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Arcade › Planet Forge

Planet Forge

  • 3d
  • sandbox
  • simulation
  • planet-builder
  • space
  • creative
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. august.berryl5 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Planet Forge yet. Play it, then tell august.berryl5 what you would add next.

Make your own game

Planet Forge was built by august.berryl5 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 Planet Forge 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 Planet Forge

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 playable browser-based 3D planet customization game titled "Planet Forge". Use a Three.js-style WebGL scene with a perspective camera looking at a central high-detail sphere in deep space. The background should be nearly black/navy with a subtle radial blue gradient, thousands of small colored stars, and a glowing warm yellow sun positioned toward the upper-left/back of the planet. Light the planet with a warm directional key light plus cool fill light so one side is bright and the other falls into shadow.

The central object is an Earth-like procedural planet sphere, initially medium-large in frame, with a generated equirectangular texture wrapped around it. Generate terrain from layered deterministic noise based on a world seed: classify height into ocean, sandy shoreline transition, land, pale mountain peaks, and light polar caps. The default world should have size 1.00x, terrain roughness 58%, water coverage 52%, green land color #62b36f, blue ocean color #2f74e2, atmosphere enabled, rings disabled, and one moon. The planet slowly rotates. Add a faint transparent blue additive atmosphere shell around it when enabled, and a very subtle transparent white cloud shell that also rotates independently when atmosphere is enabled. The planet's apparent radius changes with the size control.

Support optional visuals controlled by the UI: a wide pale-gold textured ring system around the planet, initially off, using a transparent ring texture with uneven bright bands and small speckled variations; and one to three orbiting moons. Moons are small rough gray spheres on separate orbital pivots, with increasing size and orbital radius for later moons, and should move around the planet over time. Rings and moons should scale/orbit naturally with the planet group. Keep the scene decorative and animated but make the customization controls the primary interaction.

Add a floating dark translucent glass HUD with thin pale borders, rounded corners, white text, and muted blue-gray labels. At the upper-left, show a title card reading "Planet Forge" and the subtitle "Build a world in orbit. Drag to spin the camera, then tune oceans, terrain, rings, moons, and atmosphere." On desktop, place a scrollable "PLANET BUILDER" panel at the upper-right, about 350px wide. It must contain live controls: a Planet size range slider from 70 to 150 displaying values like 1.00x; Terrain roughness slider from 15% to 95%; Water coverage slider from 20% to 80%; two side-by-side HTML color pickers labeled Land color and Ocean color; toggle buttons labeled "Atmosphere On/Off" and "Rings On/Off"; a button cycling the moon count from 1 to 2 to 3 and back, labeled "Moons: N"; and a gold-accented "Randomize" button. Include this guidance text: "Tip: worlds with higher roughness and lower water coverage score better for mineral value. Worlds with atmosphere and oceans score better for habitability." Buttons should visibly highlight when atmosphere or rings are active.

At the bottom, show four translucent stat cards in a horizontal row on wide screens: Habitability, Mineral Value, Beauty, and World Score, each with an uppercase muted label and a large white number. With the default world the displayed stats should be approximately Habitability 92, Mineral Value 51, Beauty 90, World Score 233. Recompute all scores immediately whenever a control changes. Habitability should reward water near 52%, planet size near 1.05x, lower roughness, and atmosphere; mineral value should reward rough terrain, lower water coverage, and additional moons; beauty should reward balanced water, atmosphere, rings, moons, and a somewhat larger planet. Clamp the three component stats to 0–99 and make World Score their sum.

Implement direct manipulation: dragging on the 3D canvas orbits the camera around the planet, changing yaw and pitch, with pitch constrained to approximately -1.15 through 1.15 radians. Use the mouse wheel or trackpad scroll to zoom, clamped between about 5.4 and 14 units from the center. Do not let HUD controls trigger camera dragging. Keep the camera pointed at the origin and preserve the orbit view while the planet itself rotates slowly. Make the layout responsive: on screens narrower than about 860px, move the builder panel to the lower portion above the stats, make it shorter and scrollable, and arrange the stats in a 2x2 grid. Ensure it works with touch/pointer dragging and mobile-safe spacing, with the title card and controls remaining legible over the space scene.

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