Canonical benchmark brief
07. Hogwarts Broom Flight Simulator
Back to all prompts# 07. Hogwarts Broom Flight Simulator
Build a visually exciting 3D broom-flight simulator set around Hogwarts. The page opens and immediately begins an automated cinematic flight around the castle grounds. The camera follows a single wizard student riding a broom, weaving through dramatic paths without hitting walls, towers, trees, cliffs, or stadium structures.
The point is spectacle, atmosphere, and motion: show the castle, the stadium, the lake, the bridges, the towers, and the scary forest in a way that feels alive and thrilling.
## What to Make
A full-screen 3D scene rendered into a <canvas>. The player character is a young wizard on a broom, seen from a third-person chase camera. The broom automatically follows a series of cinematic flight paths around the world.
The simulation must feel like a magical aerial tour, not a static model viewer.
The flight path should include:
1. **Castle Arrival**
- Start high above misty hills.
- Dive toward the Hogwarts-style castle.
- Circle the tallest towers.
- Fly past windows, bridges, courtyards, rooftops, and spires.
- Avoid clipping through geometry.
2. **Castle Close Pass**
- Glide low over the main courtyard.
- Pass between towers and over stone walkways.
- Show warm glowing windows and large castle silhouettes.
- Use banking turns and camera sway for speed.
3. **Stadium Run**
- Fly out toward a large Quidditch-style stadium.
- The stadium must be huge, readable, and exciting.
- Include tall spectator towers, colored banners, circular hoops, and an open pitch.
- The broom should race through or around the hoops, then spiral upward above the stadium.
4. **Lake and Bridge**
- Sweep across a dark reflective lake.
- Fly under or beside a stone bridge.
- Show castle reflections or shimmering water highlights.
5. **Scary Forest**
- Enter the edge of a dark forbidden forest.
- The trees should be tall, dense, twisted, and atmospheric.
- Use fog, moonlight shafts, moving shadows, and glowing eyes or magical sparks in the distance.
- The flight path should skim through clear gaps between trees without collisions.
6. **Final Hero Shot**
- Pull back into a wide orbit showing the castle, stadium, lake, and forest together.
- End by looping smoothly back into the opening flight path.
## Controls
The scene runs automatically, but include simple optional controls:
- **Space**: pause or resume the auto-flight
- **Arrow Left / Arrow Right**: switch to previous or next cinematic route
- **M**: toggle cinematic camera mode
- **F**: toggle faster flight
Do not require controls to enjoy the page. It should look impressive immediately on load.
## Always-Visible HUD
Top-right corner:
- **FPS**
- **Current route name**
- **Speed**
- **Camera mode**
Bottom-left:
- Small controls hint:
"Auto-flight · Space pause · arrows change route · M camera · F speed"
The hint fades after 6 seconds.
## World Requirements
The world must include:
- A large multi-tower castle with recognizable silhouette
- A dramatic stadium with hoops, banners, towers, and an open pitch
- A dark forest with dense trees and fog
- A lake or water surface
- Stone bridges or elevated paths
- Rolling terrain around the grounds
- Sky, fog, lighting, and atmosphere
## Flight Requirements
The broom path must be interesting and safe:
- No flying through walls, towers, roofs, trees, hoops, or terrain
- Use smooth curved paths, not straight-line teleporting
- Include climbs, dives, banks, spirals, close passes, and wide reveals
- Camera should lag slightly behind the broom for cinematic motion
- Broom should tilt into turns and pitch during climbs/dives
- Path should loop seamlessly
## Visual Rules
- Full-screen 3D, no landing page
- The castle must be the visual centerpiece
- The stadium must feel large and exciting, not like a flat field
- The forest must feel genuinely dark and intimidating
- Use real lighting: moonlight, warm window lights, fog, and shadows
- Use procedural or locally shipped assets only
- No external textures fetched at runtime
- Avoid default-looking cubes. Shape the castle with towers, roofs, arches, bridges, windows, and layered stone forms
- Make the broom rider readable from a distance: cloak, body, broom silhouette, scarf or trailing fabric
## Hard Requirements
- Single index.html
- No build step
- WebGL via Three.js, Babylon.js, regl, or raw WebGL2
- Any CDN libraries must be listed in manifest.json.externalAssets
- Smooth at 30fps on a 2020 laptop at 1280x800
- Keyboard accessible
- lang="en" on <html>
- Honor prefers-reduced-motion:
- Slow camera banking
- Disable intense shake
- Reduce particles and fog animation
- Keep auto-flight functional