BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
I wanted the game from the ads and got claude to make it.
GamesTypeScript · HTMLGitHub @carterkeelAvailability needs another checkOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗An infinite gate-math runner / crowd shooter. Slide your army left and right through +, −, ×, ÷ gates, split lanes, time-pressure gates, and titan and boss fights. TypeScript + three.js, bundled with esbuild.
Play it: https://carterkeel.github.io/gate_rush/
Drag or swipe, or use A / D or the arrow keys. The 2× button (bottom left) doubles your run speed. Pause with the ❚❚ button, Esc or P (it also pauses when you switch tabs). The first "Play" runs a short tutorial; Settings has a controls guide and a button to replay it.
Every push to main builds an APK with GitHub Actions (Capacitor). Download gate-rush.apk from the apk-latest release. It is the same game, fullscreen with a little extra top margin for camera cutouts and without the keyboard hints.
npm install
npm run build # bundles to dist/index.html and docs/index.html (the GitHub Pages site)
npm run typecheck
npm run sim # fairness simulation of the gate and fight generators
npm run test:numbers
Project layout:
| Path | What it is |
|---|---|
index.template.html | Page markup (menus, HUD). build.mjs inlines the CSS and the JS bundle into it. |
src/styles.css | All styles, in cascade order (later sections refine earlier ones). |
src/main.ts → src/game.ts | Entry point and the game loop: run state, spawning, gate crossing, fights, scoring. |
src/ui.ts | Every DOM screen and HUD element. Per-frame setters only write to the DOM when a value changes. |
src/track.ts, gateGen*.ts, fightGen.ts, combatModel.ts | Level generation and fight balancing (pure, seeded, covered by npm run sim). |
src/enemies.ts, army.ts, world.ts, gateView.ts, coins.ts, fx.ts | three.js scene objects. |
src/storage.ts, audio.ts, dev.ts, config.ts | Save data, generated sound, hidden dev menu, tuning constants. |
Gold is earned by distance, by picking up the spinning coins laid between gate sets, and by playing the best gate. They buy skins, trails and upgrades.
Rarely, one gate in a set pays something other than army: +100 gold, an instakill that wipes out the next fight (enemies, titans and bosses), or a saved ×2 army. Taking one costs you that set's army growth, so it is a real choice.
When a run ends, your largest army is converted into a bonus: 1 gold per million units, shown as a stack of units turning into gold.
Bought with gold on the Upgrades screen: Double Speed (1000 gold) unlocks the 2× button, and Head Start (15 levels, 100 m up to 800 m, each level costs about 30 % more) lets a run begin further along with an army sized for that distance. A head start does not add to score or coins; only what you run and the army you grow beyond the gift count.
All sound effects and the music loop are synthesised with the Web Audio API (no audio files). Music and sound-effect volume have separate sliders under Settings (on the main menu and the pause screen); the choice is stored under gate-rush-audio.
Characters (Footman, Orc Warband and the red orc enemies) and weapons are Kenney's CC0 "Mini Dungeon" models, baked into static vertex-coloured geometry (tools/bake.py, tools/build_models.py, output in src/modelData.ts). See THIRD_PARTY_NOTICES.md.
Gold, skins, trails, high scores and the tutorial flag are stored in the browser's localStorage
under the key gate-rush-save-v1. They stay on that device and browser; clearing site data resets them.
docs/index.html is the built game. Rebuild and commit it after source changes.
MIT License (see LICENSE): free to use, copy, modify and sell, as long as the copyright notice stays with it. Bundled third-party parts (three.js, Kenney models, Android libraries) keep their own notices in THIRD_PARTY_NOTICES.md.