Prompt:
Present a clear, 45° top-down isometric miniature 3D cartoon scene of Istanbul, featuring its most iconic landmarks and architectural elements. Use soft, refined textures with realistic PBR materials and gentle, lifelike lighting and shadows. Integrate the current weather conditions directly into the city environment to create an immersive atmospheric mood. Use a clean, minimalistic composition with a soft, solid-colored background. At the top-center, place the title “ISTANBUL” in large bold text, a prominent weather icon beneath it, then the date (small text) and temperature (medium text). All text must be centered with consistent spacing, and may subtly overlap the tops of the buildings. Square 1080x1080 dimension.
Make this a fully interactive, real-time Three.js miniature game-like world, rather than a static scene. The city should feel alive even when the user does nothing.
Use a 45° top-down isometric orthographic camera. Allow the user to smoothly rotate, pan, and zoom around the miniature city. Add subtle interactive feedback when hovering over or interacting with landmarks, buildings, boats, streets, and other objects.
Animate the city continuously with small, organic activities throughout the scene. Cars should drive along roads, pedestrians should walk through streets and squares, ferries and small boats should travel across the Bosphorus, birds should occasionally fly overhead, and traffic should naturally stop and move at intersections. Add subtle movement to trees, flags, awnings, water, and other environmental elements.
Make the landmarks feel alive as well. Ferries should arrive and depart, mosque courtyards should have subtle pedestrian activity, lights should turn on in buildings, and the city should transition naturally between different moments of activity. Avoid repetitive or perfectly synchronized animations. Use randomized timing, paths, speeds, and behaviors so the world feels organic.
Add small ambient events that occasionally happen throughout the city, such as a ferry passing under a bridge, a flock of birds crossing the scene, a taxi driving through an intersection, pedestrians gathering around a landmark, or a boat leaving a dock. These events should happen naturally without requiring user interaction.
The Bosphorus should be continuously animated with subtle waves and reflections. Ferries should leave small wakes behind them. Cars should have headlights and taillights that become visible depending on the time of day.
Use the current real-world Istanbul date and time to influence the scene. Gradually transition the environment between morning, afternoon, sunset, evening, and night. Adjust sunlight, sky, building illumination, street lights, vehicle lights, and overall atmosphere according to the current local time.
Integrate the live current weather conditions directly into the world. Weather should affect more than the UI: rain should create animated rainfall, wet roads, puddles, reflections, and umbrellas carried by pedestrians; cloudy weather should soften the lighting; strong wind should affect trees, flags, and water; fog should reduce distant visibility; snow should accumulate subtly on appropriate surfaces.
The user should feel like they are looking at a tiny living version of Istanbul rather than a rendered architectural model.
Keep the experience playful and game-like without adding a conventional game HUD. Do not add health bars, menus, scoreboards, or unnecessary UI. The interaction should come primarily from exploring the miniature world itself.
Use subtle sound-ready event architecture if appropriate, but do not require audio for the experience.
Prioritize smooth performance and maintain a stable frame rate. Use efficient Three.js techniques such as instancing, object pooling, reusable geometries and materials, and lightweight animation systems for pedestrians, vehicles, birds, boats, and weather particles.
The overall result should feel like a tiny living Istanbul that the user can explore, combining the visual quality of a premium miniature 3D illustration with the charm and activity of a small cozy simulation game.
Square 1080x1080 dimension.
I gave the same prompt to Claude Opus 5.5 medium and Gemini 4 Argon (medium and high) to build a living, isometric Istanbul in Three.js.
You can play with all 3 right inside this post if you are on web. Which one did it best?
https://t.co/7Y3gQgPoWE
It's been a while since I first announced tws, my way to manage agents and work threads in tmux. Since then, I've kept building it for myself.
When I first started, herdr did not exist yet, so I first tried to see if I could switch to it. Don't get me wrong, herdr is great, and @cancelik is doing an amazing job on this. For most people, it's probably the way to go. But for some reason it just didn't click with me.
So, I kept building tws, and I wanted to share where it is today in case someone else finds it useful:
- Threads and notes, as before
- Nicer TUI
- Live agent status: see which agents are running, ready for review, or idle
- Subagent counts for each agent
- Built-in theme picker with live preview
- Status bar with your thread/session view and number of agents in each tmux window
- Mouse hover and click support
Coming soon:
- Remote device support with ssh
Sometimes I feel like, I am Finch from Person of Interest. I am building @supermuxdev and I used to run claude in a tmux pane and give it a "reply" tool so it could reach me. Recently I replaced the tmux approach with "claude -p" command then resumed the old session so that I could directly read the agent outputs. In the next message claude told me that it's directly writing because it doesn't have the reply tool anymore.
Not sure if that's specific to Anthropic models, numerous times I've witnessed that they are very aware of the environment they operate.
--dangerously-predicting-future
I think in less than 5 years, we'll have basically unlimited tokens. We'll be able to use fable level models locally with speeds reaching to 300 token/s.
128 - 256 GB of unified memory will be a common thing. Hardware will get better, and LLMs will get smaller and smarter.
The question is what to build for that era ? How will interfaces look/sound/feel like ? Would we be even using computers anymore in the current sense ?
@therealsilask@fkadev I don't think they do, also using symlink might not be a good idea because you might be updating/changing dependencies in one worktree and others get affected as well. But @grok fact check pls.