OhMyGame
OhMyGame is the open-source studio for making games with AI. Design, build, playtest, and publish games in one app, with your own model keys.
A 1:1 rebuild of 144 km² of São Paulo for an open-world driving game.
Translation pending
GamesJavaScript · HTMLGitHub @ZRosserMcIntoshOnlineOwner 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 ↗Static page published at zrossermcintosh.com/sao-paulo.
sao-paulo/index.html — the page (no build step)sao-paulo/site_data.json — snapshot of the tile grid, QA grades, rail lines and street names, generated by tools/site_build/build_site_data.py in the SaoPauloWorld projectsao-paulo/img/ — city mosaic and renderssao-paulo/driving/ — browser driving test track at zrossermcintosh.com/sao-paulo/driving: the OpenRoad Dynamics vehicle core (github.com/ZRosserMcIntosh/Game-Vehicle-Dynamics, MIT) compiled to WebAssembly (ord.mjs + ord.wasm, rebuilt with web/build.sh or web/build_wasi.sh in that repo), rendered with three.js (MIT, driving/vendor/). Put a Blender export at driving/models/car.glb to make it the default car.Data: © OpenStreetMap contributors (ODbL); GeoSampa, Prefeitura de São Paulo.
sao-paulo/glass/ — glass fracture lab at zrossermcintosh.com/sao-paulo/glass: the Glass Dynamics fracture core (github.com/ZRosserMcIntosh/Glass, MIT) compiled to WebAssembly (glass.mjs + glass.wasm + library.json, rebuilt with WASI_SDK=… web/build_wasi.sh sao-paulo/glass in that repo), rendered with the three.js copy in driving/vendor/. Without WebGL it draws a 2D front view (?flat forces it). glass_audio.js synthesizes the sound from engine events (no audio files); scene_gt.js is the armoured-car scenario (/sao-paulo/glass/?scene=gt opens straight into it); scene_house.js the grenade in a house with twelve tempered windows (?scene=house), one engine pane per window.sao-paulo/liquids/ — liquids lab at zrossermcintosh.com/sao-paulo/liquids: the Liquid Dynamics fluid core (github.com/ZRosserMcIntosh/liquid, MIT) compiled to WebAssembly (liquid.mjs + liquid.wasm + library.json, rebuilt with WASI_SDK=… web/build_wasi.sh sao-paulo/liquids in that repo), rendered with the three.js copy in driving/vendor/. A wine glass knocked off a table, a bottle dropped on the floor, a crash dummy shot with green stage blood (any round, as often as you like; an optional ragdoll; glass in front, behind or both, any of the Glass lab's glazings, broken by its ../glass/glass.mjs, with the spatter landing on its pieces and falling with them), drip and impact-angle cards and a dam break; bloodstain pattern analysis with "strings", and export to glTF (.glb), stains JSON and PLY for Unreal and Unity.sao-paulo/ballistics/ — ballistics range at zrossermcintosh.com/sao-paulo/ballistics: the Ballistic Dynamics exterior-ballistics core (github.com/ZRosserMcIntosh/ballistic-dynamics, MIT) with Aviation Dynamics' atmosphere, compiled to WebAssembly (ballistic.mjs + ballistic.wasm + library.json, rebuilt with WASI_SDK=… web/build_wasi.sh sao-paulo/ballistics in that repo), rendered with the three.js copy in driving/vendor/. 1 km, 1 mile, 2 km and 2 mile shots and more: wind along the range (three stretches, gusts, your call against the truth), temperature, altitude and humidity, spin drift, aerodynamic jump, Coriolis and Eötvös; a scope with a MIL reticle and mirage, a dope card, a slow-motion bullet camera, share links that fire the same shot (how/ has the equations and sources). A crash dummy behind any of the Glass Lab's glazings hands the arriving round to the Liquids Lab (liquids/?from=ballistics&…: speed, mass, diameter, descent and drift), which breaks the glass with Glass Dynamics and plays the impact. The Rosser V8 (driving/models/car.glb) can be the target, with the dummy at the wheel behind its armoured windscreen: the range loads ../glass/glass.mjs and fires the round into the raked pane at its real angle. The trace is the engine's wake (bd_wake) drawn as refraction; hit markers are optional.sao-paulo/destruction/ — destruction lab at zrossermcintosh.com/sao-paulo/destruction: the Destruction Dynamics playground (github.com/ZRosserMcIntosh/Destruction-Dynamics, MIT), "The Deep End": a fictional 85-storey Balneário Camboriú tower tips into the ocean, raises a surge and settles as a wreck you can swim. assets/app.js is the Vite build of apps/playground (three.js and Rapier bundled; rebuild with npm run build in that repo and copy apps/playground/dist/assets/index-*.js over it). index.html is the build's page with the site's skin and <base>; copy layerWorker-*.js (the floor-layer solver worker) next to app.js with its hashed name unchanged. Viewer challenges are scenario variants: ?scenario=cheese is Day 1, the indestructible cheese.sao-paulo/bloco/ — Bloco at zrossermcintosh.com/sao-paulo/bloco (formerly MineFuck; /sao-paulo/minefuck/ redirects here): the block-world São Paulo around MASP from the Bloco game (github.com/ZRosserMcIntosh/minefuck, MIT), its JavaScript/WebGL2 port (no build step, no libraries). worlds/masp.mfw is the MASP tile voxelized from driving/city/, worlds/ring.mfr the 2.5 km around it from tiles/ and streets/ (both ODbL, see worlds/NOTICE.txt). Drive a Fusca, take off from Avenida Paulista in the Tupi T-180, break tempered glass. Rebuilt with web/deploy-to-site.sh in that repo.