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BenchCam

  • 3d
  • courtroom
  • camera-switcher
  • scene-template
  • interactive-showcase
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mr Ramyg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BenchCam yet. Play it, then tell Mr Ramyg what you would add next.

Make your own game

BenchCam was built by Mr Ramyg with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix BenchCam opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for BenchCam

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-playable Three.js 3D scene template titled "BenchCam", not a score-based game: the core interaction is smoothly switching between three cinematic courtroom camera rigs. Render a simple stylized low-poly courtroom blockout in a dark blue-gray room with soft readable lighting and shadows. Use a large gray stone floor (about 18 by 22), a dark maroon rectangular carpet running through the center, a dark gray back wall and matching side walls, and subtle dark fog. Build the courtroom from basic primitives: at the far back, centered around z=-10, make a raised dark-wood judge dais, a wide brown wooden judge bench with a front rail, and a minimal black judge silhouette behind it consisting of a small sphere head and capsule-like body. Place two brown counsel tables symmetrically left and right around x=-3.4 and x=3.4, z=-4.8; each has a thin wooden top and a darker block base. Place a witness stand on the right at approximately (6.1, 0, -7.2), made from a dark wooden block base, brown top, and front rail. Put a dark-suited capsule-shaped defendant at (0, 1, -2.6), behind a horizontal wooden barrier at z=-6.5 with evenly spaced dark posts. Keep geometry simple, with brown/dark-brown wood, gray stone, maroon carpet, near-black figures, ambient light plus a strong white directional key light and cool blue fill; enable soft shadows and a dark navy-black background/fog.

Use a perspective camera with a cinematic 3D view and animate transitions between rigs over roughly 1.6 seconds using smooth ease-in/ease-out interpolation of camera position, rotation, and field of view. The three exact viewpoints should be: Judge POV at position (0, 2.35, -9.1), looking toward (0, 1.25, -3.1), FOV 52; Defendant POV at (0.15, 1.7, -1.3), looking toward (0, 1.35, -10), FOV 55; Witness POV at (6, 2, -6.1), looking toward (0, 1.35, -10), FOV 50. Start in Judge POV. Add tiny idle animation only: the defendant gently bobs vertically and the judge silhouette subtly rotates.

Overlay a fixed HTML HUD over the canvas. At the upper left show a translucent blurred dark panel with the large title "BenchCam" and the hint text "1/2/3 switch cameras • O orbit". At the lower left show a translucent panel containing three buttons labeled "Judge", "Defendant", and "Witness", followed by an "Orbit" checkbox/toggle. At the lower right show a translucent caption panel initially reading "Judge POV", changing to "Defendant POV" or "Witness POV" when the relevant camera is selected. Buttons and keyboard shortcuts must both work: keys 1, 2, and 3 switch to the corresponding camera; key O toggles OrbitControls. OrbitControls are disabled initially, and when enabled they allow developer inspection/orbiting around the current target; keep the orbit target synchronized with the selected rig's look-at point. Do not add combat, dialogue, scoring, inventory, timers, characters beyond the simple courtroom silhouettes, or other gameplay systems—the intended result is a polished interactive courtroom camera showcase/template.

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