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DinoGrow

Three.jsJavaScriptWebGL

A 3D dinosaur growth game for kids — start as a hatchling and eat everything in sight to grow into a GIANT. 11 playable dinosaurs with signature abilities across eight themed levels, each with its own objective and boss. No build step; pure Three.js.

The game

You hatch, you eat, you grow. Everything smaller than you is food; everything bigger is a threat — until it isn’t. There are 11 playable dinosaur species, from the baseline T-Rex to the colossal Titan, each with distinct stats and a signature ability (the T-Rex gets a 22-unit roar aura; the Spinosaurus a 5-second frenzy mode). Eight themed levels run from a Lost World forest to a Night City, each with its own objective and a boss that appears after a 45-second grace period.

Around the core loop: egg-hatching mini-games, power-up berries, passive nest regeneration, 15 achievements, and kid-friendly toast popups that surface a dinosaur fact the first time you meet each species. Mode toggles (invincibility, speed boosts, mega growth) are available from the start — it’s a game for ages 6–8 on a phone, not a gauntlet.

How it’s built

Plain HTML/CSS/JavaScript with Three.js — no build step; open it and play. The code is organized as modular JS files for controls, world generation, weather, physics, and procedural dinosaur meshes.

The design rule that shaped everything: procedural fallbacks everywhere. If an asset is missing, the system generates a stand-in instead of breaking. Low-poly aesthetics keep it running on mobile, and the “predator becomes food” progression provides challenge without explicit combat.

Worth stealing

The procedural mesh generation and the Web Audio synthesizer are the most reusable pieces — together they let a 3D game ship as static files with no asset pipeline at all.

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