Build a procedural ancient Greek world in three.js to match reference images

Leonxlnx had Claude Code run 55 subagents over about 45 hours to build a 45,000-line three.js world with no assets, matched to 9 reference images and rendered in 4K on a laptop GPU.

Done withClaude Code· Oct 17, 2026

What they did

GitHub user Leonxlnx gave Claude Code on Opus 5.5 nine AI-generated reference images of an ancient Greek landscape and asked for a world built entirely in code with three.js, with no external assets. Claude Code wrote the engine first: render harness, sky, atmosphere, shadows and an accumulation pipeline. It then wrote an art bible and a module contract and ran 12 specialist agents in parallel for terrain, water, sky, architecture, statues, trees, the city and more. Each agent rendered its part, compared it against the references and fixed it in a loop. Later rounds of director and look-dev agents tightened composition, colour and detail using side-by-side comparisons and colour statistics. The final video was rendered frame by frame. The full session prompt is published in the repo.

How it went

It took about 45 hours wall clock, 27 of them building across 9 multi-agent rounds, with 55 subagents and up to 12 at once. The code came to about 45,000 lines of JavaScript in 168 modules, with an acropolis, a temple, SDF-sculpted statues, 57 waterfalls and 149,000 trees. Final 4K stills and a 54-second video took about 13 hours of rendering on an AMD Radeon 780M integrated GPU. The author puts the API-equivalent cost at $1,800 to $2,300, though it ran on a Max subscription.

Worth knowing

Token use was large: about 11 million output tokens and 3.8 billion cache-read tokens. The heavy geometry is not in the repo and builds slowly on first load unless baked. Rendering needs Chrome or Edge. The repo was one day old when found, so no one else had reported running it yet.

Try it

With Claude Code· 4 parts to fill in

Build [a scene I describe] entirely in code with [three.js], with no external assets: every mesh, texture and shader must be procedural. Match it to the reference images in [my refs folder]. First write the render engine and a short art bible that sets the modules and their contracts. Then split the work into specialist agents, one per part such as [terrain, water, buildings, vegetation], and have each render its part, compare it with the references and fix it in a loop. After each round, stop and show me side-by-side comparisons before starting the next.

Square brackets are the parts to fill in. The prompt is ours; the story is theirs.

Where they said it

Related