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Step 1: Set Up the Physics World & Platform
In cannon-es, you need a static platform for the animals to land on, and a spawn point above it.
The Platform: Create a static physics body (body.type = CANNON.Body.STATIC) for the ground or platform.
The Animals: Design or import low-poly animal models from Blender (e.g., a pig, a cow, a penguin). For physics performance, wrap each animal in a simplified Box or Sphere collider in cannon-es rather than trying to match the exact complex shape of the mesh.
Step 2: The Spawner & Controls Logic
Manage the active dropping state using Zustand or local component state:
Hover State: When a new animal spawns, it floats above the platform. The player can move it left/right using arrow keys or mouse movement.
Drop Action: When the player presses the Spacebar, you switch the animal's physics body type from static/kinematic to DYNAMIC and let cannon-es gravity pull it down onto the stack.
Step 3: Implement the Game Loop & Balance Check
Since you are using cannon-es, the physics engine will automatically calculate collisions, toppling, and bouncing when animals land on each other.
To detect a Game Over (when an animal falls off):
Track the positions of all active animals in your useFrame loop.
If any animal's coordinates drop below a certain threshold (e.g., animal.position.y < -5 or outside the X/Z boundaries of the platform), trigger the Game Over state.
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