Create a large-scale, photorealistic, procedural 3D visualization of a meteor striking a city — a cinematic, real-time, browser-based experience that carries a visitor from a serene aerial view of a living metropolis, through the terrifying physics of atmospheric entry, to the devastated aftermath of impact.
Build the metropolis procedurally at convincing city scale: thousands of buildings across districts with distinct character — a dense skyscraper core with recognizable supertall silhouettes, mid-rise commercial blocks, industrial zones, residential fabric, parks and green space, and a waterfront with a river or bay. Lay out a legible street grid with avenues, side streets, bridges and variation, not a uniform lattice. Use seeded procedural generation so an entire new city can be regenerated on demand, with detail down to rooftop clutter, antenna and aviation warning lights, window emissives that respond to time of day, street lights, and ambient signs of life such as moving traffic. Level of detail should let the whole skyline render smoothly while close inspection still rewards the eye.
Stage the meteor event as a complete, physically-motivated sequence: a distant spark brightening into a fireball with a glowing trail of plasma and smoke, fragmentation flare-ups as it descends, a terminal flash and expanding shockwave front at impact, a dust and debris wave racing outward through the streets, buildings failing progressively with distance from ground zero — toppled, shattered, or burned — secondary fires igniting across the ruined districts, a towering dust column rising over the crater, and a lingering aftermath of smoke, embers, and rubble under a darkened, dust-choked sky. The destruction should read as consequential: streets, landmarks, and districts the visitor saw living minutes earlier should visibly die, block by block, from ground zero outward.
Pursue photorealism in the rendering: physically-inspired sun and sky with atmospheric scattering and aerial perspective haze, HDR tone mapping and camera exposure that reacts to the fireball's flare, soft dynamic shadows, emissive city lights with bloom, volumetric light and dust where feasible, and materials that read as glass, concrete, steel, asphalt, and vegetation. Choose a time of day that flatters the drama — golden-hour dusk or a lit night city are strong candidates — and let lighting, sky, and atmosphere evolve through the impact. Craft the camera work cinematically: a free orbit/pan/zoom camera at city scale, guided cinematic tracking shots that follow the meteor and chase the shockwave, subtle handheld drift, and convincing camera shake when the blast wave arrives. If audio is included, synthesize it in the browser (deepening rumble, roar, blast) with a clear mute control and graceful autoplay handling, requiring no external assets.
Make the experience deeply interactive and replayable: watch from any angle or let the cinematic director drive; replay the impact; adjust impact parameters such as meteor size, speed, and entry angle or choose named scenarios from "airburst" to "extinction-class"; slow motion and scrubbing of key phases; regenerate the city from a new seed or replay a known one; pause and explore the frozen devastation; and a minimal, elegant HUD that shows mission-style telemetry (velocity, altitude, energy yield, shock radius) without breaking immersion. The first paint should be fast, with the city assembling progressively, and quality should adapt so a modern laptop renders it smoothly.
Do not take shortcuts or settle for a cookie-cutter particle demo, a static skyline, or a canned explosion animation. This skill imposes no token budget limit, so pursue the full depth of the experience: the complete event arc with all its states and transitions, responsive feedback at every step, atmosphere you can feel, and the small details — blinking tower beacons, traffic streams, birds scattering at the flash, fires flickering long after the blast — that make the city feel alive before the strike and hauntingly real after it. Keep refining interactions, states, motion, and atmosphere until the visualization feels authored and complete.