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Boring Forest: Opus 5.5 builds a Three.js forest game and optimizes performance

The author used four Claude Code sessions on Opus 5.5 to build an interactive Three.js forest demo in under five hours and substantially improve its frame rate.

Andrei Provkin
@AndreiProvkinArchived 2026.09.30Originally posted 2026.09.30
Andrei Provkin @AndreiProvkinOriginally posted 2026.09.30
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You can now throw fireflies at mushrooms. Demo's live: https://boring-forest.vercel.app/ Also: jump into the water with a splash, chase fish, and admire the rainbow by the waterfall. Performance pass: 4 Claude Code sessions on Opus 5.5, under 5 hours, $41 at API pricing. – by the waterfall, the hottest spot: −28% GPU time per frame – deep in the forest: −26% – on the MacBook's own Retina screen: 2× the fps (24 → 49 with water filling the screen, 32 → 60 cap at spawn) The GPU still draws 45–50 W there. It just spends them on twice the frames. Best find: 5.6M triangles of grass per frame, 95% of them off-screen. Next post: how Claude built itself a GPU profiler and learned to measure the frame on its own. #threejs #tsl #opus

x.com/andreiprovkin/status/2105028422141428086Archived 2026.09.30 10:27