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Neon Pong 3D

  • 3d
  • pong
  • arcade
  • local-multiplayer
  • neon
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. Liam Philiben built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Pong 3D yet. Play it, then tell Liam Philiben what you would add next.

Make your own game

Neon Pong 3D was built by Liam Philiben 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 Neon Pong 3D 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 Neon Pong 3D

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 two-player Pong game titled “Neon Pong 3D.” Use a fixed, slightly elevated perspective camera looking toward the center of a rectangular arena: the playfield extends horizontally along X between two goal planes, and paddles move along the depth/Z axis. Place the camera around (0, 10.5, 18), looking at approximately (0, 2, 0), with a moderate perspective field of view. Add very subtle continuous horizontal camera drift while keeping the arena centered.

Gameplay: make a classic Pong rally. Player 1 controls the left paddle at the left X end; Player 2 controls the right paddle at the right X end. Both paddles are rectangular 3D boxes, about 0.7 wide, 2.4 high, and 1.8 deep, positioned at Y about 1.2 and moving only along Z. Keep them within the Z bounds of the arena. Player 1 uses W/S and Player 2 uses Up/Down; movement should feel like vertical up/down movement from the camera view. The left paddle is vivid magenta/pink with a dark magenta emissive glow, and the right paddle is vivid neon green with a dark green emissive glow. They should be metallic, slightly rough, cast shadows, and visibly stand at the two ends of the court.

Use a small bright white/silver spherical ball, radius about 0.35, initially hovering at the center at Y about 1.2. Give it a cool blue emissive tint, a soft cyan glow/spot beneath it on the floor, and a very subtle vertical bobbing animation while waiting and during play. The ball travels in X/Z space with no meaningful Y velocity: serve it with Space, sending it toward the designated receiver at a base speed around 8.5, with a random modest Z component. Space serves only when the ball is waiting; after each point the ball returns to center and waits for another serve. The serve direction alternates according to the player who scored: after Player 1 scores, serve toward the right; after Player 2 scores, serve toward the left.

Ball rules: bounce the ball off the two long side walls at positive and negative Z, clamping it to the wall boundary. Detect 3D axis-aligned box collisions with paddles. When it hits a paddle, reverse its X direction and derive the outgoing Z angle from the hit position across the paddle’s depth, clamped to the paddle range; increase speed slightly after every paddle hit, capped at about 18. A point is scored when the ball passes beyond the left or right goal plane at approximately X +/-13.2. If it passes the left goal, award Player 2; if it passes the right goal, award Player 1. The first player to reach 11 points wins. Freeze the rally on victory and allow Space to reset/start a new match; also allow R to reset the match at any time, clearing both scores, centering both paddles, and returning the ball to its waiting state.

Arena and visuals: use a dark, nearly black/navy futuristic neon presentation. Build a broad dark navy rectangular floor approximately 24 units wide by 12 units deep, with subtle rough metallic shading and a faint blue emissive quality. Add a thin cyan center line running horizontally across the floor, with transparency and low opacity. Put thick dark teal/cyan-emissive boundary walls along the positive and negative Z edges, around 1.2 units high, so they catch the lighting and frame the court. Add very faint translucent vertical goal glow planes at the far left and right: magenta on the left and green on the right. Use dark atmospheric fog, approximately from distance 18 to 55, so the black background fades into the arena. Light the scene with a soft bluish ambient light, a white directional key light that produces soft shadows, and a cyan rim/fill light.

HUD: overlay a large, bright pale score at the top center formatted “0 : 0” with the left score first. At the beginning show a dark translucent rounded rectangular message panel outlined in cyan reading “Press Space to serve.” After scoring, show “Point! Press Space to serve →” when serving right and “Point! Press Space to serve ←” when serving left. Hide the message once the rally begins. At 11 points show “Player 1 wins! Press Space to play again” or “Player 2 wins! Press Space to play again.” Add small light-gray help text at the bottom center reading exactly “P1: W/S · P2: ↑/↓ · Space: Serve · R: Reset”. Keep the HUD clean and centered over the playfield with no extra menus, powerups, enemies, audio requirements, or decorative gameplay elements.

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