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Arcade › Gridiron Physics
Click the game above and it runs right here in your browser. No download, no installer, no account needed. JAXSON TIANO (Student) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gridiron Physics yet. Play it, then tell JAXSON TIANO (Student) what you would add next.
Gridiron Physics was built by JAXSON TIANO (Student) 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 Gridiron Physics 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.
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 arcade American-football game titled “GRIDIRON PHYSICS.” Use a third-person perspective camera following the blue quarterback on a long rectangular green field. The scene should be built from simple polished low-poly geometry with realistic shadows: a dark green background/fog, a green turf field about 32 units wide by 56 units long, white sidelines, repeated horizontal yard lines and hash marks, a blue end zone at the far end, and chunky brown rails running just outside both sidelines. At the far end, add a yellow goal-post structure with a central tall upright, two shorter side uprights, and a horizontal base/crossbar. Light the field brightly from above with soft shadows. Populate the field with a full 11-on-11 lineup of stylized human players made from capsule bodies, flattened spherical helmets, and two dark cylindrical legs. The quarterback is blue and begins near the offensive backfield at the near side of the play; offensive linemen are blue, skill players/receivers and the running back are gold, and defenders are red. Keep the players as simple colored toy-like figures with no facial detail. Place the offense in formation around the quarterback and the red defense farther toward the end zone: four defensive linemen, three linebackers, and four defensive backs. Receivers should run automatically through changing wide lanes while linemen and the running back move toward nearby defenders as blockers. Defenders should pursue the current ball carrier, or the airborne football during a pass. The core game loop is play-by-play football. Initially show a dark translucent start panel centered over the game with the title, a short explanation of moving the quarterback and throwing physics-based passes, and a “Press Space to Start” button. Starting a play hides the panel and sets the status to “RUN OR PASS.” Move the quarterback with WASD or the arrow keys; also support a visible THROW button near the lower-right and the E key for passing. The pass should automatically select the closest receiver who is ahead of the quarterback, or fall back to a receiver if none is ahead. Spawn the brown American football from the quarterback and launch it along the receiver-directed horizontal trajectory with an actual arcing vertical flight: it rises, gravity pulls it down, and the ball rotates while traveling. If it comes within catching distance of a receiver while still above the ground, the receiver catches it and becomes the carrier, with status “CAUGHT — RUN!” The quarterback can also run directly toward the far end zone. Have defenders tackle a carrier when they get close. End a play on a tackle, incomplete pass, touchdown, or a pass that reaches the ground. Touchdowns occur when the quarterback or receiver reaches the far end zone and increment the touchdown score; show a touchdown panel/status and allow Space to start the next drive. Tackles reduce the displayed yard value and advance the down; incomplete passes also advance the down. After four downs, show a turnover-on-downs result and reset the down/distance for a new drive. Include a reset control that returns touchdown score, down, and distance to their initial values. Use a fixed overlay HUD styled as rounded dark translucent panels with light text and gold accents. At the top center show “TD 0” (updating with the touchdown count), the current down and distance such as “1st & 10,” and a Reset button. Below it show a centered status message such as “PRESS SPACE TO START,” “PASS IN THE AIR,” “CAUGHT — RUN!,” “INCOMPLETE PASS,” “TACKLED — NEXT DOWN,” or “TOUCHDOWN!” At the bottom show control instructions: “WASD / arrows: move the quarterback · E or THROW: pass · Space: start.” Use a blue THROW button at lower right. Make the layout responsive and preserve the camera/field view on mobile, with touch-friendly buttons. The overall style should be a clean, colorful, lightly realistic Three.js sports toy with clear game-state feedback and physics-driven ball motion.