Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
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 확인하기Repo for a billiard roguelike game
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
Strategic billiards with a scorecard and a boon-stacking roguelike on top.
A portrait (9:16) mobile web prototype built with Vite + Three.js.
You are the cue ball. Every room is a static rack: nothing moves until you shoot,
so read it for as long as you like — then spend one of the few shots you have.
A ball is never destroyed by being hit, only by being knocked into a pocket. The
contract says what has to go down; the shots you don't spend are worth more
than most of the ones you do.README 전문 보기 ↗Trick-shot billiards on a grid of light, with a boon-stacking roguelike on top.
What the game is meant to do lives in specs/; the design history is in docs/.
A portrait (9:16) mobile web prototype built with Vite + Three.js.
You are the cue ball. Every room is a static rack: nothing moves until you shoot, so read it for as long as you like — then spend one of the few shots you have. A ball is never destroyed by being hit, only by being knocked into a pocket. The contract says what has to go down; the shots you don't spend are worth more than most of the ones you do.
npm install
npm run dev # http://localhost:5173 (also served on your LAN for phone testing)
npm run build # production bundle in dist/
npm run preview # serve the built bundle
Requires Node 20.19+ (or 22.12+). No other setup, no assets to download — all geometry is procedural and all audio is synthesised at runtime.
| Input | Action |
|---|---|
| Hold | Aim. The table is already frozen — there is no clock on this |
| Drag | Pull the cue — distance from the ball is power, direction is ball − thumb |
| Release | Fire. One shot |
| Tap while the table is moving | Spend a freeze charge: stop it, aim again, resume. No shot |
Fill the contract, then slingshot into a door to take its reward.
| Doc | Contents |
|---|---|
docs/GDD.md | Core loop, multiplier & momentum system, 4-phase boon engine, hybrid level generation |
docs/STYLE_GUIDE.md | "Dark Velvet Cyber-Billiards" visual language, procedural audio palette, enemy silhouettes |
docs/ARCHITECTURE.md | Module graph, loop/physics separation, git milestone & rollback workflow |
src/
├── main.js bootstrap · loop · system wiring · FX
├── config.js every balance constant, the palette, all feel curves
├── core/
│ ├── Engine.js time dilation · hit-stop · camera shake
│ ├── InputManager.js pointer state machine (aim / drag / flick)
│ └── AudioManager.js procedural Web Audio synthesis
├── entities/
│ ├── Player.js cue ball, focus gauge, ribbon trail
│ └── Enemy.js Solids · Stripes · Heavy Eight-Balls
├── systems/
│ ├── PhysicsSystem.js sweeps, rebounds, caroms, pockets, trajectory prediction
│ ├── Rules.js contracts, the shot budget, the multiplier ladder, score
│ ├── Table.js pocket capture + the mint and red objects on the felt
│ ├── BoonSystem.js 4-phase hook registry + card offers
│ ├── Tutorial.js the five teaching boards
│ └── RoomManager.js layout pool + racking + doors
└── ui/
├── HUD.js health · radial focus · room · combo · door labels
└── BoonModal.js 3-card reward overlay
| Tag | Contents |
|---|---|
v0.1-docs-scaffold | Design docs, project scaffold, table rendering |
v0.2-core-physics | Input, slingshot, bullet-time, trajectory prediction |
v0.3-combat-carom | Enemy archetypes, billiard collisions, caroms, audio |
v0.4-boons-progression | 4-phase boon engine, hybrid rooms, HUD & boon modal |
(unreleased) v0.5 | Static rack, contracts, shot budget, pockets, scorecard, freeze |
(unreleased) v0.6 | Pockets as architecture, the five-channel palette, plain words |
See docs/ARCHITECTURE.md#7-git-versioning--rollback-workflow
for the rollback recipes.
Everything that affects feel lives in src/config.js — time
dilation, focus economy, chain multipliers, hit-stop, shake, enemy stat blocks,
threat budgets and the palette. A balance pass should be a one-file diff.
The visual and verbal system the table is built to — four families, one word each,
and the order they are taught in — lives in design/system/ and
is published as a canvas. Every color decision in src/config.js traces back to
the allocation on the first board there.