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ivanfioravanti / day_in_forest.md
Created November 5, 2026 05:55
Prompt: A Day in the Forest

Build a polished, interactive 3D pop-up book called “A Day in the Forest” as a single self-contained HTML file. It should feel like a handcrafted paper theatre, not a flat web page with pictures pasted on it.

The book follows one forest day from dawn to night. It has six two-page spreads plus a front and back cover:

  1. Dawn — a doe and her fawn in a misty clearing.
  2. Morning — a red squirrel and a great spotted woodpecker in a big oak; the tree unfolds upward and becomes the tall centerpiece.
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ivanfioravanti / reef.md
Created October 19, 2026 16:19
Reef voxel

Create a single, self-contained HTML file: a cinematic, highly detailed voxel-art underwater scene rendered in real time with Three.js (load via ES-module importmap from cdn.jsdelivr.net; use OrbitControls and EffectComposer from three/addons). No external assets — everything procedural.

Voxel resolution (critical)

  • Use TINY voxels: base voxel size 0.04 world units. The shark alone should contain 60,000–100,000 voxels; the full scene 400,000–800,000.
  • Render all voxels with InstancedMesh (one per material/region group), never individual meshes. Per-instance color via instanceColor.
  • Build creatures by voxelizing analytic shapes (signed-distance functions: ellipsoids, tapered cylinders, smooth-unions) sampled on the grid, then color each voxel procedurally from its body-space coordinates. Only keep surface voxels (hollow interiors) to save instances.

Hero: tiger shark (~3.5 m, centered over the reef)

  • Real anatomy: blunt wide snout, visible gill slits (5 per side, dark recessed voxels), dark eye wi
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ivanfioravanti / dwarf-star.yaml
Created July 1, 2026 10:54
Hermes Agent Dwarf Star skin
# DwarfStar — for users of Antirez's ds4 inference engine (DeepSeek V4 Flash / PRO)
# running locally on Metal (macOS) and CUDA (DGX Spark). Deep-space void framing a
# single burning dwarf star: dark indigo/black backdrop with a warm amber-to-white
# stellar core, gold kv-cache accents, and sparse starlight. Inspired by GGML but
# DwarfStar ships its own self-contained engine — the visuals lean on that
# distinction (no llama.cpp logo, a stand-alone star). Antirez-coded minimalism:
# clean title + subtitle, no chrome, single accent color carrying meaning.
name: dwarfstar
description: DwarfStar (ds4) — Antirez's local DeepSeek V4 engine. Deep-space void with a single burning dwarf star, amber-to-white stellar core, gold KV-cache accents.
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ivanfioravanti / apple-silicon.yaml
Created July 1, 2026 10:34
Apple Silicon Hermes Agent Skin
# Apple Silicon — for any M-series Mac (Studio, Pro, mini, Air). Brushed-aluminum
# grays paired with the system-blue accent Apple uses across macOS/iOS, plus
# a soft graphite status bar. Unified memory and Neural Engine branding,
# GPU/ANE/Neural Accelerator spinner verbs, and a banded-metal hero panel
# evoking the unibody case.
name: apple-silicon
description: Apple Silicon (M-series) — brushed-aluminum grays with system-blue accent, unified memory branding, and a banded-metal banner
colors:

Build a single self-contained HTML file (inline CSS + JS, no external assets, no build step) called "Super Human" — a Super Mario NES-style platformer, but themed as Humanity's last stand vs. AI. The player is "Super Human" (a tiny pixel worker in a red shirt + denim overalls); the enemies are mascots of famous AI labs.

GOAL OF THE GAME: Run right across one long level, stomp/shoot AI mascots, collect data- coins, smash blocks, grab powerups, and reach the flag. Title screen → play → game over / win screens. Full HUD (score, coins, world, time, lives).

═══════════════════════════════════════════

Build a basic Lunar Lander game as a single HTML file (HTML + CSS + JavaScript on a ). Mechanics: A small lander starts near the top of the screen and is pulled downward by constant gravity. The player presses the up arrow to fire the main thruster (counteracts gravity) and left/right arrows to rotate the lander, applying thrust in the direction it's pointing. Fuel is limited and decreases while thrusting; show a fuel gauge. When fuel runs out, thrust no longer works. Generate a jagged terrain along the bottom with one flat landing pad marked in a different color. Win if the lander touches the pad while upright (small tilt tolerance) and below a safe descent speed. Crash otherwise (too fast, too tilted, or hitting non-pad terrain). Display live readouts: altitude, horizontal speed, vertical speed, fuel, and rotation. Show a win/lose message and a "Press R to restart" option. Keep it self-contained with no external libraries, use simple vector-style graphics, and make the physics feel slightly floaty t

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ivanfioravanti / Prompt
Created June 14, 2026 16:01
Lunar Lander Prompt
Build a basic Lunar Lander game as a single HTML file (HTML + CSS + JavaScript on a <canvas>).
Mechanics:
A small lander starts near the top of the screen and is pulled downward by constant gravity.
The player presses the up arrow to fire the main thruster (counteracts gravity) and left/right arrows to rotate the lander, applying thrust in the direction it's pointing.
Fuel is limited and decreases while thrusting; show a fuel gauge. When fuel runs out, thrust no longer works.
Generate a jagged terrain along the bottom with one flat landing pad marked in a different color.
Win if the lander touches the pad while upright (small tilt tolerance) and below a safe descent speed. Crash otherwise (too fast, too tilted, or hitting non-pad terrain).
Display live readouts: altitude, horizontal speed, vertical speed, fuel, and rotation.
Show a win/lose message and a "Press R to restart" option.
Keep it self-contained with no external libraries, use simple vector-style graphics, and make the physics feel slightly floaty t
  1. Initial build request Build a pixel-perfect Galaga arcade game in a single self-contained HTML file with inline CSS and JS. Replicate the original 1981 Namco arcade cabinet experience with full fidelity to the original rules, sprite designs, and mechanics.

  2. Fidelity review (with a reference screenshot) please review sprites and how ships attack, because galaga was different [Image #1] here an example. But search on internet for more details (accompanied by the screenshot)

  3. Layout bug fix The Galaga on top of the screen is not visibile on the browser page, please fix this

  4. Cabinet control animation request

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ivanfioravanti / FroggerPrompt.md
Last active August 10, 2026 13:47
Frogger AI Prompt and results

Build a Frogger style arcade game in a single self-contained HTML file with inline CSS and JS. But Frog lives in a modern home, and must avoid contact with day to day objects like iPhone, computer, monitor, mini cars like tesla, Ferrari, etc. create sprites and game mechanic. If you feel html is not enough use a game engine of your choice.

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ivanfioravanti / metal_m5max_vs_m3ultra_vs_m4_report.html
Last active June 4, 2026 13:13
parakeet.cpp Apple Metal benchmark: M5 Max vs M3 Ultra vs M4 (q4_k, speech.wav)
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>parakeet.cpp — Apple Metal · M5 Max vs M3 Ultra vs M4</title>
<style>
:root{
--ink:#0a0d13;
--ink-2:#0d1118;