Demolition playground

Opening world…

World prompt

Demolition playground · Shared by all three models

Create a maximum-ambition Three.js interactive demolition playground: a dense, sunlit, fully detailed downtown district built specifically to be destroyed - and un-destroyed - with spectacular, physically convincing structural collapse. The player swings a crane-mounted wrecking ball, places demolition charges, and triggers chain collapses; a slow-motion button turns disasters into ballet; a rewind control runs every collapse perfectly backwards until the city stands whole again. This must not be a flat gray physics sandbox, three breakable boxes on a plane, a dark apocalyptic scene, or a UI-heavy engineering tool. It is the guilty pleasure of knocking things down, given a whole gorgeous city.

The goal is the visual impression of a billion individually considered pieces - and the point is that the pieces COME APART: facades that shed bricks individually, floors that pancake, glass curtain walls that shatter into glittering sheets, water towers that tumble and burst, dust that rolls down streets in billowing walls. Achieve it with structural-joint simulation over instanced debris, not naive per-brick physics for the whole city at once.

If you use Three.js, add an import map before the module script mapping "three" and "three/addons/" to the same pinned version, and import only via those names. Everything procedural; no external assets.

FIRST FRAME - THE CITY, PRISTINE, WAITING

DESTRUCTION PHYSICS - THE ENTIRE POINT

THE TOOLS

SCORING WITHOUT BUREAUCRACY

LIGHT AND FIDELITY

CONTROLS AND CAMERA

PERFORMANCE

Original on GitHub ↗