4 models have responded to the "Kandinsky-Style 3D Minecraft" challenge. Compare their approaches side-by-side on Rival. This response is part of Rival's open dataset of 5,600+ AI model responses.
Mistral Large 2512's response to the 'Kandinsky-Style 3D Minecraft' challenge.
Write a web version of 3D Minecraft. - Trees - Make the textures clearer, use functions to hand-draw the textures yourself, in the Kandinsky style. Don't just write a link, it won't load. - Make the ground smoother. In a single-page, self-contained HTML.
We can’t display this one. It’s not us. Well… it might be us.
The model was asked for a web page. It produced something else. We’re not going to define what.
# 3D Minecraft in Kandinsky Style (Web Version)
Here's a self-contained HTML file that creates a 3D Minecraft-like environment with hand-drawn Kandinsky-style textures and smoother terrain:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Kandinsky Minecraft</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #87CEEB;
font-family: Arial, sans-serif;
}
canvas {
display: block;
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: white;
background: rgba(0,0,0,0.5);
padding: 10px;
border-radius: 5px;
font-size: 14px;
}
</style>
</head>
<body>
<div id="info">
WASD: Move | Mouse: Look | Space: Jump | Shift: Descend
</div>
<canvas id="gameCanvas"></canvas>
<script>
// Main game setup
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const info = document.getElementById('info');
// Set canvas to full window size
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Handle window resize
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
camera.aspect = canvas.width / canvas.height;
});
// Game state
const worldSize = 32;
const world = [];
const trees = [];
let player = {
x: worldSize/2,
y: 0,
z: worldSize/2,
rotX: 0,
rotY: 0,
speed: 0.1,
jumpForce: 0,
gravity: 0.02,
onGround: false
};
// Camera settings
const camera = {
fov: Math.PI/3,
aspect: canvas.width / canvas.height,
near: 0.1,
far: 100,
position: { x: 0, y: 0, z: 0 },
rotation: { x: 0, y: 0 }
};
// Input handling
const keys = {};
document.addEventListener('keydown', (e) => keys[e.key.toLowerCase()] = true);
document.addEventListener('keyup', (e) => keys[e.key.toLowerCase()] = false);
// Mouse look
let mouseX = 0, mouseY = 0;
let mouseSensitivity = 0.002;
document.addEventListener('mousemove', (e) => {
mouseX = e.movementX || e.mozMovementX || e.webkitMovementX || 0;
mouseY = e.movementY || e.mozMovementY || e.webkitMovementY || 0;
});
// Lock pointer
canvas.addEventListener('click', () => {
canvas.requestPointerLock = canvas.requestPointerLock ||
canvas.mozRequestPointerLock ||
canvas.webkitRequestPointerLock;
canvas.requestPointerLock();
});
// Generate world with smoother terrain
function generateWorld() {
for (let x = 0; x < worldSize; x++) {
world[x] = [];
for (let z = 0; z < worldSize; z++) {
// Generate height using multiple noise layers for smoother terrain
let height = 0;
let scale = 0.1;
let layers = 3