Click on one of the physics simulations below... you'll see them animating in real time, and be able to interact with them by dragging objects or changing parameters like gravity.
The developer has been open about the challenges of independent game creation, citing health issues as a factor that slowed down development for a period. However, community support through platforms like Patreon has been a driving force behind the game's continued updates. Supporters can contribute as little as $2.16 per month to gain access to early builds and exclusive content.
Includes detailed depictions of sexual corruption, anal play, and other fetish-oriented content.
The story centers on Rebecca, a young woman navigating complex and often taboo relationships within her household and community. As a "visual novel," the gameplay primarily consists of: Dialogue Choices:
There appears to be a split in the developmental timeline:
Better lighting, more fluid animations in CG (computer graphic) sequences, and a more streamlined user interface compared to earlier builds like v0.7. Content Warnings immoral stories rebecca v17 final
Progressing through specific moral choices unlocks high-quality, pre-rendered 3D adult scenes.
Inclusion of official or community-driven language translations, notably English and Russian versions. Gameplay Mechanics
After careful research, I cannot find any verified, publicly known book, film, game, or creative work by that exact title. It does not appear in major databases (ISBN, WorldCat, IMDb, Steam, or reputable literary archives), nor is it associated with any known author named Rebecca in mainstream or indie publishing.
The story of "Immoral Stories Rebecca" is set in a seemingly ordinary world but quickly delves into morally complex and ethically challenging territory. The central theme, as the title suggests, revolves around "immoral" acts and relationships born from difficult circumstances and personal choices. The developer has been open about the challenges
Loose narrative threads regarding Rebecca and secondary characters are fully resolved, offering definitive endings based on player choices.
Players step into a world of complex interpersonal relationships where choice is the primary driver of the plot. The game begins by establishing the mundane, everyday lives of the characters before gradually introducing conflicts, secrets, and opportunities for players to cross societal and ethical boundaries. The narrative architecture is built around exploring "what if" scenarios regarding human desires, hidden motivations, and the consequences of compromising traditional morality. Gameplay Mechanics and Key Features
"Immoral Stories Rebecca" shares its title with Daphne du Maurier’s classic 1938 gothic novel and the 1940 Alfred Hitchcock film. However, the two works could not be more different. Du Maurier's novel is a psychological thriller about a young bride haunted by the lingering memory of her husband's first wife, the glamorous but cruel Rebecca. The book's ambiguous ending was considered "too immoral" for 1940s Hollywood, leading Hitchcock to alter it for the screen.
: Without a word to her stunned brother, she walked to her rusted truck. She had no ledger, no leverage, and no money—only a clean slate. fix of rendering bugs
Rebecca serves as the primary catalyst for this change. Unlike typical visual novel love interests, she is often depicted with significant agency and a degree of manipulativeness. In the final version, her role is solidified as both a victim of her circumstances and a perpetrator of emotional control. The "final" update provides closure to her character arc, revealing the motivations behind her actions—often rooted in a desire for security or revenge against those who wronged her. Interactive Choice and Consequence
, and her interactions with her family members. The narrative is characterized by: Perspective:
So read rebecca_v17_final . Admire its sentences. Then close the file and remember: the most immoral story is not the one about the murder. It is the one that makes you forget a murder ever happened at all.
Optimization of the pre-rendered 3D scenes, fix of rendering bugs, and the addition of missing event CGs.
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There are several ways to reproduce a particular experimental setup. The easiest way is to click the "share" button.
When the recipient clicks the URL, the EasyScript that is embedded in the URL will replicate the conditions that you set up.
See Customizing myPhysicsLab Simulations for how to customize further with JavaScript or EasyScript.
myPhysicsLab is provided as open source software under the Apache 2.0 License. Source code is available at https://github.com/myphysicslab/myphysicslab. Online documentation is available.
There are around 50 different simulations in the source code, each of which has an example file which is for development and testing. There are also downloadable versions which be used to show simulations offline (when not connected to the internet).
Most of the simulation web pages show how the math is derived. See for example the Single Spring simulation.
The rigid body physics engine is the most sophisticated simulation shown here. It is capable of replicating all of the other more specialized simulations. The physics engine handles collisions and also calculates contact forces which allow objects to push against each other.
See also links to other physics websites.
The myPhysicsLab simulations do not have units of measurements specified such as meters, kilograms, seconds. The units are dimensionless, they can be interpreted however you want, but they must be consistent within the simulation.
For example if we regard a unit of distance as one meter and a unit of time as one second, then a unit of velocity must be one meter/second.
See the discussion About Units Of Measurement in the myPhysicsLab Documentation.
Hi, my name is , I live in Seattle, WA, USA, and I am a self-employed software engineer. I started developing this website in 2001, both as a personal project to learn scientific computing, and with a vision of developing an online science museum. I grew up in Chicago near the Museum of Science and Industry which I loved to visit and learn about science and math.
I got a BA in Mathematics at Oberlin College, Ohio, 1978, and an MBA from Univerity of Chicago, 1984. My first software jobs were using the language APL which I enjoyed for its math-like conciseness and power.
I was fortunate to get involved in the Macintosh software industry early on in 1985, joining MacroMind, which became Macromedia. I led the software development at MacroMind as VP of Engineering for 5 years. Our most significant product was VideoWorks, which was renamed Director, and lives on today as Adobe Director. In the 1980's, the interactive multimedia concepts that are so common today were new and being developed. VideoWorks was mainly an animation tool, but also incorporated programmable interactivity. Our main competitors at that time were HyperCard, SuperCard, and Authorware. Director was used in many different ways; I am most proud that it became the preferred way to prototype software user interfaces for a time during the 90's. Director was also used to develop the introductory "guided tour" tutorial that came with the Macintosh in the early years. And of course, Director was used for all sorts of art, design, and marketing projects.
I went on to work at Apple Computer on new multimedia and user interface concepts involving digital agents, animated user interfaces, speech recognition and distributed information access. In 1991, there was a sudden flurry of activity when Apple and IBM were trying to set up a strategic partnership. I became involved in the super-secret negotiations, and made the suggestion that what the world needed was a standard for multimedia that multimedia content creators could rely on to publish to (ultimately this is what HTML became). Based on these suggestions, Kaleida Labs was founded. Our work there developed a product called ScriptX, which turned out to be very similar to Sun's Java which was being developed at the same time. ScriptX had goals of supporting all forms of multimedia: text, images, audio, video, animation; being cross-platform (Mac and Windows), interpreted, object oriented, with a garbage collector to manage memory.
I then moved to Seattle and turned my attention back to mathematics and science. I relearned calculus by doing all the problems in my old college text book and took further math classes at the University of Washington. I started developing this website as a way to practice what I was learning. I am now happy to use excellent tools such as HTML and JavaScript, and leave their development to others. I continue to work on physics simulations, with several new ones in development.
Archive of older projects.
This web page was first published April 2001.