
The Surrealist Dream Logic Room Challenge
This benchmark tests an LLM's ultimate zero-shot creativity and advanced coding skills. The goal is to evaluate its ability to interpret abstract, surreal, and metaphorical concepts and translate them into a coherent, interactive 3D experience using Three.js. This goes beyond standard code generation to test true conceptual modeling.
Prompt
You are a surrealist artist and an expert creative coder specializing in Three.js and GLSL shaders. Mission: Create a single, self-contained HTML file that generates an interactive 3D room where the laws of physics are replaced by dream logic. The user should feel like they are exploring a surrealist painting. The Scene: A simple, minimalist room with a floor and four walls. The user can look around using the mouse. Mandatory Surreal & Interactive Features: The Melting Clock (Homage to Dalí): On one wall, there is a simple, classic analog clock. When the user's camera looks directly at the clock, its geometry must start to visibly melt and drip down the wall. The melting should stop when the user looks away. This effect must be achieved by manipulating the clock's vertices in real-time. The Breathing Walls: The four walls of the room must not be static. They should subtly and slowly breathe, expanding and contracting in a rhythmic, organic way, creating a slightly unsettling atmosphere. Use a sine wave function to modify the wall vertices. The Liquid Floor: The floor appears solid initially. When the user clicks anywhere on the floor, a ripple effect must emanate from the point of the click, as if the floor's surface had turned to water. This effect should be implemented with a GLSL shader. The Living Painting: On another wall, there is a painting in a simple frame. The subject of the painting must completely change every 10 seconds, cycling through at least three different abstract, procedurally generated patterns (you can generate these patterns with a shader or canvas API). The Window to Nowhere: On a third wall, there is a window. Looking through the window does not show the outside world. Instead, it reveals a view into a dynamic, impossible deep space scene with swirling nebulae and stars, created with a GLSL shader. This scene should move independently of the room. Technical Constraints: The entire experience must be in a single HTML file. Use the Three.js library loaded from a CDN. Use vanilla JavaScript for all logic. No other frameworks. The code must be clean, well-structured (e.g., using classes for different elements), and commented. Plan d'Action : Before writing the code, describe in detail your plan to tackle each of the five surreal features, explaining the key techniques you will use (raycasting for the clock, vertex manipulation for the walls, shaders for the floor and window, etc.).
A system prompt was added to support web rendering
Answer guidance
A successful response is a fluid, interactive 3D scene where all five surreal effects are implemented and visually convincing. Checklist for a perfect score: Melting Clock: Does it genuinely deform when looked at? Breathing Walls: Is the effect subtle and organic? Liquid Floor: Does clicking produce a convincing ripple shader effect? Living Painting: Does the artwork change automatically and periodically? Window to Nowhere: Is there a dynamic space scene visible only through the window? A failure is any response that produces a static scene, has non-functional interactions, or where the surreal effects are buggy or not visually effective. The artistic interpretation and the technical execution are equally important.