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Blockwild

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
  • mobile-friendly
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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. TheGamerjerbear built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockwild yet. Play it, then tell TheGamerjerbear what you would add next.

Make your own game

Blockwild was built by TheGamerjerbear 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 Blockwild 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 Blockwild

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-based first-person voxel sandbox game titled “Blockwild.” Use Three.js (or an equivalent real-time 3D engine) with a perspective FPS camera, no menus or win state: the player freely explores and edits a small block world. Set the sky/background to a bright light blue (#86c8ff) with matching distance fog beginning around 28 units and ending around 70 units. Use soft, simple lighting: a bright hemisphere light plus a strong directional sun from above/left that casts shadows. Render crisp, low-detail cubes with flat, solid colors and no textures.

World generation must be deterministic and match these rules. Maintain a block map keyed by integer x,y,z coordinates, with each block represented by a 1×1×1 cube centered at (x+0.5,y+0.5,z+0.5). Build terrain over x=-7..6 and z=-7..6. For each column, calculate height as h = 1 + max(0, floor((sin(x*0.45) + cos(z*0.36) + sin((x+z)*0.2))*0.55)); fill y=0..h, using stone for y=0, dirt for interior y>0, and grass for the top y=h. Add four simple blocky trees at (-6,-4), (6,-6), (-4,6), and (7,4): each has a vertical wood trunk at y=2,3,4 and a rectangular 3×3 canopy of leaf blocks at y=4 and y=5. Add a sandy patch/platform by placing sand blocks at y=2 for x=-3..3 and z=-2..2 where abs(x)+abs(z)<5. The result should visibly include grassy rolling terrain, a tan sand area, and blocky trees with brown trunks and cubic dark green canopies.

Use these solid materials: grass green #66b447, dirt brown #9a6a3d, stone gray #8f9aa3, wood #9a643c, leaf green #3d963f, and sand tan #d7bc72. Enable cast and receive shadows on the cubes. Start the player object around (0, 2.2, 7), using FPS controls with movement speed about 5, jump speed about 8, and gravity about -22. Support WASD movement and jumping, mouse/touch dragging to look around, and a mobile joystick-style movement input if available. Keep the camera centered on a small white crosshair/reticle; the game is viewed from the player’s eye-level first-person perspective.

Implement voxel editing through a raycast from the center of the camera. The ray should select the first intersected block and only allow editing within 7 world units. Clicking/tapping a block, or pressing the REMOVE button, removes the selected block, except blocks at y=0 cannot be removed. Pressing the PLACE button or keyboard E places a new stone block immediately on the face being aimed at, using the hit face normal to choose the adjacent integer coordinate; do nothing if there is no valid target or it is farther than 7 units. Keyboard Q also removes the aimed-at block. Do not add an inventory or block selection system: placed blocks are always stone.

Create a minimal fixed HUD over the 3D view. At the upper-left show the bold, widely letter-spaced white title “BLOCKWILD”; below it show a dark translucent rounded rectangle reading “Blocks: [current block count]”, updated whenever blocks are added or removed (the generated starting world should be approximately 1,292 blocks). Put a centered white crosshair with a subtle dark shadow. At the lower-right show two large dark blue-gray translucent rounded buttons labeled “REMOVE” and “PLACE,” with white bold text and a slight pressed/shadow effect. At the bottom show a dark translucent rounded hint bar reading exactly “WASD / joystick to move · drag to look · click or tap a block”; on coarse/mobile pointers, position this hint above the action buttons. The UI should be responsive to portrait mobile screens and desktop, with the 3D canvas filling the entire viewport, no scrolling, and a system sans-serif font. The overall visual style is an uncluttered, colorful, low-poly block wilderness sandbox matching the supplied screenshot.

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