Project Plateau
Project Plateau: four glass plates, one living valley, and the road back to camp.
翻訳待ち
No updates detected yet. GitHub releases will appear here.
Loading the full README. The saved excerpt is shown below.
A web-based, mobile-first twin-stick action game. Three.js r180, native ES modules, an import
map, no build step — index.html opens and runs.
Pages serves main / (root) directly — there is no CI and no workflow, because there is
nothing to build. Push to main and it is live.
Two thumbs, and each pad means one thing in every state:Read the full README ↗A web-based, mobile-first twin-stick action game. Three.js r180, native ES modules, an import
map, no build step — index.html opens and runs.
Play: https://colinwillow.github.io/melee/
Pages serves main / (root) directly — there is no CI and no workflow, because there is
nothing to build. Push to main and it is live.
Two thumbs, and each pad means one thing in every state:
| LEFT PAD — the body | RIGHT PAD — the verb | |
|---|---|---|
| hold | move | hold up: charge a shot (blaster) / wind up (hammer) |
| tap | next weapon | jump |
| flick | dodge roll, in the flicked direction | strike, in the flicked direction |
| drag | — | orbit the camera |
With the blaster out, pushing the right pad straight up and holding takes the firing position: a reticle appears and converges as the shot charges, the gun's blue parts light up, and letting go fires the ball you charged. A nudge cannot reach the trigger and a sideways drag is still the camera. With the hammer out, holding winds up and letting go swings.
Keyboard, for debugging on a laptop only: WASD / arrows to move, J and L to orbit.
index.html — everything: renderer, world, rig, clips, input, locomotion, camera.models/characters/alien_antenna_game.glb — 62-joint Mixamo rig, armature scaled 0.01,
11,059 tris, 24 clips at 24 fps. Carries weapon_root_left / weapon_tip on the left
hand and weapon_root_right / weapon_tip_2 on the right.models/weapons/*.glb — the blaster and the hammer, each built around weapon_root_right
with the tip at exactly (-14.3102, 0, 0): byte-identical to the character's own mount,
so they parent with identity and nothing about where they sit is typed in the game.vendor/ — three r180, GLTFLoader, DRACOLoader + wasm, BufferGeometryUtils, SkeletonUtils.tools/ — the gates and the measuring tools. See CLAUDE.md.npm run check # ~4s: the syntax gate plus the boot gate. Run before every push.
npm run bump # raise BUILD, hash the assets, rewrite version.json. Run before every push.
npm run clips # what is actually in each animation
npm run gait # the measured reference speed of every locomotion clip
No dependencies. The tools read the GLBs directly — the animation samplers are not draco compressed, so every question about a clip is answerable in about a second with nothing installed.