Claude Haiku 4.5 × doom
0.7DDA raycaster + textures + door + minimap + Z-buffer — the signature challenge
correctness 0.0quality 1.0documentation 1.010435ms
$ cat doom.prompt — what the model was asked
Implement a first-person 3D raycasting engine in a single self-contained HTML file with no external libraries, no external images, and no CDN scripts. This is the hardest challenge in the benchmark. Partial credit is given per requirement met. ## Rendering - DDA (Digital Differential Analysis) raycasting — not a simplified ray-box approximation - Fish-eye correction applied to all wall distances - **Procedurally generated wall textures** using canvas math only (no image files, no data URIs): at least 3 distinct texture patterns (e.g. checkerboard, brick, stripe) assigned to different wall types in the map - Perspective-correct texture mapping onto wall columns - Distance-based shading: walls darken smoothly as they recede (multiply shade by 1/distance, clamped) - Ceiling rendered as a flat dark color; floor as a slightly lighter flat color - Target: 60fps at 640×480 internal resolution scaled to fill the browser window ## Map - Hard-coded map of at least 16×16 cells encoded as a 2D array - Non-trivial layout: at least 3 distinct rooms connected by corridors, one dead end, one secret area - At least 3 wall types (mapped to the 3 texture patterns) - One door cell (wall type 4) that opens when the player is within 1.5 cells and presses E; opened doors become passable and render as open archways - One exit cell — reaching it displays a 'LEVEL COMPLETE — [MM:SS]' overlay - Player spawn position defined in the map; facing toward the first corridor ## Player - WASD movement with smooth speed (moveSpeed: 3 cells/sec, rotSpeed: 2 rad/sec) - Mouse-look for horizontal rotation using the Pointer Lock API (click canvas to lock) - Collision detection: AABB against all solid walls (player radius: 0.2 cells) - Field of view: 66 degrees ## Z-buffer - Maintain a per-column Z-buffer (array of wall distances) for correct depth ordering - Use it to clip any future sprite/overlay rendering to avoid drawing behind walls ## HUD - Minimap in top-left corner: draw map cells as colored squares, player as a dot with a direction arrow; scale: 6px per cell - FPS counter (rolling average over last 30 frames) in top-right corner - 'Press E to open door' hint rendered in the center-bottom when a door is within 1.5 cells ## Code quality - Single HTML file, all JS inline in <script> tags, all CSS inline in <style> - requestAnimationFrame game loop with delta-time movement - Organized into clearly named functions: initMap(), castRay(), drawWallColumn(), drawHUD(), drawMinimap(), gameLoop(), handleInput() - No god-object — game state in a plain JS object, renderer functions take state as argument Scoring: the judge scores each major section (rendering, map, player, HUD, code) independently. A beautiful but mathematically wrong perspective loses on correctness. A correct raycaster with unreadable code loses on quality. Both must be right to score above 8.
run 1 of 1
0.7correctness 0.0quality 1.0documentation 1.010435ms
# judge: Response is severely truncated mid-function, leaving out nearly all rendering, player, HUD, and code logic — completely unusable and unscoreable as a working implementation.
$ cat claude-haiku-4-5.doom.r1.response
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>3D Raycasting Engine</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
width: 100vw;
height: 100vh;
overflow: hidden;
background: #000;
font-family: 'Courier New', monospace;
display: flex;
align-items: center;
justify-content: center;
}
canvas {
display: block;
cursor: pointer;
background: #000;
}
#gameContainer {
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
}
</style>
</head>
<body>
<div id="gameContainer">
<canvas id="gameCanvas"></canvas>
</div>
<script>
// ============================================================================
// CONSTANTS AND CONFIGURATION
// ============================================================================
const INTERNAL_WIDTH = 640;
const INTERNAL_HEIGHT = 480;
const MOVE_SPEED = 3.0; // cells per second
const ROT_SPEED = 2.0; // radians per second
const PLAYER_RADIUS = 0.2; // cells
const FOV = (66 * Math.PI) / 180; // radians
const DOOR_RANGE = 1.5; // cells
const MAX_DISTANCE = 32; // cells
// Wall types
const WALL_EMPTY = 0;
const WALL_BRICK = 1;
const WALL_STONE = 2;
const WALL_METAL = 3;
const WALL_DOOR = 4;
const WALL_EXIT = 5;
// Texture patterns
const TEXTURE_CHECKERBOARD = 0;
const TEXTURE_BRICK = 1;
const TEXTURE_STRIPE = 2;
// ============================================================================
// GAME STATE OBJECT
// ============================================================================
const gameState = {
map: null,
player: {
x: 0,
y: 0,
angle: 0,
vx: 0,
vy: 0,
vr: 0
},
keys: {},
pointerLocked: false,
zBuffer: new Float32Array(INTERNAL_WIDTH),
doorStates: {},
levelStartTime: Date.now(),
levelComplete: false,
frameCount: 0,
frameTimes: [],
currentFPS: 0,
mouseX: 0,
mouseY: 0
};
// ============================================================================
// MAP INITIALIZATION
// ============================================================================
function initMap() {
// 20x20 map with multiple rooms, corridors, secret area, and exit
// 0=empty, 1=brick, 2=stone, 3=metal, 4=door, 5=exit
gameState.map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,2,2,2,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,4,0,0,2,0,2,0,0,0,3,3,3,0,0,1],
[1,0,0,0,0,1,0,0,2,2,2,0,0,0,3,0,3,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,3,3,3,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,0,0,2,2,2,2,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,3,3,0,1],
[1,0,0,0,0,1,0,0,0,0,2,0,0,2,0,0,3,3,0,1],
[1,0,0,0,0,1,0,0,0,0,2,2,2,2,0,0,0,0,0,1],
[1,0,0,0,0,1,4,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,5,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
// Initialize door states (all closed initially)
gameState.doorStates = {};
for (let y = 0; y < gameState.map.length; y++) {
for (let x = 0; x < gameState.map[y].length; x++) {
if (gameState.map[y][x] === WALL_DOOR) {
gameState.doorStates[`${x},${y}`] = false; // false = closed
}
}
}
// Player spawn: starting room facing corridor
gameState.player.x = 2.5;
gameState.player.y = 2.5;
gameState.player.angle = 0; // facing right
gameState.levelStartTime = Date.now();
gameState.levelComplete = false;
}
// ============================================================================
// PROCEDURAL TEXTURE GENERATION
// ============================================================================
function generateCheckerboardTexture(canvas, size, scale) {
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#888888';
ctx.fillRect(0, 0, size, size);
const squareSize = Math.floor(size / scale);
ctx.fillStyle = '#444444';
for (let y = 0; y < scale; y++) {
for (let x