Arcade › Ship Physics
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lids Kals built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ship Physics yet. Play it, then tell Lids Kals what you would add next.
Ship Physics was built by Lids Kals 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 Ship 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 browser-based Three.js first-person physics sandbox titled “Ship Physics.” The player is an FPS character spawned inside the cabin of a large houseboat/ship floating on an open, dark blue ocean. Use a first-person camera controlled by mouse/touch drag and WASD (or the engine’s virtual joystick) for walking, with jumping. The player can walk around inside the enclosed houseboat, jump from the deck, and swim in the ocean. Use a dark navy-blue background and foggy ocean horizon, with simple low-poly/asset-pack ship geometry and basic lighting: cool blue ambient/hemi light plus a warm directional sun. Render a large animated ocean plane whose vertices continuously rise and fall using layered sine waves; the ship should visibly bob, pitch, and roll according to the waves. Build the ship as a large watercraft model with a substantial walkable cabin/deck area. The cabin has a brown floor, side walls, rear wall, a front wall with a central doorway gap, and a flat roof. Add two cargo/container-like deck props, one toward the front/right and one toward the rear/left. Place the player inside the cabin near the floor, and make the cabin an air pocket. The ship is a moving platform: while the player is on or near the deck, carry the player along with the ship’s translation and rotation. Implement simple boat physics. The ship has position, forward velocity, yaw rotation, angular velocity, pitch, and roll. A THRUST input accelerates it forward; left and right TURN inputs rotate it; BRAKE reduces linear and angular velocity. Apply water drag and buoyancy based on the current wave height beneath the ship. Continuously align ship pitch and roll to sampled wave heights at its front, rear, left, and right. Keep the ship moving over a bounded ocean area. Ship speed should be shown in the HUD. Add a destruction/flooding sandbox. Include buttons labeled “PUNCH HOLE,” “EXPLODE,” and “FLOOD MORE,” plus keyboard shortcuts H and X for punching a hole and exploding. Punching a hole can be done up to five times; each punch increases flooding and creates a small black rectangular hole/patch on alternating sides of the ship. “FLOOD MORE” raises flood level in increments, capped at 100%. Flooding reduces buoyancy and thrust/steering effectiveness and makes the ship increasingly tilt/sink. “EXPLODE” sets flooding to 100%, creates several temporary dark smoke spheres above the cabin, and sharply tilts the ship. Do not add combat, enemies, missions, score, or inventory. Implement underwater survival rules. Sample the wave height at the player’s location. When below the water surface, the player swims upward gently and loses air unless inside the cabin’s air pocket; inside the cabin, air replenishes quickly, while outside underwater it drains quickly. Air is capped at 100 and cannot go below zero. If air reaches zero while underwater, pull the player downward. When flooding is above 35%, being inside the cabin slowly drains air as well. Keep the player from falling below a lower underwater limit and constrain the player to a large square world boundary. HUD/UI: overlay a dark translucent instruction panel in the upper-left reading approximately “FPS inside large ship,” “WASD/joystick + drag to move,” “Jump off & swim • Air pockets inside,” and “Steer with buttons.” In the upper-right show a translucent status panel with “Speed: [value] • Flood: [percent]%” and a narrow orange/red flood bar below it. Centered near the bottom, show the label “AIR” above a blue horizontal air bar; make the air bar turn red when air is low. Along the bottom center provide translucent touch buttons: “◀ TURN,” “▲ THRUST,” “TURN ▶,” and “BRAKE.” Below/near these provide “PUNCH HOLE,” “EXPLODE,” and “FLOOD MORE.” Buttons must support pointer/touch press-and-hold for steering/thrust/brake and click actions for destruction/flooding, while keyboard controls should include movement through FPS controls and F for thrust, Q for left turn, E for right turn, B for brake, H for hole, and X for explode. Make the interface responsive and keep the game playable on mobile. Use a perspective first-person view, simple low-poly geometry, animated waves, blue ocean fog, and the dark cinematic visual style shown in the reference screenshot.