Arcade › Pocket Physics
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rafael Patrick Mancio dos Santos built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pocket Physics yet. Play it, then tell Rafael Patrick Mancio dos Santos what you would add next.
Pocket Physics was built by Rafael Patrick Mancio dos Santos 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 Pocket 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 playable browser game titled “Pocket Physics,” a tactile 3D local two-player pool/billiards game. Use a dark cinematic presentation with a fixed perspective camera looking down at a rectangular pool table from above and slightly toward one end: the camera is centered over the table at roughly (0, 10.8, 8.5), looking at the table center, with a moderately wide perspective view. Render the scene with soft shadows, warm directional light, cool ambient/hemisphere light, subtle dark fog, and a very dark blue-green background. The main playfield is a compact 3D pool table with a deep green felt rectangle approximately 8 units wide by 4.5 units deep, sitting on a chunky medium-brown wooden base. Add raised brown wooden rails around all four edges, six dark circular pockets—one at each corner and one centered on each long end—and realistic-ish soft shadows. Balls sit just above the felt and are glossy, colorful low-poly-ish spheres with small visible number labels. At the start of each rack, place a white cue ball on the left side around x=-2.45, centered vertically, and arrange fourteen numbered object balls in a triangular rack on the right side around x=1.25, with five rows and 15 total balls including the cue ball. Use a pool-ball-like palette: white cue ball plus yellow, blue, red, purple, orange, teal, maroon, and pale variants; each ball should have a small white circular number marker with a dark number. The core interaction is drag-to-aim-and-shoot. Before shooting, the active player drags starting near the cue ball. The direction is from the pointer position back toward the cue ball, so dragging away from the cue ball sets the shot direction; the farther the pointer is dragged, the greater the power. Clamp power between about 12% and 100%, with a default of about 45%. Display a thin warm pale-yellow aim line extending from the cue ball in the shot direction, and make its length grow with power. Release the pointer to shoot. Support mouse and touch/pointer input; on desktop the user can drag on the table, while on mobile the intended interaction is dragging from the cue ball. Also include a Shoot button that fires using the currently selected direction and power. Implement simple top-down 2D physics in the table plane while presenting the balls in 3D: the cue ball receives velocity based on shot direction and power, all balls move, gradually slow through friction, collide elastically with one another, and bounce off the inner table boundaries. Keep balls within approximately x ±(table width/2 - .17) and z ±(table depth/2 - .17), reversing and slightly damping velocity at rails. Detect a ball entering a pocket when it comes within roughly .4 units of a pocket center. Pocketed object balls disappear, stop moving, and award one point to the current player. If the cue ball is pocketed, hide it temporarily, then respawn it near the original break area on the left without awarding a point. Only allow a new shot when all balls have stopped. Once motion ends, switch the turn between Player 1 and Player 2; display a “Your turn — drag from the cue ball to aim.” message. While balls are moving, show “Balls are moving…” and prevent aiming/shooting. Build a clean dark HUD over the 3D scene. At the top center, use a translucent near-black rounded bar with a subtle border and shadow containing the gold uppercase brand “POCKET PHYSICS,” score text “Player 1 0” and “Player 2 0,” and a rounded turn badge such as “Player 1’s turn.” At the lower left, show a translucent rounded side panel with instructional text: “Drag from the cue ball to aim. Release farther away for more power.” Under it show “Power” and a horizontal rounded meter whose fill uses a teal-to-gold-to-coral gradient and starts around 45%. Add “New rack” and gold-highlighted “Shoot” buttons. At the lower right, show the helper text “Desktop: drag on the table / Mobile: drag from the cue ball.” Start with a centered modal overlay over the darkened table. The modal is a compact rounded teal gradient card with a gold “Pocket Physics” heading, explanatory text “A tactile 3D pool table with local two-player turns. Aim by dragging away from the cue ball, then shoot.” and two buttons: gold “Break rack” and dark teal “How to play.” Break rack starts/resets the game, initializes the rack, hides the modal, resets both scores to zero, and begins Player 1’s turn. New rack performs the same reset. The How to play action should explain the drag aiming, power, scoring for pocketed balls, and cue-ball scratch respawn. Use responsive sizing so the HUD remains usable on narrow mobile screens, preserve touch-friendly buttons, and keep the visual style polished, minimal, dark teal, wood, green felt, and warm gold accents.