THRU
THRU is a co-op Pacific Crest Trail hiking game.
Core trick
Argon scores each Unreal Engine render against real creek photos and returns concrete scene fixes that a second pass applies and re-renders.
Description
THRU is a co-op Pacific Crest Trail hiking game. In one day, Gemini 4 Argon ran our whole art pipeline: it wrote the 3D asset generators and shaders, judged every scene as an art director, and orchestrated a fleet of up to 49 cloud GPU pods plus a workstation, peaking at 14.3M Argon input tokens per minute. Three Managed Agents (an art director, an asset librarian and a license auditor) ran critique and asset-planning loops, 38 logged sessions in all, including 59 new trail asset specs. We took a derpy Godot creek scene to a golden-hour Unreal Engine 5 bridge crossing with a reviewed, footstep-synced score. Over 65,000 logged model calls and about 1.07 billion tokens, all with run logs in the repo.
README excerpt
# THRU · Argon render loop
**Gemini 4 Argon SF hackathon (Cerebral Valley), Problem Statement Two: "More Dimensions"**
This is an autonomous **render → watch → critique → fix** loop. It builds a photoreal Pacific Crest Trail creek scene in **Unreal Engine 5.6** on cloud GPUs. After each render, **gemini-4-argon** looks at the Unreal stills next to **real photos of Sierra Nevada creeks**, scores every shot, and returns a list of concrete fixes. The orchestrator (gemini-4-argon driving the `pi` coding agent on the GPU pod) applies those fixes to the scene parameters and code, renders again, and scores the new render. **Gemini Managed Agents** (an art director, an asset librarian, and a license auditor) do research inside sandboxes: they find licensed reference photos and turn the critique into UE5 task lists.
**Who it's for:** indie game developers and world builders who want a scene to look like a real place without an art director standing over every iteration. You give the loop a goal and some real photos. It renders, checks itself against the photos, fixes what's wrong, and runs again.
> Everything in this repo was built during the hackathon on **Oct 25 2026, 10:30 AM PT onward**. See [Built during the hackathon vs pre-existing](#built-during-the-hackathon-vs-pre-existing).
## Architecture
```mermaid
flowchart LR
subgraph POD["RunPod L40S GPU pod (UE 5.6.1 headless, Vulkan, Lumen)"]
P[params.json<br/>light / water / granite / dust / geo / cam] --> G[gen.py<br/>p