I tested how far Codex could go with a code-only procedural 3D WebGPU
I’ve been experimenting with Codex + GPT-5.5 by pushing it into a pretty uncomfortable task: a code-only 3D Threejs forest ravine demo.
No downloaded art pack, no scanned assets, no WebGL fallback. The goal was to see how far I could get with procedural geometry, generated materials, Three WebGPU, TypeScript, and a lot of iterative visual feedback.
The interesting part wasn’t that Codex “one-shotted” it. It definitely did not. The useful workflow was more like:
- Ask for a fast vertical slice first.
- Keep the scope visible and runnable.
- Give visual criticism after each iteration.
- Use very specific resets when something looked wrong.
My takeaway: Codex is extremely strong when you treat it less like a magic prompt box and more like a persistent engineering partner.
Here is the public demo & source code: github