3D AI 黑客松作品3D AI hackathon build· 2026
最后一块地The Last Plot
The Last Plot · 3D 空间经济谜题A 3D spatial-economic puzzle
一块 5×5 的土地、80 点预算,和工厂、住宅、公园与商店之间的取舍。One 5×5 plot, an 80-point budget, and the tradeoff between factory, residences, a park, and a shop.
案例摘要Case summary
目标用户Audience
对空间经济、城市策略小游戏和 AI 生成 3D 资产感兴趣的玩家与 AI Builder。Players and AI builders interested in spatial economics, city-strategy puzzles, and AI-generated 3D assets.
我的角色Role
负责概念取舍、经济规则设计与界面迭代;建筑模型由 Aholo Lux3D 生成,代码实现与界面调整借助 Codex、Zcode 等 AI 工具。Owned concept selection, economic rule design, and UI iteration; building models were generated with Aholo Lux3D, and code implementation with AI tools such as Codex and Zcode.
交付结果Outcome
三天内完成可玩 Demo、两条可通关方案与 104 项自动化测试;目前只有单一固定关卡。A playable demo built in three days, two clearable strategies, and 104 automated tests passing; one fixed level only.
产品洞察Product insight
把两种选项做出来,不等于已经设计好了真正的选择。当前评分更偏向商店方案,公园优先与商店优先两条路线的策略价值还不平衡。Building two options is not the same as designing a real choice. The current scoring favors the shop route, so the park-first and shop-first paths do not yet carry balanced strategic value.
项目简介Overview
群核 Aholo 3D AI 黑客松作品:把稀缺性变成可以亲手操作的规则。玩家在三维地块上旋转观察、放置和移动建筑;工厂污染沿固定风向扩散,公园提高附近住宅满意度,商店带来更高经营收益,提交规划前可查看收益与满意度变化。A Manycore Aholo 3D AI hackathon entry that turns scarcity into rules a player can operate. Rotate the 3D plot, place and move buildings; factory pollution spreads along a fixed wind direction, a park raises nearby residential satisfaction, and a shop brings higher operating revenue. Revenue and satisfaction update before the plan is submitted.
技术栈Tech stack
结果证据Evidence
2026-11-08 依据项目开发记录与文章原稿整理;本轮未重新运行游戏,也未复跑测试。Compiled from project development records and the article draft on November 8, 2026; the game was not rerun and the tests were not re-executed for this write-up.
项目测试记录包含 104 项自动化测试通过结果;程序行为验证不等于玩法有趣或玩家认可。The project test records include 104 automated tests passing; verified program behavior does not establish that the gameplay is fun or that players accept it.
公园优先(满意度 90 / 净收益 28 / 综合 73)与商店优先(85 / 42 / 83)两条通关数值来自当前关卡;评分公式更偏向商店方案,平衡尚未调优。The two recorded routes — park first (satisfaction 90 / net revenue 28 / composite 73) and shop first (85 / 42 / 83) — come from the current level; the scoring formula favors the shop route and balance remains untuned.
在线试玩(the-last-plot.vercel.app)与源码仓库(qrx-joe/TheLastPlot)由作者提供,2026-11-08 核对均可访问;演示视频尚未附上。The live demo (the-last-plot.vercel.app) and source repository (qrx-joe/TheLastPlot) were provided by the author and both checked reachable on November 8, 2026; the demo video is not yet attached.
关键决策Key decisions
时间与游戏开发经验有限,六面世界、立体贪吃蛇、棋局等想法无法都做成好玩的产品。Limited time and game-development experience made it impossible to turn ideas like a six-sided world, 3D snake, or board games into fun products.
先删再做:选择一个足够小的空间经济谜题完成完整游戏循环,主动放弃看起来更酷的功能。Cut before building: choose one small spatial-economic puzzle with a complete game loop and give up cooler-looking features on purpose.
经济规则如果与三维渲染耦合,换模型或调数值都会互相牵动。If economic rules are coupled with 3D rendering, replacing models or tuning numbers drags both sides along.
占地、预算、污染与评分等规则独立于三维渲染实现,使模型替换不直接改变经济计算。Implement footprints, budget, pollution, and scoring independently of 3D rendering so model replacement does not change the economy calculation.
想看完整的代码和实现细节?Want the full code and implementation details?
在 GitHub 上查看View on GitHub