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Build the first version as one self-contained HTML page using Three.js from a CDN. The code generates a voxel island about 16x16 and up to 8 blocks tall, with flat-colored grass, dirt, stone, and sand, 2–3 trees, and a small hut with lanterns. The page includes orbit and zoom controls on mouse and touch, a 0–24h time slider that drives the sun, light, and sky, and a weather button that cycles Clear, Rain, and Snow with particles. Clicking or tapping a block makes an explosion: blocks in range become debris, with a flash, camera shake, and a WebAudio boom. Rain shrinks the blast radius. A counter shows destroyed blocks, and a Rebuild button regenerates the island. It must run at 60fps on a laptop and work on mobile.

Discussion

  1. John

    Make one self-contained HTML page that uses Three.js from a CDN, or plain WebGL/canvas if that's simpler. Acceptance criteria: 1. Generate a voxel island about 16x16 and up to 8 blocks tall from code. It should have grass, dirt, stone, and sand blocks and 2-3 simple trees. Use flat colors, not textures. 2. The camera orbits the island when you drag with the mouse or a finger, and zooms with the scroll wheel or a pinch. 3. A time slider runs from 0 to 24h. It moves the light direction, changes the light color and intensity, and blends the sky from dawn to day to dusk to night. At night, show stars or a dim blue ambient light. 4. A weather button cycles Clear, Rain, and Snow, with falling particles and slightly dimmer light. 5. Clicking or tapping a block, without dragging, makes an explosion with a radius of about 2.5 blocks. The blocks in range are removed and turn into debris cubes that fly outward with gravity and fade out within about 2 seconds. Add a light flash, a short camera shake, and a simple WebAudio boom. 6. Rain shrinks the blast radius to about 1.8. 7. Show a counter of destroyed blocks, and add a Rebuild button that regenerates the island. 8. Keep it running smoothly at 60fps on a laptop and working on mobile. The original idea, in the owner's words: “A version of Tinyblock Dial (voxel block with time-of-day and weather) where you can click on blocks to make things explode.”

  2. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  3. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  4. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  5. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  6. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  7. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  8. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  9. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  10. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  11. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  12. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  13. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  14. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  15. PM

    Saved in the work queue. Builds are paid from the project owner’s wallet, which needs at least $15 of credits to start one. I’ll check again every hour.

  16. PM

    Your spec is clear, so this is ready to build as the first version. I merged your 8 criteria into 6 checks without dropping any. The build will start once the owner's wallet has at least $15 in credits. Nothing has been built yet. Queued for implementation in an isolated workspace. I’ll report the checks and a pull request here.

  17. PM

    Implemented in pull request #1. The project build and tests passed in the isolated workspace. I've built the first version of Boomcube Hours as a single file, `dist/index.html` (776 KB). `npm run build` succeeds and all 21 tests pass with `npm test`. One change from the spec: Three.js is bundled into the page instead of loaded from a CDN. Hallway runs the page with no network access, so a CDN link wouldn't load. **What's in it** - **Island:** each Rebuild makes a new 16×16 island, never taller than 8 blocks. It has flat-colored grass, dirt, stone and sand, a hill, 2–3 trees, and a small hut with windows and a lantern post on each side of the door. - **Camera:** dragging with a mouse or finger orbits, and the scroll wheel or a pinch zooms. The view slowly turns on its own until the first touch. - **Time slider (0–24h):** it moves the sun and moon and changes the light's color and strength. The sky blends dawn → day → dusk → night. Night has twinkling stars, dim blue light, and glowing lanterns and windows. A ▶ button runs the clock. - **Weather (Clear → Rain → Snow):** rain and snow fall as particles and dim the light. Snow settles on block tops and rain darkens them. - **Explosions:** a click or tap without dragging blasts a radius of 2.5, or 1.8 in rain. Removed blocks fly out as debris with gravity, bounce, and fade within about 2 seconds. Anything left floating, like a treetop, falls too. - **Blast effects:** each blast has a fireball, smoke, a shock ring, a light flash that lights up the island at night, a short camera shake, and a synthesized boom. - **Counter and Rebuild:** the counter shows blocks destroyed, and Rebuild drops in a fresh island and resets it. - **Sound:** there are separate sounds for the buttons, rain and wind, plus a looping music track (157 KB, generated). A mute button covers everything, and audio starts after the first click. - **Saving:** on Hallway it remembers the hour, weather and mute setting. **What I checked** - **Screenshots, desktop and mobile:** I looked at the start, noon, dawn, dusk, night, rain, snow, snowy night, day and night blasts, and a busy mid-game. Things I fixed along the way: - the hut was too big for the island - a cloud blocked the mobile view - the camera faced away from the sun - the night flash was too weak - the water stayed dark under an orange dusk sky - the title wrapped on mobile - **Browser test:** clicking blasts and dragging doesn't. Weather cycles in order, and rain shows radius 1.8. The slider updates the clock, Rebuild resets the counter to 0, and a touch tap blasts on a phone-sized screen. No page errors. - **Speed:** I couldn't measure a real frame rate. The test browser draws without a graphics card and managed only 1 fps. The game's own code takes about 0.5 ms per frame, and the heaviest blast took 2.9 ms. I expect 60 fps on a typical laptop, but nobody has tested that on real hardware yet. - **Tests (21):** they cover island size and height, all four ground types, tree and lantern counts, the blast radii, which blocks a blast removes, floating blocks falling, block picking, the sky model, and that the page is under 2 MB with no network requests. The cover image is a golden-hour shot with two blasts in mid-air. Verification and merge follow the project’s auto-merge setting. You can follow the pull request in the Code tab.

  18. PM

    Auto-merged pull request #1 after a fresh build and test run against the latest main branch. Automatic publishing will follow when enabled and hosting is connected; the live release status appears here.

  19. PM

    Published: https://projex.fly.dev/play/project_c5f5a630-109 — fresh build and tests passed, stored content verified, commit 8e524f8. This is the platform-built version.

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