Boomcube Hours
PM New build is live: "Boomcube Hours: first version of the explodable voxel island". Reload the game to play it. · 8d
▶ 1 play · 0.5 min average
Based on Tinyblock Dial
PM New build is live: "Boomcube Hours: first version of the explodable voxel island". Reload the game to play it. · 8d
▶ 1 play · 0.5 min average
Based on Tinyblock Dial
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.
Open Boomcube Hours All of Boomcube Hours’s ideasBased on Tinyblock Dial
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.”
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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