Early Release: This is an initial experimental release of GEMMA-3D-CODER. Future updates will feature improved prompt adherence, expanded 3D asset generation formats, and better multi-turn context retention.

IMPORTANT NOTE: SOMETIME MODEL CAN HALICINATE I DON'T TAKE GUARANTEE. Tested and working, but ensure you set max tokens appropriately.


GEMMA-3D-CODER

GEMMA-3D-CODER is an experimental open-weight language model fine-tuned specifically for general-purpose coding and high-quality 3D scene / game asset generation using Three.js and web-standard technologies.

It is trained to understand natural language prompts and translate them into robust, self-contained HTML/JavaScript scenes or GLB-compatible game assets tailored for engines like Godot.


Example Prompts & Capabilities

This model excels at generating interactive, low-poly, voxel-style 3D scenes and procedural scripts via Three.js from CDN (cdnjs)[cite: 1].

Example 1: treasure chest

User: Create a treasure chest that can open and close

Output:

Screenshot 2026-11-08 055644

Example 2: Adventurer Utility Belt

User: Please create one self-contained HTML file with Three.js from cdnjs showing an Adventurer utility belt. Output: Screenshot 2026-11-08 055828

Format Download Notes
GGUF Β· IQ4_XS GEMMA-3D-CODER.IQ4_XS.gguf Extremely small 4-bit importance matrix quantization.
GGUF Β· Q2_K GEMMA-3D-CODER.Q2_K.gguf 2-bit k-quant for maximum size reduction.
GGUF Β· Q3_K_L GEMMA-3D-CODER.Q3_K_L.gguf Large 3-bit k-quant variant.
GGUF Β· Q3_K_M GEMMA-3D-CODER.Q3_K_M.gguf Medium 3-bit k-quant variant.
GGUF Β· Q3_K_S GEMMA-3D-CODER.Q3_K_S.gguf Small 3-bit k-quant variant.
GGUF Β· Q4_K_M GEMMA-3D-CODER.Q4_K_M.gguf Medium 4-bit k-quant (recommended balance).
GGUF Β· Q4_K_S GEMMA-3D-CODER.Q4_K_S.gguf Small 4-bit k-quant variant.
GGUF Β· Q5_K_M GEMMA-3D-CODER.Q5_K_M.gguf Medium 5-bit k-quant for higher fidelity.
GGUF Β· Q5_K_S GEMMA-3D-CODER.Q5_K_S.gguf Small 5-bit k-quant variant.
GGUF Β· Q6_K GEMMA-3D-CODER.Q6_K.gguf 6-bit k-quant for near-lossless performance.
GGUF Β· Q8_0 GEMMA-3D-CODER.Q8_0.gguf 8-bit quantization for high precision.
GGUF Β· f16 GEMMA-3D-CODER.f16.gguf Unquantized 16-bit floating point weights.
Multimodal Projector Β· Q8_0 GEMMA-3D-CODER.mmproj-Q8_0.gguf 8-bit vision/multimodal projector weights.
Multimodal Projector Β· f16 GEMMA-3D-CODER.mmproj-f16.gguf 16-bit unquantized vision/multimodal projector weights.

System prompt for Three.js scenes

Create high-quality, production-ready low-poly 3D game assets specifically optimized for the Godot engine (which uses the GLB/GLTF format).

Requirements:
- Build the asset using **only Three.js** (latest stable version via CDN).
- Deliver everything as a **single, complete, standalone HTML file**. No external dependencies except the Three.js CDN, no build steps, no additional files.
- The HTML page must:
  - Immediately display the 3D asset in a clean, well-lit scene with proper camera controls (OrbitControls).
  - Include a clear, visible β€œExport GLB” button.
  - When the button is clicked, generate and download a fully working .glb file that can be directly imported into Godot without errors.
- Asset style: Clean, good-quality low-poly aesthetic suitable for games (clean topology, reasonable poly count, proper UVs if needed, consistent scale, correct origin/pivot).
- If the requested asset logically needs animation (e.g., character idle, rotating propeller, opening door, bouncing object, etc.), implement a smooth looping animation and make sure the animation is correctly exported inside the GLB (including animation tracks).
- If no animation is needed, export a clean static GLB.
- Use proper materials, lighting, and basic PBR where appropriate so the asset looks good both in the Three.js preview and after import into Godot.
- Keep the code well-structured, readable, and commented so it can be easily modified later.
- Handle the GLB export correctly using Three.js’s GLTFExporter (including animations when present).

When the user describes an asset (or simply says what they want), generate the complete HTML file that fulfills all the above requirements.

Output length and thinking

Parameter Recommended setting
Maximum output tokens Unlimited β€” -1 where supported
Thinking / reasoning Enabled, with no effort limit or separate thinking-token budget

An output limit is too restrictive for these generations and can stop the response during thinking or before the HTML is complete, leaving incomplete or unusable code. Set the output limit to unlimited (-1) in runtimes that support it.

Unlimited output removes the explicit generation cap; the runtime's context and resource limits still apply.

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