Basic pointer movement
Grab the object. Position, pointer state, and boundaries update live.
LAB / MECHANICS WORKSHOP
These benches isolate the browser systems used elsewhere in Web Worlds. Lab explains the pieces. Playground turns them into problems.
MOVEMENT
Small test chambers make behavior visible before it becomes part of a larger puzzle.
Grab the object. Position, pointer state, and boundaries update live.
Move, tilt, click, and watch a single component react without a framework.
COLLISION
The same lightweight AABB-style ideas used by Playground are easier to inspect here.
Drag through the corner, then weave through the narrow corridor.
WORLD INTERACTION
These are intentionally transparent versions of mechanics that can become much harder inside Playground.
One block. One opening. One goal.
Leave the block on the plate. The doorway is the only way across.
Grab the puck, flick it, then feel each surface change the motion.
WORLD STATE
Theme state can alter meaning while every other part of the module stays put.
Inspect every world. Combine the four clues.
Drag the light through the chamber. The darkness is just a lightweight CSS mask.
Drag the magnets. Give each one a mode. Throw the metal into the combined field.One magnet, one puck. Pull it in, push it away, or turn the field off.
Drop the object into either portal. A short cooldown prevents instant ping-pong loops.
FORCES + CONNECTIONS
Push it, launch it, rotate it, or control it from somewhere else.
Wind and both springs act on the same ball in the same room.
Turn the crossing into one continuous route. Wide screens use two bridges in sequence; mobile keeps one.
Move the remote paddle, break the bricks, and keep the linked-state idea visible.
NEW FORCE TESTS
Two more lightweight mechanics, kept clean here before Playground gets ideas.
Drag the well, throw the orb, and watch the path bend around the field.
Grab any weight from any direction. Move the anchor while the physics keeps running, or switch into double chaos.
19 / CSS DEPTH
19 / CSS DEPTH ♡
One smooth field card built from layered DOM, perspective, and rotation.
One tiny impossible pass made from ordinary browser layers. ♡
QUEUED EXPERIMENTS
These are the next mechanics worth proving here before they graduate into bigger experiences.
Stable piles, toppling, different body mass.
Queued for LabShape fit, narrow clearances, layered geometry.
Queued for LabMoving surfaces, elevators, carried objects.
Queued for LabRespawns, timers, score, saved progression.
Queued for LabPickups, keys, held state, context-sensitive actions.
Queued for LabSeeded mazes, wandering agents, random rooms.
Queued for Lab