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Navigate a vibrant 3D world while solving math problems using VR. Gaze at the right answer or tap with a controller as challenges progress from grade 3 to 9, keeping your skills sharp while receiving instant feedback on your choices.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Saipro built it with Cinevva, so it works on a phone or a tablet too.
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SplitSight Math was built by Saipro 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 SplitSight Math 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 browser-based first-person stereoscopic VR math game titled “SplitSight Math.” Render a dark midnight-blue 3D arena in Three.js or an equivalent 3D engine: a large nearly black/navy floor with a subtle glowing blue grid, fog fading into the distance, cool blue ambient/directional lighting, a cyan rim light, and a few thin vertical blue posts far ahead. Keep the player/camera fixed at eye height in the arena (about y=1.65), facing three answer panels arranged horizontally in front of them, with no walking or movement through the world. The display must be split into two side-by-side stereoscopic views, each rendering the same scene from a slightly separated eye position. Put a small center reticle over the full display: a white outlined circle with a tiny white dot and a soft cyan glow. The player aims by turning their head/view so the reticle is over an answer box, then selects it by clicking/tapping, pressing Enter, Space, or controller A. Support mouse/touch drag to look around, with constrained pitch, and optionally support phone device orientation after the player taps “Enable phone motion.” On phones, request motion permission when needed and map head tilt/orientation to camera yaw and pitch. The game should also work without motion using drag or keyboard arrow keys. Place exactly three large futuristic rectangular answer boxes in front of the camera, spaced left, center, and right. Each should have a dark blue 3D frame, a slightly raised face, cyan/blue emissive edging, and a readable answer number centered on its face. Use a neon educational sci-fi visual style, but keep the arena predominantly dark navy with cyan highlights. The target boxes sit around y=1.85 and several meters ahead, at equal horizontal spacing. Selecting an answer is based on which of the three panels is under the center of the view, not by clicking arbitrary world positions. Overlay a fixed HUD above the 3D scene. At the top center, show three rounded translucent pills: “Grade 3” on the left, “Score 0” in the middle, and “Streak 0” on the right. Near the upper-middle, show the current math question in large bold white text, with the instruction beneath it: “Look at an answer, then click / tap to select.” At the bottom, show: “Phone VR Box: center dot selects the box you’re looking at • Bluetooth controller: A / Enter / Space”. Begin with a full-screen dark radial-gradient start card that dims the arena. Its centered rounded dark panel has a thin blue border and shadow, the large title “SplitSight Math,” and this description: “A first-person stereoscopic math challenge for phone VR viewers. Move your head to aim, then select the answer in the center dot.” Include a bright cyan “Start challenge” button and a darker blue “Enable phone motion” button, plus the hint: “The game works with mouse / touch too. Use the eye divider in the middle as your VR split.” Starting the challenge hides the card and creates the first problem; the motion button independently enables/request phone motion and changes its label to “Motion enabled” when successful. If motion is unavailable or blocked, show a brief red/pink feedback message explaining that the player can use drag/controller instead. Implement the actual adaptive question system and scoring. Start at grade 3, score 0, streak 0. Generate one question at a time and randomize the three answer values, always including the correct answer and two distinct plausible incorrect values. Grade 3: random addition of two integers from 2–20, or subtraction of the larger of two integers from 2–20 minus the smaller. Grade 4: multiplication with a 3–12 and 2–10 pair, or a division problem formatted as a product divided by its factor. Grade 5: “a × b + c” using a,b from 2–9 and c from 1–9, evaluated with multiplication first. Grade 6: “(a + b) × c” with a,b from 2–9 and c from 2–6. Grade 7: a one-step linear equation formatted like “ax + b = result; x = ?”, with x from 2–12, b from 2–12, and a from 2–8. Grade 8: “a² + b² = ?” with a,b from 2–8. Grade 9: a fraction-of-a-number problem formatted “num/den of total = ?”, with denominator 2–8, numerator less than denominator, and a multiplier from 2–5. When the player selects an answer, prevent another selection during the response delay. For a correct answer, add grade × 10 points, increase the streak, and after every third consecutive correct answer advance the grade by one, capped at Grade 9. For an incorrect answer, reset streak to zero and reduce the grade by one, but never below Grade 3. Show immediate temporary feedback around the lower-middle of the view: green “Correct! +N” for correct answers and pink/red “Not quite — [correct answer]” for incorrect answers. After roughly 0.85 seconds, generate and display the next question and new answer panels. Update the grade, score, and streak pills immediately after selection. Use clean, responsive typography and rounded translucent controls so the experience works on desktop, touch devices, and phone VR viewers.