Create an interactive, full-fidelity recreation of Blender — the open-source 3D creation suite — running entirely in the browser. This must feel like launching the real application, not like looking at a screenshot of it: a living desktop-grade program whose windows, panels, tools, and viewport respond the way Blender actually responds. Target the current-era Blender look and feel (the 4.x dark theme default startup experience), functional wherever the browser environment permits.
Recreate the complete startup experience and default Layout workspace with close fidelity: the splash screen with its artwork frame, Blender logo, version line, and quick links (New File choices, recent files area) that fades when clicked away; the top bar with the File, Edit, Render, Window, and Help menus and the workspace tabs (Layout, Modeling, Sculpting, UV Editing, Texture Paint, Shading, Animation, Rendering, Compositing, Geometry Nodes, Scripting, with the + to add workspaces); the main 3D Viewport showing the default startup scene — one cube, one camera, one point light, the infinite grid floor fading into the distance, the red/green X/Y axis lines, and the navigation gizmo in the upper right; the Outliner in the upper right listing Scene Collection, Camera, Cube, and Light; the Properties editor in the lower right with its vertical icon tab column (Render, Output, View Layer, Scene, World, Object, Modifiers, Particles, Physics, Object Constraints, Object Data, Material, Texture) and its context-sensitive panels; the Timeline along the bottom with transport controls, frame field, and start/end range; and the status bar along the very bottom showing the active tool hints and scene stats. Get the small visual things right: Blender's dark grey panel palette with its subtle value steps between regions, the blue-grey header bars, the orange selection outline and active-object highlight, the rounded panel corners, the checkered expand arrows, the custom number-field and checkbox widgets, the iconography, the compact sans UI typography, and the way hover states brighten buttons and headers.
Make the viewport a real, working 3D environment rather than a rendered image. The default cube, camera, and light must be genuine scene objects in a perspective view with correct depth. Recreate Blender's viewport navigation texture: middle-mouse orbit, Shift+middle-mouse pan, scroll-wheel zoom that tracks toward the cursor, the navigate gizmo that orbits when dragged and snaps to axis views when its colored axis dots are clicked, and numpad-style view shortcuts where feasible. Include the viewport header with its mode dropdown (Object Mode, Edit Mode, and the others), viewport shading controls (wireframe, solid, material preview, rendered — each visibly distinct), and the overlays and gizmo popovers. The toolbar on the left (T to toggle) carries the real tool set — select, cursor, move, rotate, scale, transform, and the creation tools — with the active tool highlighted and the header/status bar updating to match.
Recreate Blender's legendary keyboard-driven interaction texture. Selection works the Blender way: left-click selects with the orange outline, shift-click extends, click empty space deselects, A selects all, Alt+A deselects. G, R, and S grab, rotate, and scale the selected object with the transform following the mouse; X, Y, or Z during a transform constrains to that axis with the colored guide line; typing numbers enters precise values; left-click or Enter confirms and right-click or Esc cancels and restores. Tab toggles Edit Mode on the selected mesh, where vertices, edges, and faces are real, selectable geometry with the 1/2/3 selection-mode switching, and where the iconic modeling operators actually work on the topology: E extrudes, I insets, Ctrl+R previews and places a pink loop cut, X opens the delete menu, and subdivide adds real geometry. Shift+A opens the Add menu with the mesh primitives (plane, cube, circle, UV sphere, icosphere, cylinder, cone, torus, monkey if you dare) that spawn real objects at the 3D cursor. F3 search, the right-click context menus, spacebar playback, Ctrl+Z / Ctrl+Shift+Z undo and redo with history, and the N-sidebar with its Item tab showing live Location/Rotation/Scale fields all behave as expected.
Make the surrounding application genuinely coherent. The Outliner reflects the live scene: adding, deleting, duplicating (Shift+D), and renaming objects updates it, with eye and camera toggles that actually hide objects and disable renders, and selection synced both directions with the viewport. The Properties editor actually edits: the Object tab's transform fields drive the selected object, the Material tab's base color changes the object's material-preview appearance, the Modifiers tab can add a working Subdivision Surface that visibly smooths the mesh, and tabs switch their panel stacks exactly as Blender does. Panels expand and collapse; sub-panels, checkboxes, sliders with click-drag scrubbing, and number fields with arrow stepping all work. The Timeline plays back with the green current-frame line scrubbing, keyframes can be inserted (I) and appear as diamonds, and playback loops over the scene range. Menus drop down with real items, keyboard shortcuts shown right-aligned, separators, and grayed-out entries where Blender would gray them out; choosing items performs believable actions — File New General really resets to the startup scene, File Save As offers the scene as a downloadable file, File Open reads one back where feasible, and Quit-like flows warn about unsaved changes with Blender's characteristic dialog styling.
Carry the fidelity into the secondary behavior that makes Blender feel inhabited rather than demonstrated: area edges drag to resize regions with the live-split highlight, area corners drag to split and join areas, and every area can switch its editor type from the header's leftmost icon menu (switch the viewport to a Shader Editor, Image Editor, or Text Editor and get a believable working surface of that kind, not a dead placeholder). Hover tooltips appear with the operator names and shortcuts Blender shows. The status bar reports the current tool's key hints and updates during modal transforms with the exact delta readout. Mode transitions, pie-menu-style interactions where Blender uses them, error and info messages fading through the status bar, and the splash re-showing from the icon in the top bar all reward exploration. The application must be fully usable at common desktop window sizes and reflow gracefully as areas are resized.
Do not take shortcuts, do not substitute a cookie-cutter 3D viewer or a static mockup of the interface, and do not stop at a recognizable shell with a few working buttons. This skill imposes no token budget limit, so pursue the recreation down to the smallest meaningful interactions: the correct look, feel, behavior, states, transitions, edge cases, modal workflows, and feedback rhythms of the real application. Keep refining the geometry engine, the operators, the editors, the menus, the theming, and the micro-interactions until a person who knows Blender could sit down, orbit the default cube, Tab into Edit Mode, extrude a face, add a UV sphere, tweak its material, press play, and feel — down to the last detail the browser permits — that they are using Blender.