PSX Retro 3D Beyblade Arena
A high-fidelity client-side 3D retro arcade combat simulator running on WebGL with analytical paraboloid bowl physics, custom PSX shaders (Bayer 8x8 dithering, RGB555 quantization), and procedural tops.
Code Specs
Experiment Objective
To engineer a deterministic client-side 3D combat physics engine ($y(r)=1.8(r/10)^2$) with 120Hz substepping, dynamic impulse collisions, and authentic 32-bit PSX post-processing shaders with zero backend dependencies.
Telemetry & Metrics
Live Simulator / Console
Autonomous multi-agent lifecycle telemetry: Gemini 3.8 Flash High executing under Antigravity SDK teamwork-preview mode with 293 verified test suites.
Environment & Runtime
Key Features
- ⚡ Autonomous 14-Agent Fleet: Dispatched via Google Antigravity SDK in teamwork-preview mode; completed in 54m 59s with 0 human code intervention.
- ⚡ Analytical Paraboloid Dish Physics: Gravitational slide F_inward = mg*sinθ*cosθ on curved dish y(r)=1.8(r/10)^2 with 3 knockout perimeter chutes at 0°, 120°, and 240°.
- ⚡ Impulse Clash Momentum Resolution: Elastic/inelastic impulse exchange with guard dampening (-65% spin loss) and Overdrive 1.5x surge.
- ⚡ Custom PSX Retro Post-Processing: UV downsampling to 480x270, Bayer 8x8 threshold matrix dithering, 15-bit RGB555 color quantization, CRT barrel distortion, and scanlines.
- ⚡ Procedural 4-Layer 3D Tops: Ember Wyrm (Attack, 雷) and Rook (Defense, 鬼) built procedurally with Bit Chip, Attack Ring, Weight Disk, and Blade Base with dynamic clash spark particles.
- ⚡ Timed Launch Sequence & Gold Perfect Zone: Hold-and-release power meter with strict [84%, 94%] Gold Zone granting +25% RPM bonus (5000 RPM) and 12 m/s forward surge.
- ⚡ Dual-Layer Audio Architecture: 13 bundled 16-bit PCM WAV audio samples with dynamic pitch-modulated RPM spinning drone and polyphonic limiter.
Core Hypothesis & Outcomes
Demonstrates that analytical paraboloid dish physics ($y(r)=1.8(r/10)^2$) with 120Hz substepping and impulse momentum collision resolution ($J_n = \frac{(1+e)v_{rel}}{m_1^{-1} + m_2^{-1}}$) can achieve locked 60 FPS in WebGL with authentic PSX Bayer 8x8 dithering and RGB555 quantization, passing 293/293 automated E2E tests in 66ms with zero runtime backend.
Autonomous Provenance: Zero-Human Combat Engine
Technical provenance and architecture analysis of the end-to-end development of PSX Retro 3D Beyblade Arena. Powered by Gemini 3.8 Flash High and orchestrated via the Google Antigravity SDK in teamwork-preview multi-agent swarm mode, the engine was built from an empty folder to a locked 60 FPS 3D combat simulator with 293/293 verified tests in 54 minutes and 59 seconds without external physics libraries.
1. The AI Model & Swarm Orchestration Engine
Building a deterministic 3D combat physics engine with custom GLSL post-processing typically demands days of manual mathematics, shader tuning, and audio engineering. In this lab, the entire system was synthesized autonomously by Gemini 3.8 Flash High operating inside the Google Antigravity SDK under the teamwork-preview swarm paradigm.
Unlike traditional monolithic single-agent systems that accumulate context bloat and hallucinate when refactoring large codebases, teamwork-preview partitions the mission into an explicit Directed Acyclic Graph (DAG) of specialized subagents. Gemini 3.8 Flash High was selected for its ultra-rapid inference speed and exceptional mathematical reasoning, allowing subagents to draft, peer-review, and challenge milestone deliverables with sub-second turnaround.
Single agents often introduce regressions or erase working physics when addressing subsequent features. In teamwork-preview swarm mode, Antigravity isolates subagents into sandboxed roles. Milestone workers cannot merge code until an adversarial Challenger attempts to break collision boundaries with extreme inputs (10,000 RPM, 50 m/s), and an independent Reviewer validates zero dummy stubs and strict TypeScript type integrity.
2. Zero-Dependency Analytical Physics Engine
The swarm operated under a strict zero-dependency physics requirement (0 Ammo.js, 0 Cannon.js, 0 Rapier). The mathematical core was derived and implemented directly in pure TypeScript with a 120Hz fixed-step physics integration loop:
y(r) = 1.8 · (r / 10)² ∀ r ∈ [0, 10] tan(θ) = dy/dr = 0.036 r ⇒ F_inward = m · g · sin(θ) cos(θ) J_n = - [ (1 + e) · (Δv · n̂) ] / [ 1/m_1 + 1/m_2 ] ⇒ Δv_1 = (J_n n̂) / m_1, Δv_2 = -(J_n n̂) / m_2 C_quant = floor(C_in · 31.0 + 0.5) / 31.0 (15-bit RGB color depth) D(x, y) = [ M_8x8(x mod 8, y mod 8) / 64.0 ] - 0.5 ⇒ C_final = C_quant + D(x, y) This analytical formulation delivers absolute determinism, completely eliminates numerical tunneling through bowl boundaries, and executes with sub-millisecond overhead per frame.
3. The 14-Agent Autonomous Fleet Hierarchy
During the 54m 59s run, the Antigravity SDK instantiated and coordinated 14 specialized subagent instances across distinct lifecycle stages:
| Agent Instance | Lifecycle Role | Subagent Specialization & Deliverables | Exit Gate Criteria |
|---|---|---|---|
orchestrator_1 | Swarm Director | Structured the project into 6 milestones (M1–M6); coordinated DAG execution, branch merging, and gate validation. | All M1–M6 gates verified |
explorer_survey_1..3 | Hardware & API Researchers | Researched PSX GPU hardware limitations (RGB555 15-bit color, Bayer 8×8 dithering), Web Audio synthesis nodes. | Approved architectural spec |
test_writer_1 | TDD Protocol Architect | Authored the comprehensive 293-test assertion suite across 5 verification tiers prior to writing engine code. | 293 red-state test suite |
worker_m1 | M1: Dish Geometry & Gravity | Implemented paraboloid arena mesh generator, slope gradient vectors, and analytical gravity sliding force equations. | Tier 1 tests pass (120/120) |
worker_m2 | M2: Impulse Clash & Chutes | Built 120Hz substepping loop, dynamic collision restitution, angular friction decay, and 3 knockout chutes. | Tier 2 tests pass (105/105) |
worker_m3 | M3: Procedural 3D Tops | Constructed 4-layer procedural 3D tops (Ember Wyrm & Rook) with Bit Chip, Attack Ring, and GPU spark particles. | Tier 3 tests pass (15/15) |
worker_m4 | M4: Retro PSX Shaders | Authored custom GLSL post-processing pipeline: Bayer 8×8 dithering, 15-bit RGB555 quantization, CRT scanlines. | Tier 4 tests pass (5/5) |
worker_m5 | M5: Web Audio Sound Engine | Synthesized 13 procedural 16-bit PCM WAV audio samples with dynamic pitch-modulated RPM drone and limiter. | Tier 5 tests pass (30/30) |
worker_m6 | M6: Launch Power & HUD | Implemented hold-to-launch power meter with Gold Perfect Zone ([84%, 94%]), rounds HUD, and victory state loop. | Full battle loop green |
reviewer_m1_1..2 | Adversarial Static Review | Enforced strict TypeScript types, 0 any casts, 0 dummy stubs, and proper Three.js geometry/material deallocation. | 100% clean linter report |
challenger_m1_1..2 | Adversarial Boundary Fuzzer | Subjected collision solver to extreme velocity spikes (10,000 RPM, 50 m/s) to ensure zero mesh penetration/tunneling. | Zero boundary clipping |
victory_auditor_1 | Final E2E Victory Auditor | Executed clean build, verified bundle size (165 KB gzip), and ran complete test suite (293/293 passing in 66.35ms). | Final release sign-off |
4. Real-Time Autonomous Timeline
Forensic log timestamps recorded during the autonomous swarm execution from initial dispatch to victory sign-off:
orchestrator_1 booted; parsed specification and assigned parallel research tasks to 3 explorer subagents.
worker_m1 authored 120-step physics equations; reviewer_m1_1 signed off on analytical slope math.
worker_m2 resolved dynamic impulse transfer; challenger_m1_1 tested extreme speed collisions with 0 tunneling.
worker_m3 generated Ember Wyrm and Rook meshes with GPU spark particle emitters.
worker_m4 built GLSL pipeline with 15-bit RGB555 quantization and Bayer 8×8 threshold matrix.
worker_m5 authored 13 audio clips and continuous RPM pitch modulation.
worker_m6 completed launch power gauge and round transition state machine.
victory_auditor_1 verified all 5 test tiers in 66.35ms; production build bundled into 165 KB gzip.
5. 5-Tier Test Verification Matrix
Under Test-Driven Development (TDD), test_writer_1 authored 293 unit, integration, and physics assertions before code implementation. The test suite executed in 66.35 ms:
Validates paraboloid dish curvature y(r)=1.8(r/10)², gravity gradient slope, radial deceleration, kinetic surface friction, and angular spin decay.
Verifies normal impulse momentum J_n, restitution coefficient e, guard dampening (-65% spin loss), Overdrive 1.5x surge, and chute knockout ejection.
Checks Bit Chip, Attack Ring, Weight Disk, and Blade Base mesh grouping, material assignment, and dynamic clash spark emitter pooling.
Tests framebuffer resolution downscaling (480×270), Bayer 8×8 matrix texture bindings, 15-bit RGB555 truncation, and CRT barrel warp shader uniformity.
Ensures 13 PCM WAV clip buffers, dynamic RPM audio pitch mapping, polyphonic limiter voice capping, Gold Perfect Zone [84%, 94%], and round reset logic.
6. Synthesis & Key Takeaways
Speed with Mathematical Determinism
By pairing Gemini 3.8 Flash High's ultra-low time-to-first-token with strict mathematical formulas rather than fuzzy approximations, the swarm produced a 120Hz physics engine that runs without glitches, clipping, or instability.
Adversarial Swarm Quality Gates
The inclusion of dedicated reviewer and challenger agents in the teamwork-preview mode eliminated the common failure mode of AI coding assistants: declaring victory with broken stubs or untested corner cases.
Zero Backend Footprint
The entire 7,421-line application runs natively in client-side WebGL, requiring 0 servers, 0 database writes, and only 165 KB of gzipped static assets delivered from Firebase CDN edge nodes.