Slalom Run: A 3D Downhill Ski Racer
Carve a downhill course between 20 gates, in one offline HTML file: a procedurally-authored track about 1.4 km long with two splits and a best-time delta, tuck for speed, brake to recover, respawn after a crash. Trees, snow, netting and the skier are all generated in code; runs are deterministic so verification is exact.
Bring the course and its gates, and optionally the look, skier and numbers. The Skill returns a downloadable Skill (the reference race project, a customize guide, headless verification) and one playable example run.
How it works
Your coding agent copies the reference race and follows the customize guide: sky and light, snow, the skier, the course spline, gates and penalties, camera, props, text, sound.
The course is generated from seed control points and every gate is reachable; a fixed-step autopilot proves the run.
The run is played headlessly under the sandbox policy: title, launch, steer, tuck, brake, a gate, a miss, a crash, a respawn, the finish and a phone steer.
Frequently asked questions
Does it call a model or need a key?
No. The Skill gives your agent a reference race, a customize guide and verification; the run itself makes no network calls and calls no model.
Why is the demo sandboxed?
The frame has an opaque origin and no network access, so the scene can’t read anything from this page or reach the internet.
Is the game in English only?
Yes. The page is in two languages; the game’s own text is in English.
Can I change the course?
Yes. The track is seed control points; the guide shows how to reshape it and how the autopilot finds the new run.
Does it work on mobile?
Yes: hold to tuck, lean to steer, BRAKE slows. Verified under touch emulation, not on real devices.
Why is there no online generation?
Building a new scene needs a model key inside the sandbox, which the backend doesn’t support yet. Run the Skill with your own agent for now.