reset, bounded wheel zoom, and local `three.min.js` loading.