How to use Codex to build a playable personal website
A creator used Codex with Astra to build a playable personal website on original Halo 3 Guardian assets. They manually placed pickups and memories and repeatedly tested the game, which still had some rough edges.
Suggested prompt
Suggested prompt written by Agents In Use, not the source author. Replace bracketed inputs and review tool permissions first.
Build a playable personal website using [environment assets] in Three.js. Add [movement controls], [personal memories], and [quests or mini-games]. Provide tools for placing content against the geometry, then iterate on [playtest feedback] about movement and navigation.
Reach people exploring AI agents
See placements →Evidence at a glance
Sourced account- Source poster / publisher
- runshouse
- Original account
- Read the source ↗
- Published
- Source link checked
- Reported result
- The author shared a playable personal website with memories, quests, and mini-games, while acknowledging pickup lag, imperfect lifts, and browser audio issues.
- Human involvement
- The author manually placed pickups and repeatedly played the website to fix bugs and improve movement and user flow.
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How the agent did it
- Load original Guardian geometry and textures through Three.js.
- Use Codex with Astra to implement the playable systems and quest routing.
- Place pickups manually using callout maps and a coordinate locator.
The author built a personal website around Halo 3's Guardian map, filling it with photos, stories, quests, mini-games, and Easter eggs. Visitors pass through a main menu and lobby before exploring with keyboard and mouse. The project used original Guardian geometry and textures from the fan-run Halo Archive, loaded through Three.js.
Codex with Astra wrote essentially all the code layered onto those assets, including shaders, lighting, physics, collision, movement, lifts, weapon handling, and quest routing. The author reported 20,552 lines of TypeScript across 118 files. They placed every pickup manually using callout maps and a development coordinate locator.
Human work centered on selecting memories, deciding where they belonged, choosing game mechanics, and repeatedly playing to fix bugs and improve movement and flow. The author shared the site as an unofficial, noncommercial fan project. Remaining issues included occasional power-weapon pickup lag, imperfect lifts, and browser audio behavior. Who it's for: Creators who want a personal site built around an explorable environment and can invest time in content placement and playtesting.
Prompt
Suggested prompt (written by Agents In Use, not the author's)
Source: Hacker News · runshouse
Frequently asked questions
Did Codex generate the Guardian map assets?
No. The project used an original Guardian asset export from the fan-run Halo Archive. Codex generated the code needed to make the environment playable.
What work did the creator do manually?
The creator selected memories and mechanics, placed every pickup against the geometry, and repeatedly played the site to fix bugs and improve movement and flow.
More details
Remaining steps
- Play repeatedly to fix bugs and refine movement and user flow.
About this account
Codex with Astra wrote essentially all implementation code, while the creator directed content, placement, mechanics, and iteration.
Platform: Hacker News. Attribution: https://news.ycombinator.com/item?id=49732259. Prompt: Suggested (written by Agents In Use, not the author's). Sourced by the Agents In Use pipeline.
Credit: runshouse on Hacker News
Source published
Added to Agents In Use
Source checked
Tools and topics
Codex · Astra · Three.js · TypeScript
Personal website · Three.js · Halo · TypeScript
Editorial completeness: 100/100. Measures documented fields, not agent performance or verified outcomes.