
Introducing Gemini 3.1 Pro 3.1 Pro represents a major step forward in core reasoning. It scored 77.1% (more than doubling 3 Pro’s score) on ARC-AGI-2, the benchmark that evaluates a model's ability…
The Hook
“So I used Gemini 3.1 Pro to code a simulation of a starling murmuration.”
Product Reveal
“And then I made it interactive, so I can move the birds around with my hands.”
Feature Teaser
“And I can change the parameters of the simulation, like the bird count, or the flight speed, or even the environment.”
Call to Action
“And then I made it so that the music changes with the murmuration's movement. And the final result is just beautiful.”
Synthesizable in Remotion · key components of the generative-simulation-showcase template.
A large swarm of small particles (boids) moves cohesively, forming organic, fluid shapes against a gradient sky. The swarm reacts dynamically to external inputs and internal parameters.
Implement a 3D particle system using Three.js or a custom WebGL canvas. Utilize a Boids algorithm (e.g., Craig Reynolds' rules for separation, alignment, cohesion) to govern particle movement. Parameters like 'bird count', 'flight speed', 'cohesion' should be exposed as Remotion props for dynamic control. Render particles as simple sprites or small geometric shapes.
A semi-transparent, rounded rectangular panel slides in from the right, containing sliders and tabs for adjusting simulation parameters. Values update in real-time as sliders are manipulated.
Create a React component for the UI panel. Use Remotion's `spring()` or `interpolate()` for the slide-in animation of the panel. Implement range input sliders (`<input type='range'>`) for parameter control. Use `useState` and `useCallback` to manage slider values and update the underlying simulation props. Apply a `backdrop-filter: blur()` for the frosted glass effect.
A small, rounded rectangular video feed of a hand appears in the bottom-left corner, demonstrating real-time interaction with the main simulation.
Use Remotion's `Video` component to display the presenter's webcam feed. Apply CSS `border-radius` for the rounded corners and `position: absolute` for placement. Implement a simple fade-in or scale-up animation using `interpolate()` for its appearance. Ensure the video feed is composited cleanly over the main simulation.
Purpose. Introduce the core capability of Gemini 3.1 Pro: coding complex simulations.
Execution. Opening with the full-screen murmuration, establishing the visual spectacle and the product's creative power.
Purpose. Demonstrate the model's ability to create interactive experiences.
Execution. Introducing the presenter's hand tracking, showing direct manipulation of the simulation.
Purpose. Highlight the granular control and customization possible with the AI-generated code.
Execution. Displaying the UI panel with sliders, showcasing parameter adjustments and their immediate visual impact.
Purpose. Conclude by emphasizing the aesthetic and creative potential, including multi-modal outputs like music.
Execution. Returning to the full-screen murmuration, now with implied musical interaction, focusing on the beauty of the final result.
Objective
Launch a new AI-powered architectural design tool that generates dynamic building facades based on environmental data.How the recipe adapts
The GenerativeBoidSimulation primitive would be adapted to a 'GenerativeFacadeSystem', where individual particles represent modular building components. Their movement and arrangement would be governed by AI-driven rules responding to simulated environmental inputs like sunlight and wind. The InteractiveUIOverlay would control parameters such as 'material reflectivity', 'component density', and 'wind resistance'. The HandTrackingPIP would show a designer manipulating a virtual environment to influence the facade's evolution. The gradient background would represent different times of day or weather conditions, and the overall aesthetic would maintain the ethereal, minimalist feel, showcasing the AI's ability to create beautiful, responsive architecture.Scene durations (4 scenes, 47s)
Key Remotion components

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