Underground 2 Revived
Chrome과 Firefox에서 Need for Speed Underground 2를 WebGPU로 두고 팬 프로젝트입니다
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기메이커가 쓴 소개는 위의 한 줄이 전부입니다. 더 자세한 내용은 저장소 README에서 읽을 수 있습니다. 저장소 README ↗
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Web-based point-and-click adventure engine (Phaser 4 + TypeScript + Vite). Internal resolution and other bootstrap settings live in src/game/game-config.json (default 352×198).
To make games with BENNE, start at benne.games. It has the user guides, from the introduction and installation and new game setup, and the BenneScript API reference. The rest of this README is about working on the engine itself.
npm run dev # Vite dev server
npm run build # Typecheck + production bundle
npm run preview # Serve production build locally
npm run snapshot # Pack the engine source into benne-snapshot.md (Repomix) for LLM chats; not tracked
See the regression testing guide for setup, suite commands, CI gates, coverage and remaining test priorities. Start with npm run test:ci; run browser, extension-host and artifact suites before releases.
website/guide/ and docs/bennescript-api.md.docs/architecture.md: how the engine and editor fit together.docs/bennescript-ergonomics-refactor.md: the BenneScript design record and its decisions.docs/roadmap.md: open work and ideas.docs/history/: dated reviews and logs, kept for background only.strict mode; prefer explicit types for public engine APIs and JSON-backed shapes under src/types/.src/game/. Put raw images (and later audio) under src/game/assets/. Room JSON references asset paths relative to that folder; resolveGameAssetUrl() maps them to Vite URLs for Phaser’s loader.gameEvents from src/engine/events/EventBus.ts for cross-system interactions (inventory, puzzles, UI). Phaser’s own events remain for input and scene lifecycle.src/game/assets/ game media (images/backgrounds, images/characters, audio, …) — bundled via Vitesrc/game/ game logic and data: game-config.json, globalScript.ts, rooms/, characters/, …src/engine/ reusable systems and scenes; src/engine/content/ finds and loads the game's contentsrc/types/ JSON and engine contract typesSee AGENTS.md for which docs are current, and .cursor/rules/benne.mdc for project-wide conventions.
I built BENNE with the help of AI tools. ChatGPT, Grok, and Claude wrote much of the code, while I provided the architecture, direction, and feature design. I also designed the user experience for the BENNE Editor.
My goal was to spend less time building a game engine and more time doing what I love: making adventure games.
Some of my game artwork is AI-assisted and hand-edited.
BENNE is released under the MIT License. Use it, fork it and change it however you like.
Third-party assets keep their own licenses. The fonts in game-templates/*/assets/fonts/ are CC BY-NC-SA 3.0, which forbids commercial use, so replace them before you sell a game made from a template.
This is my personal engine, shared as-is. Bug reports and questions are welcome as issues. I'm not trying to build a contributor community around it, so pull requests may not be reviewed or merged.