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Stormwatch

  • 3d
  • simulation
  • weather
  • interactive
  • coastal
  • browser
0
Remix it Discord

2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. marvinnngg26 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stormwatch yet. Play it, then tell marvinnngg26 what you would add next.

Make your own game

Stormwatch was built by marvinnngg26 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 Stormwatch 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.

Read the build brief for Stormwatch

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 interactive hurricane monitoring simulator titled “Stormwatch: Hurricane Simulator · Coastal Sector 07.” Use Three.js or an equivalent real-time 3D renderer with a dark blue, cinematic coastal environment. The camera is a perspective camera over a stylized coastal city and ocean: a large teal-blue ocean fills the left/background, a sandy shore strip lies on the right, and a rectangular gray city foundation contains a grid of dark roads and repeated commercial-style low-rise buildings. Add a few palm trees around the city perimeter. Use atmospheric dark navy fog, cool blue lighting, subtle shadows, and a semi-realistic low-poly/asset-based appearance.

The central visual feature is a large hurricane system suspended above the scene, visible especially from the aerial view. Build it from several rotating circular bands of many semi-transparent, layered gray-blue cloud puffs arranged in toroidal/spiral-like rings around a dark central eye. Include a dark flattened storm eye and a pale translucent eyewall ring. The cloud bands should visibly rotate continuously at a speed that increases with storm intensity, while individual puffs gently bob. Add a large field of falling rain particles across the world; rain falls downward and drifts slightly sideways, continuously respawning at the top. Add a translucent cyan flood-zone rectangle over part of the city/coast and a faint pale-blue circular ocean swirl beneath the storm.

Provide two camera modes controlled by buttons: “Aerial view,” selected initially, looking down from high above the storm, ocean, and city; and “Ground level,” which moves to a much lower camera near the coastal city and looks across the buildings toward the storm. Both views should remain interactive. Let the player drag on the rendered scene to orbit/look around, with vertical drag clamped to a limited range, and use mouse-wheel or pinch/scroll-style zoom behavior to move the camera closer or farther. Smoothly interpolate camera movement.

Overlay a fixed glassmorphism HUD over the 3D scene. At the upper left show a rounded translucent dark panel with the bold spaced title “STORMWATCH” and the subtitle “HURRICANE SIMULATOR · COASTAL SECTOR 07.” At the upper right show a rounded “MONITORING” status pill with an orange glowing dot; when intensity is very high, change the status to “EMERGENCY” and the dot to red. Near the top center show a small hint reading “Drag to look · pinch/scroll to zoom · tap a view.” At the lower left show a large rounded translucent panel labeled “STORM INTENSITY,” with two readouts: wind speed in km/h on the left and central pressure in hPa on the right, plus a smaller category/impact description beneath each. Include a horizontal intensity range slider from 0 to 100, initially at 58, and two large buttons, “Aerial view” and “Ground level,” with the active button bright cyan and the inactive button dark blue.

The intensity slider is the main simulation control. Map intensity to wind speed as round(58 + intensity * 1.42) km/h and central pressure as round(1008 - intensity * 0.62) hPa. Categorize it as: below 22 “Tropical depression,” below 42 “Tropical storm,” below 62 “Category 1,” below 78 “Category 2,” below 90 “Category 3,” otherwise “Category 4+.” Append “ · major hurricane” above 78 intensity, otherwise “ · coastal impact watch.” Scale the storm from 0.82 plus intensity/210, increase rain opacity with intensity, and increase flood-zone opacity with intensity. At the initial value 58, the display should show approximately 140 km/h, 972 hPa, and Category 1 with the coastal impact watch wording. Keep the scene animated even when the user is not interacting: rotate the cloud system, eyewall, and ocean swirl, animate rainfall, and update all HUD values immediately when the slider moves. Ensure the interface is responsive, with the radar repositioning above the lower panel on narrow/mobile screens.

Add a decorative fixed radar widget at the lower right: a dark translucent circular panel with concentric cyan rings, horizontal and vertical crosshairs, a subtle animated conic radar sweep, a “LIVE RADAR” label, an orange storm dot, and a smaller cyan city dot. The radar is informational/decorative and does not need player interaction. Use rounded corners, translucent navy panels, pale blue text, cyan highlights, orange warning accents, and strong readable typography throughout. There is no combat, scoring, inventory, or character avatar; the experience is an interactive visual monitoring/simulation scene focused on observing and adjusting hurricane intensity.

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