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Hurricane Polo Recon Flight
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Hurricane Polo Recon Flight

Prompt

Create ONE self-contained index.html file and output ONLY that HTML (no markdown outside the code block). GOAL A first-person cockpit “blizzard POV” simulator of NOAA Hurricane Hunters punching the eyewall of Hurricane Polo and breaking into the stadium-effect eye. Inspired by the viral 25–27 Sep 2026 WP-3D cockpit footage (rain-hammered windshield, then a circular white wall and a hole of blue sky). REAL MISSION ANCHOR (show these numbers on a HUD; do not invent a different storm) - Storm: Hurricane Polo (EP172026), eastern Pacific - Mission: NOAA3 WD17E, 2026-09-25 into 26 - Aircraft: Lockheed WP-3D Orion N42RF “Kermit” - Late-mission state from NHC discussion 21 / recon: Cat 5, 155 kt / 180 mph sustained; peak 700-mb flight-level wind 165 kt NE eyewall; UAS ~200 kt near 500 m; central pressure 913 mb; position ~17.2N 109.2W; eye ~20–25 n mi; typical P-3 recon ~10,000 ft / 700 mb; TAS ~210 kt - Visual truth: rain-streaked glass, grey washing-machine eyewall, then sudden light and a towering outward-sloping cloud stadium TECH CONSTRAINTS (keep it fast to generate and fast to run) - Single HTML file. All CSS/JS inline. - Load Three.js CORE ONLY via classic script tag: <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> Use global THREE, r128 API. NO modules, import maps, addons, OrbitControls, GLTF, textures, fonts, or other CDNs. - No external images/audio. Generate any “textures” with canvas or DataTexture. - Target 60 fps on a laptop: cap rain at ~2500 particles, cloud cards/instanced meshes under ~800, no postprocessing stack, no shadows, no raymarching volume clouds. - Full-viewport canvas, handle resize, dark fallback background #02060c. CAMERA / POV - Locked first-person view from the right seat, looking slightly up through the windshield — match the real photo framing: overhead panel at top of frame, instrument glare, two blue-suited crew silhouettes in the lower third. - Do NOT give free-fly WASD. This is a ride. Optional look-around: mouse drag yaws/pitches ±18° then springs back. - Camera shake scales with turbulence (see PHASES). Use small positional + rotational noise; never nausea-level. SCENE — keep the cockpit SUGGESTED, not a switch-accurate replica Build a cheap cockpit shell that reads as a P-3 from the photo: - Dark overhead panel slab with a grid of tiny emissive box “switches” - Two windshield panes (slightly angled quads) with a rain-streak shader - Two simple seated crew meshes (blue #1a4f9c flight suits, dark headsets, no faces). Left seat glances toward the eye; right seat hands on a yoke block - Instrument glare: a few green/amber point-sized emissives on a dash slab If time is tight, the crew can be 4–6 boxes each. Silhouette > topology. OUTSIDE WORLD (procedural only) 1. SKY: ShaderMaterial or vertex-colored dome. Deep blue zenith in the eye; muddy grey-white in the wall. 2. OCEAN: large dark disc/plane far below with cheap scrolling noise specular. Only clearly visible inside the eye. 3. EYEWALL = the hero. A vertical stadium ring ~22 n mi across at flight level, walls sloping outward with height (stadium effect). Build from 2–3 stacked rings of instanced cloud cards or noisy displaced planes, white/grey, denser and darker in the inner wall. Clouds must feel like a towering amphitheater once you are inside, not a flat doughnut. 4. RAIN BLIZZARD: Points or thin streak quads in camera space. Heavy, almost white-out in the wall; sparse glitter in the eye. Streaks also drawn on the windshield quad (scrolling UV + droplet blobs). 5. Sun: a tight bright disc only after eye entry, rim-lighting the inner wall. FLIGHT PATH — 70 second loop, then restart (or a Replay button) Drive the camera along a straight inbound radial, then a slow left orbit inside the eye. PHASE A 0–18s APPROACH / RAINBAND - Grey murk, moderate rain, light bump - HUD: FL 100, TAS 210 kt, SFMR climbing 80→120 kt, P 950→930 mb - Visibility short PHASE B 18–32s EYEWALL PUNCH (the money shot) - White-out rain blizzard, instruments smear, heavy 3-axis buffet (vertical gusts ±4 m visual) - Cloud density max; windshield almost opaque then tearing - HUD: FL wind 165 kt, SFMR 150–155 kt, VS oscillating ±2000 fpm, P falling through 920 - Audio-free: flash a red “MOD-SEV TURB” chip on the HUD PHASE C 32–70s EYE / STADIUM - Rain collapses in 1.5s. Cabin fills with blue light. - Circular wall all around, sloping out, sunlit inner face, dark outer - Calm air, tiny residual sway - HUD: 913 mb, eye diameter 22 NM, wind 20–35 kt, “IN THE EYE — POLO CAT 5” - Slow 20° left bank so the wall slides past the windshield like the real video - At 70s fade to grey and loop, or stop with [REPLAY] HUD (HTML overlay, not 3D text — r128 has no font loader) Top-left mission block: NOAA42 KERMIT WD17E EP172026 HURRICANE POLO 25 SEP 2026 Live readouts that lerp with phase: LAT/LON FL TAS FL WIND SFMR P VS PHASE Bottom: one-line status (“PUNCHING NE EYEWALL” / “STADIUM EYE — CALM”) Use a monospace HUD, teal/amber on translucent black, NOAA-recon vibe. Not a game scoreboard. CONTROLS - Autoplay on load - Space = pause/resume - R = replay from approach - H = hide/show HUD - Click-drag = look around (spring return) - Optional sliders (tiny HTML panel): turbulence 0–2, rain 0–2, time scale 0.5–2. Defaults 1. QUALITY BAR - The punch-to-blue-sky transition must be dramatic and readable in one viewing - Eyewall must surround the camera 360° in Phase C - Rain on glass is mandatory (the photo’s identity) - Prefer a finished 70s ride over an unfinished “open world” - Comment the code in short section headers: COCKPIT, EYEWALL, RAIN, FLIGHT, HUD OUTPUT A complete, runnable index.html. No TODOs, no extra files, no explanations after the code.

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