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Arcade › Ragdoll Yard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ragdoll Yard yet. Play it, then tell Oleg Sidorkin what you would add next.
Ragdoll Yard was built by Oleg Sidorkin 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 Ragdoll Yard 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-based 3D physics sandbox called "Ragdoll Yard" using a Three.js-style renderer. Show a large square turquoise/teal yard floor about 26x26 units with a faint white square grid, surrounded by four dark slate bumper walls. Use a bright pale-blue sky background with light fog, soft shadows, ambient hemisphere lighting, and a strong directional sun. Frame the scene from an elevated, angled perspective, initially looking toward the center of the yard; allow camera orbit with left-drag, panning with right-drag (and support two-finger camera gestures), damping the camera movement and limiting it to a high-but-not-overhead angle and moderate zoom range. This is an interactive ragdoll toy rather than a score-based game. Simulate bodies with simple Verlet/position-based physics: normal downward gravity, damping, floor collision with friction, boundary collision against the yard limits, particle-to-particle collision, and repeated distance-constraint solving between body parts. Each ragdoll consists of seven visible spherical particles: a larger head, chest, hips, two hands, and two feet, connected by capsule-like cylindrical limbs/constraints: neck, torso, two arms, two legs, plus thin shoulder and hip braces. Give each spawned ragdoll a varied bright color pairing: one hue for skin/joints and a contrasting hue for the suit/limbs. The ragdolls should be floppy and fall, tumble, collide, and settle naturally on the floor. Selecting/dragging near a body part should highlight the nearest particle and, on release, apply a fling impulse based on the pointer drag direction; disable camera controls during the drag. Clicking empty space should not fling anything. Populate the yard at reset with two ragdolls dropping from the air at approximately (-1.8, 5.6, -1.2) and (2.4, 6.8, 1.4), plus one heavy dark charcoal/black sphere at (0, 8, -4.2). The ball should be a larger smooth sphere, massier than body parts, and fall and collide with the same world. Add a yellow-orange tilted launch ramp on the left/back side of the yard around (-5.3, 0.55, -2.5), approximately 5.5 by 4 units, and a raised square slate-gray drop platform on the right/front side around (5.2, 2.05, 2.8), approximately 4.2 by 4.2 units and half a unit thick. Ragdoll particles should collide with the floor, walls, ramp slope, and top of the raised platform. The ramp is a low-poly rectangular solid tilted along its x-axis visually, while its gameplay collision is a simple sloped plane within its rectangular footprint. The platform top is around y=2.36. Provide a fixed translucent dark HUD overlay with rounded panels and bold Inter-style typography. At the upper left show the title "Ragdoll Yard" and the instruction text: "Drag across the screen to fling force into the nearest body. Orbit with right-drag / two fingers. Keys: R reset, N spawn, Space shockwave." At upper right show a live count such as "2 dolls" and "Gravity: normal". Along the bottom center place rounded pill buttons: orange "Spawn ragdoll", blue "Shockwave", pink "Drop ball", neutral "Low gravity", and "Reset". The Low gravity button should visibly become active when toggled. Make the layout responsive, stacking the top panels on narrow screens, and keep buttons touch-friendly. Interactions: Spawn ragdoll creates one at a random x/z area within roughly an 8-unit spread and y between 5 and 8, with a small random horizontal impulse. Drop ball creates a heavy dark sphere at a random location within roughly a 7-unit spread and y=8. Shockwave applies an outward impulse to every particle from around the yard center at y=1.5; also trigger it with Space. Toggle low gravity from normal strength about -22 to low strength about -7 using the button or G. Reset using the button or R: remove all current bodies and recreate the two initial ragdolls and one initial ball. Use N to spawn. Update the HUD count whenever ragdolls are added or reset. Keep the simulation continuously running at a high fixed physics step while the camera and renderer animate normally. Do not add enemies, objectives, weapons, score, lives, or other mechanics not described here.