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Arcade › Remix of Diamond Toss VR
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jah.fireboy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Remix of Diamond Toss VR yet. Play it, then tell jah.fireboy what you would add next.
Remix of Diamond Toss VR was built by jah.fireboy 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 Remix of Diamond Toss VR 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.
Recreate a polished Three.js baseball throwing sandbox titled “Diamond Toss VR,” with a start menu over a dark green stadium-themed background. The menu should prominently show the title “Diamond Toss VR,” explain two choices, and provide yellow “Play PC” and green “Set Up VR” buttons. PC instructions should communicate WASD/arrow movement, mouse dragging or a Look/pointer-lock control for aiming, and left click/Space to throw. VR instructions should communicate building the field by placing the mound, home plate, batter’s box, and fence posts, then gripping and releasing the ball; throw strength should come from controller motion. Use a first-person perspective in a large miniature-style baseball stadium. Build a warm, colorful outdoor ballpark: a blue-to-warm horizon gradient sky with a few white clouds, bright directional sunlight and soft shadows, broad green grass with alternating mowing stripes, a tan dirt infield/path, a large shaped green infield diamond, white foul/chalk lines, home plate, pitcher’s mound with pitching rubber, first/second/third base markers, and a deep curved outfield. Surround the field with a curved dark-green outfield wall topped by yellow rails and occasional “FIELD PARK”/“DT BASEBALL” ad panels. Add a large center-field scoreboard reading “DT / DIAMOND TOSS,” two tall stadium light towers with lit bulb panels, green grandstands with stepped seat rows and ribbed roofs on both sides, and rows of stylized cone-shaped trees around the distant perimeter. Keep the geometry clean, colorful, low-poly/model-like, with polished lighting and clearly readable field markings. On entering PC mode, automatically create the full larger field: mound at the near end, home plate about 23 units downfield, batter’s box at home, bases around the diamond, and a deep set of fence segments. Start in first-person pitching view near the mound looking toward home plate. Show a lower first-person baseball body/view model when pitching: white jersey torso, red sleeve, white pants, dark cleats, glove to one side, and a throwing arm held off to the side with a baseball; animate the arm during a throw. Place an enlarged stylized AI batter at home plate, wearing a white uniform with red shoulders/details, belt, helmet, pants and cleats, holding an oversized angled wooden bat with a strong dark silhouette visible from the mound. Display a pale outlined, translucent blue strike-zone frame over home plate. Provide a top HUD/control bar during play showing the current mode, status/instructions, and counters including score, throws, and best/longest distance. Include PC mode controls for Pitch/Bat role switching, a Look button, PC/VR mode toggle buttons, a pitch-selection panel, a central reticle, and a mobile-style THROW/SWING action button where appropriate. Let the player switch between PC and VR without returning to the menu. In PC pitching role, WASD or arrow keys move the camera, mouse drag or pointer lock aims, and left click or Space throws from near the mound. Refuse a throw when too far from the mound and tell the player to walk closer. Press R to reset the ball onto the mound. Implement the pitch selector with buttons and number-key shortcuts (1–9 and 0 for the first ten pitches). Include these named pitch types with distinct motion profiles: Fastball (fast and mostly straight), Curveball (slower with left/down break), Slider (hard sideways break), Sinker (sharp drop), Cutter (fast late cut), Splitter (hard late drop), Forkball (slower heavy tumble), Sweeper (very large sideways break), Knuckle-Curve (curve with sharper drop), Changeup (slow with late fade), Circle Changeup (slow arm-side fade), Screwball (reverse break), Slurve (slider/curve hybrid), Eephus (very slow high rainbow arc), and Knuckleball (fluttering unpredictable motion). Show the selected pitch and a short description in the status text. A PC batting role should move the camera to a first-person view at home plate facing the mound, hide the pitcher’s first-person body, and show the first-person bat at the lower right. The AI pitcher on the mound should be a full stylized player in a white uniform with red details, cap, glove arm, throwing arm, legs, and shoes. It automatically winds up and performs a leg kick before releasing the selected pitch toward the strike zone; make the throw somewhat harder than a player pitch. The player clicks, presses Space, or taps the SWING button as the ball reaches the plate. Animate the bat and detect contact in/near the strike zone; a successful hit sends the ball back into the field with upward velocity, adds hit points, and displays a “CRACK!”/hit message. The batter’s AI in pitching role should similarly animate, swing at approaching pitches with a chance of contact, send successful hits back into play, and report misses or hits. Call strikes/balls as pitches cross the visible strike zone. For scoring, increment throws on each player throw, add score when a throw lands based on its travel distance, track longest/best distance, and award contact points plus subsequent distance for batted balls. Show clear status messages such as selected pitch, throw result, AI batter contact, reset instructions, or batting timing guidance. Use a baseball mesh/model when available with a simple white fallback, scale it visibly, and add throw/click sound effects if possible. VR mode should initially clear the field markers and enter an explicit setup phase. Enable WebXR and show an Enter VR button. Add two visible controller aim rays/markers. On each controller trigger, raycast to the ground and place, in order: pitcher’s mound, home plate, batter’s box, then fence posts. Clamp placement to a broad playable field area. After at least four fence posts, mark the map ready and allow play; status text should indicate the current placement step and fence-post count. In VR use the selected pitch from the same pitch panel. Near the resting baseball, squeeze/grip to pick it up; while held, attach it to the controller. On grip release, calculate throw velocity from recent controller motion, apply a minimum/maximum speed, add selected-pitch break and spin, increment throws, and let the ball fly. A slow release should drop/reset the ball rather than become a throw. Allow gripping the ball again after it lands. Include a visible THROW control/status treatment, but ground actual VR throwing in grip/release motion. Use Three.js ES modules, WebXR-enabled rendering, perspective camera, antialiasing, shadows, ACES-like tone mapping, fog, and responsive resizing. Keep the visual style as a polished, warm, colorful low-poly baseball miniature/stadium model, while preserving the functional distinction between the prebuilt PC field and the controller-built VR field.