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VoxCraft

  • 3d
  • voxel
  • sandbox
  • first-person
  • building
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. Federico Roman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about VoxCraft yet. Play it, then tell Federico Roman what you would add next.

Make your own game

VoxCraft was built by Federico Roman 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 VoxCraft 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 VoxCraft

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 first-person voxel sandbox game titled “VoxCraft,” rendered in a Three.js-style 3D WebGL scene. Use an FPS camera with a small white crosshair fixed at the exact center of the screen. The world should have a bright sky-blue background and matching distant blue fog, with soft ambient lighting plus a directional sun casting shadows. The player avatar itself is invisible because the game is viewed from first person; start the player elevated around y=8 above the terrain so they can fall onto it. Support mouse-look after clicking the canvas to capture the pointer, WASD movement, and Space to jump, with gravity and a moderately fast movement speed. The top-center instruction banner should read exactly: “Clic para mirar • WASD mover • Espacio saltar • Izq: romper bloque • Der: colocar • 1-5 elegir bloque”.

Build the terrain as a finite voxel landscape on a square grid from x=-16..16 and z=-16..16. For every column, calculate its height as 3 + floor(sin(x*0.28)*2.2 + cos(z*0.32)*2.2), then fill blocks from y=0 through that height. Make the top block grass green, the next two underground layers dirt brown, and all deeper blocks gray stone. The result should be an uneven, stepped green hillside made from crisp 1x1x1 cubes, with visible block faces, hard-edged voxel geometry, and shadows. Use fog so the edges fade into the sky.

Add decorative nature assets loaded as low-poly 3D models: load three tree variants (a blocky tree, a default tree, and a cone-shaped tree), then place seven trees at random grid positions in approximately the central 26-by-26 area, positioned on top of the terrain and scaled to 1.1. Also load a low-poly stone asset and place five small stones at random positions in that same area, scaled to about 0.55. These decorations should cast and receive shadows. Do not add enemies, NPCs, objectives, score, health, crafting recipes, or other game systems; this is an open-ended build-and-edit sandbox.

Implement Minecraft-like block editing with a center-screen raycast against the voxel blocks. When the player is pointer-locked, left mouse button removes the first block intersected by the crosshair. Right mouse button places a new block on the neighboring face of the first block hit, using the hit face normal; do not place if that target cell is occupied or if it is the player’s current cell. Right-click should not open the browser context menu. Clicking before pointer lock is active should only request pointer lock. Blocks can be removed regardless of type, including terrain blocks.

Create a bottom-center inventory hotbar over the game view: a dark translucent black rounded rectangle with a gray border, six-pixel internal padding, and five square slots with small gaps. Each slot is 48x48 pixels with a dark gray background and border. The five slots represent, in order, grass (🌱), dirt (🟫), stone (🪨), wood (🪵), and leaves (🍃). Start with grass selected; selected slots have a bright white border and lighter gray background, while unselected slots remain dark. Allow selecting with keyboard keys 1–5 or by clicking a visible slot. The selected material determines the type/color of newly placed blocks: grass #4caf50, dirt #8b4513, stone #6e6e6e, wood #a0522d, and leaves #2e8b57. Keep the hotbar and instructions as screen-space HUD elements that do not move with the camera. Make the scene responsive to window resizing and render with antialiasing, shadows, and a capped high-DPI pixel ratio.

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