First-person demolition of a timber-framed mill where every post, beam, brick, board and pane is a real rigid body on your GPU, welded to the next. Blow its posts and legs, shoot it full of holes, and watch it sag, split and come down. Needs WebGPU.
Timberfall is a short first-person demolition job: Hollin's Mill, a two-storey timber-framed grain mill with brick nogging, glazed windows, tarred weatherboards, a king-post roof of clay tiles, a brick chimney and a riveted steel water tank on a lattice tower beside it. Three minutes to bring it down.
Nothing is voxels and nothing is scripted. The mill is built like the real thing out of about 3,000 pieces, each one a rigid body simulated on your graphics card, held to its neighbours by about 7,900 welds. Every weld is as strong as what it carries standing, with room to spare: take out what holds a section up and the welds around it are asked for more than they have. Timber sags, then splits across the grain; masonry cracks away; steel bends a long way before it tears; glass shatters. You hear it coming: the frame creaks and strains before it goes.
Tools: - Sledge: hold to wind up, release to swing. Knocks out brick, boards, tiles and glass; rings off stone and steel. - Charges: stick up to five on anything, then blow them in a ripple. They splinter posts and steel legs and throw what's round them. - Cannon: twenty iron balls that punch through walls and windows. Every ball hits the first thing in its path.
The job: 50% of the mill down for a star, 75% and the water tower for two, 92% and the tower for three. Drop the tank through the roof for a bonus. Then keep wrecking with no clock.
Controls: WASD move, mouse look (click to capture, Esc to pause), left click use the tool, 1 to 3 or the wheel switch tools, right click or Q blow the charges, Space jump, Shift run, C crouch, R restart.
Needs a browser with WebGPU: Chrome or Edge 113+, Safari 26, or Firefox 141+ on Windows.
Physics: three-avbd by Steven Bobyn (MIT), GPU rigid bodies on Augmented Vertex Block Descent. Sky, particles and the sound mix from three-voxel-destruction by Steven Bobyn (MIT) by way of Brickfall. three.js (MIT). Textures, sky light, grass, shrubs and rocks from Poly Haven (CC0); leaf and grass cutouts from ambientCG (CC0). Fonts Barlow Condensed and Inter (OFL). Sound effects built from the Sonniss GDC Game Audio Bundle (licensed for this game only, not under an open licence). Made for Patch.