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Body Lab

  • 3d
  • first-person
  • physics-sandbox
  • sci-fi
  • arcade
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. Isaiah Mendoza built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Body Lab yet. Play it, then tell Isaiah Mendoza what you would add next.

Make your own game

Body Lab was built by Isaiah Mendoza 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 Body 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 Body 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 first-person 3D physics sandbox game titled “Body Lab” set in a compact sci-fi testing arena. Use a dark navy/black background and fog, with a large square charcoal floor enclosed by tall dark blue-gray walls and a low front rail. Lay out a bright cyan glowing grid across the floor in evenly spaced lines, creating a neon laboratory test-room look. Include a simple raised/slanted ramp or wedge on the left side, and a displayed sci-fi blaster prop near the front-left area. Lighting should be cool and dramatic with soft shadows, a bright directional key light, and cyan emissive accents.

The player begins standing near the front of the room at approximately (0, 1.8, 8), looking toward the back wall. Provide free first-person movement with WASD or arrow keys, mouse look using pointer lock, and Space to jump. Keep the player constrained inside the roughly 34-by-34 arena. Show a small white/cyan-glowing aiming dot at screen center. On desktop, show a start button reading “Tap / click to enter the lab”; clicking it enters pointer lock. Display a top HUD with the cyan title “BODY LAB,” a live status such as “Objects: 17 · Score: 0,” and help text: “WASD move · mouse look · Space jump · E grab/throw · Click impulse shot · R reset.”

Populate the room with movable physics props: six crates distributed around the arena, four rolling barrels, and a blocky physics dummy positioned toward the back-center. The dummy is made of separate independently movable parts: a pale rectangular torso, pale spherical head, blue rectangular arms, and red rectangular legs. Also place a static blocky character statue toward the rear-right. Use simple blocky geometry as fallbacks, with crate/barrel/blocky-character model styling if available. Props have lightweight custom physics: gravity, floor bouncing/friction, arena wall bounds, object-object separation and collisions, and rolling rotation for barrels. They should settle on the floor and respond to impulses.

Implement the core interaction: aim at a crate, barrel, or individual dummy part and press E (or the mobile GRAB button) to grab it when within about 6 units. A grabbed object follows at about 3.1 units in front of the camera; pressing E again throws it forward with a strong impulse and adds 5 score. If E is pressed without a valid target, show a temporary message such as “Aim at a crate, barrel, or dummy part to grab it.” Clicking (or pressing the mobile BLAST button) fires a visible small cyan impulse bolt and shoves the first object along the camera ray, up to about 20 units away, with a strong impulse and spin; a successful blast adds 2 score. Rate-limit blasts briefly. Show temporary centered translucent notification messages, including “Lab active. E grabs. Click blasts. R resets.” and “Lab reset.” Reset with R or the mobile RESET button: return all props to their original positions and rotations, stop their velocities, return the player to the starting position, and reset score to zero. The HUD should append “· holding [object name]” while carrying something.

Support mobile play with on-screen controls: a translucent directional pad at lower-left containing up/down/left/right movement and a JUMP button, plus lower-right GRAB, BLAST, and RESET buttons. Preserve the same first-person view, centered reticle, physics interactions, neon cyan grid, dark sci-fi palette, and minimal clean system-style HUD. Use original/simple geometry and freely usable assets rather than copying copyrighted game content.

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