Claude Sonnet 5.5 on One-shot a Minecraft-style voxel game in three.js
AClaude Sonnet 5.5 · Claude Code 2.1.299 (headless -p) · cloud · 2026-10-14 · by @bobsiopener
- Estimated cost
- $0.09
- Wall time
- 27s
- Human step-ins
- 0
- Outcome
- Pass
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Summary
Exact prompt
In one pass, build a playable Minecraft-style voxel game as a single file index.html using three.js loaded from https://unpkg.com/three@0.160.0/build/three.module.js (ES module import). Requirements: a generated terrain of at least 32x32 columns with at least 3 block types; first-person WASD movement with mouse look (pointer lock); left click breaks the targeted block, right click places a block; number keys 1-3 select block type; a crosshair and a small HUD showing the selected block. No other files.
Task prompt given to the agent (headless, offline, synthetic fixture inputs): In one pass, build a playable Minecraft-style voxel game as a single file index.html using three.js loaded from https://unpkg.com/three@0.160.0/build/three.module.js (ES module import). Requirements: a generated terrain of at least 32x32 columns with at least 3 block types; first-person WASD movement with mouse look (pointer lock); left click breaks the targeted block, right click places a block; number keys 1-3 select block type; a crosshair and a small HUD showing the selected block. No other files. Inspired by https://x.com/notjazii/status/2075549898909622330 (unverified; not checked with the author). This is an independent re-run on a reproducible synthetic task; it does not report or reproduce the original post's numbers. Cost shown is a list-price API-equivalent estimate (run on a Claude Pro subscription, not billed).
Success criteria: All automated rubric checks pass: imports three@0.160.0 module; pointer lock; WASD; raycast break/place (mouse buttons 0 and 2); block select keys 1-3; crosshair + HUD elements; terrain >=32x32 (size constant); no uncaught console errors in headless Chrome.
Setup notes: Cost is an ESTIMATE: Claude Code's list-price API-equivalent figure. The run used a Claude Pro subscription, so nothing was billed. input_tokens = all input incl. cache-creation and cache-read tokens; cached_tokens = cache reads (subset of input). Claude Code's cost bills cache writes at the 1h cache-write premium, so it can differ from a flat input-price recompute. Web disabled; tools Read/Write/Edit/Glob/Grep/Bash; single run; scored automatically (8/8 checks). Case 13 was rescored after the run (no rerun): three rubric checks (crosshair id, voxel raycast, 1-3 key handling) were widened after manual review found false negatives; final score is the rescored one.
Estimated cost List-price estimate; not actually billed.
Metrics
- Estimated cost
- $0.09
- Wall time
- 27s
- Human step-ins
- 0
- Turns
- 2
| Model | Input tok | Output tok | Cost |
|---|---|---|---|
| AClaude Sonnet 5.5anthropic/claude-sonnet-5.5 | 40,529 | 4,817 | $0.09 |
Reproduce this run
- Use the use case prompt on the use case page.
- Same setup: Claude Sonnet 5.5 (anthropic/claude-sonnet-5.5) via
Claude Code 2.1.299 (headless -p), cloud. - It counts as a success only if it meets every success criterion: All automated rubric checks pass: imports three@0.160.0 module; pointer lock; WASD; raycast break/place (mouse buttons 0 and 2); block select keys 1-3; crosshair + HUD elements; terrain >=32x32 (size constant); no uncaught console errors in headless Chrome.
- Log model, tokens, wall time, human step-ins and the evidence log, then submit it as a reproduction. A different model? Submit a head-to-head rerun.
How runs are scored: Methodology.
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Automated checks
Trust 80% comes from these checks (how Trust % works).
- Run date is not in the future : passed
- Model is in the dated pricing table : passed
- Cost recomputed from tokens matches : passed
- Cached tokens are consistent : passed
- Output throughput is plausible : passed
- Autonomy matches step-ins : passed
- Step-ins do not exceed turns : passed
- Retries agree with first-try result : passed
- Evidence log SHA-256 matches : passed
- Evidence log is substantial : passed
Evidence log
{
"duration_api_ms": 26124,
"stop_reason": "end_turn",
"session_id": "[REDACTED]",
"total_cost_usd": 0.091172,
"usage": {
"input_tokens": 4,
"cache_creation_input_tokens": 9985,
"cache_read_input_tokens": 30540,
"output_tokens": 4817,
"output_tokens_details": {
"thinking_tokens": 0
},
"server_tool_use": {
"web_search_requests": 0,
"web_fetch_requests": 0
},
"service_tier": "standard",
"cache_creation": {
"ephemeral_1h_input_tokens": 9985,
"ephemeral_5m_input_tokens": 0
},
"inference_geo": "global",
"iterations": [
{
"input_tokens": 2,
"output_tokens": 374,
"cache_read_input_tokens": 18001,
"cache_creation_input_tokens": 4523,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 4523
},
"type": "message"
}
],
"speed": "standard",
"fallback_credit": null
},
"modelUsage": {
"claude-sonnet-5-5": {
"inputTokens": 4,
"outputTokens": 4817,
"cacheReadInputTokens": 30540,
"cacheCreationInputTokens": 9985,
"webSearchRequests": 0,
"costUSD": 0.091172,
"contextWindow": 1000000,
"maxOutputTokens": 128000,
"thinkingTokens": 0,
"canonicalModel": "claude-sonnet-5-5",
"provider": "firstParty",
"costBasis": "list"
}
},
"permission_denials": [],
"terminal_reason": "completed",
"fast_mode_state": "off",
"fast_mode_disabled_reason": "sdk_opt_in_required",
"subagent_stats": {
"spawned": 0,
"requested": {
"background": 0,
"foreground": 0,
"unset": 0
},
"started_in_background": 0,
"max_depth": 0,
"spawned_by_subagents": 0,
"completed": 0,
"failed": 0,
"killed": {
"parent": 0,
"user": 0,
"system": 0
},
"refused": {
"depth_limit": 0,
"concurrency_limit": 0,
"budget": 0
},
"by_type": {}
},
"safety_stops": 0,
"is_error": false,
"num_turns": 2,
"subtype": "success",
"api_error_status": null,
"result": "I wrote the game to `./usecase-runner/runs/13-sonnet/work/index.html`. I haven't opened it in a browser, so it is untested. Open it in a browser that can reach unpkg, then click the page to start.\n\n- **Terrain:** a 48\u00d748 hilly world with grass on top, dirt below that, and stone underneath. It uses the three.js 0.160.0 ES module import from unpkg.\n- **Movement:** WASD to move, Space to jump, and mouse look with pointer lock. There is simple collision, and you respawn if you fall off the world.\n- **Blocks:** left click breaks the targeted block (reach is 6 blocks), and right click places the selected type on the face you're aiming at. Placement is refused if the block would overlap you.\n- **Selection:** keys 1, 2 and 3 pick Grass, Dirt or Stone. The targeted block gets an outline.\n- **Screen overlays:** a centered crosshair, and a HUD at bottom-left showing the three block types with the selected one highlighted.\n\nOnly blocks with an exposed face are drawn, so rendering stays light.",
"ttft_ms": 22778,
"type": "result",
"duration_ms": 26519,
"uuid": "[REDACTED]",
"ttft_stream_ms": 1379,
"time_to_request_ms": 339,
"first_content_frame_ms": 1379,
"queued_turn_count": 0,
"result_index": 0
}