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Block Crash Lab

  • 3d
  • physics
  • sandbox
  • arcade
  • casual
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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. Yash K built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Block Crash Lab yet. Play it, then tell Yash K what you would add next.

Make your own game

Block Crash Lab was built by Yash K 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 Block Crash Lab 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 Block Crash Lab

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 3D physics sandbox game titled “Block Crash Lab.” Use a dark navy full-screen scene with a perspective camera viewing a small stack of colorful rectangular blocks on a large square laboratory floor. The camera should start in an elevated three-quarter view from roughly (7.5, 6.6, 9.5), aimed at the stack around y=2.2, with orbit controls: drag to orbit, pinch/scroll to zoom, damping enabled, minimum distance about 5, maximum about 22, and prevent the camera from going below the floor. The scene should use soft shadows, a cool hemisphere light and strong directional light, subtle fog, and a dark blue floor with a fine blue-gray grid and a faint circular patch beneath the play area.

Use real rigid-body physics with gravity around -9.82 m/s². The floor is static, blocks are dynamic boxes with friction and modest restitution so they slide, topple, and settle naturally. Each block is a 1.35 x 0.72 x 0.85 rounded-looking/simple sharp-edged cuboid (no visible outlines), casts and receives shadows, and has a matte/low-metal material. Start with 9 blocks arranged as a three-column stack: rows are at y approximately 0.38, 1.14, and 1.90, with x positions around -1.42, 0, and 1.42; alternate rows have a slight x offset of 0.15. Color blocks cyclically from bright teal, blue, golden yellow, coral red, purple, and pale gray. The stack should appear as the central interactive object.

The core loop is build and crash. A prominent “Add block” button adds one dynamic block to the next position in the same 3-column stacking pattern, using the next color. A floor click/tap raycasts onto the visible floor and drops a new block at the clicked location, snapped to roughly half-unit x/z increments, at y about 0.42. Clicking “Knock down” launches a heavy red ball into the stack: remove any existing ball, spawn a dynamic sphere of radius about 0.62 at (-6, 1.05, 0), give it mass about 7, velocity approximately (12, 1.2, 0), and strong rolling angular velocity around z=-7. It should collide with the blocks and knock them over; remove the ball after it travels beyond x=15 or falls below y=-4. The ball is red with a slightly emissive, semi-gloss material. Clicking “Reset stack” removes all blocks and the ball, recreates the original 9-block arrangement, and resets the camera to its initial view.

Build a fixed overlay HUD over the canvas. At the top, use a wide translucent dark panel with a thin subtle border, rounded corners, blur/shadow styling, and the title in uppercase spaced white text: “BLOCK CRASH LAB.” Under it show live text “Blocks: N · Speed: S,” where N is the current number of blocks and S is the sum of the velocities of all physics bodies, displayed to one decimal place. On the right place three large rounded buttons: bright cyan “Add block,” bright cyan “Knock down,” and dark slate “Reset stack.” Make the HUD responsive: on narrow screens stack the title/stats above full-width buttons. At the bottom-left show a translucent rounded instruction panel reading: “Build: Add blocks to the stack. Crash: Knock down sends a heavy ball into it. Drag to orbit, pinch/scroll to zoom. Tap the floor to drop a block there.” Emphasize the “Build:” and “Crash:” labels in white. Keep the interface dark, clean, modern, and arcade-lab-like, with no player avatar, enemies, score, lives, or additional gameplay systems.

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