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1분 만에 확인하기walkable first-person/third person three.js scene, fully procedural
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
The main branch contains the Hong Kong scene described below.
A walk, a run and a drive down a Causeway Bay street in Hong Kong on a late afternoon, built in
Three.js and generated in code. Tong lau walk-ups with balconies and burglar grilles, slim
residential towers with bay windows, older ribbon-window commercial blocks and glass office
towers line both sides of the road. Their ground floors are shops under concrete canopies, with
lit fascia signs in Chinese and English, and vertical neon signs hang out over the sidewalks.README 전문 보기 ↗The main branch contains the Hong Kong scene described below.
A walk, a run and a drive down a Causeway Bay street in Hong Kong on a late afternoon, built in Three.js and generated in code. Tong lau walk-ups with balconies and burglar grilles, slim residential towers with bay windows, older ribbon-window commercial blocks and glass office towers line both sides of the road. Their ground floors are shops under concrete canopies, with lit fascia signs in Chinese and English, and vertical neon signs hang out over the sidewalks. Red taxis and the rest of the traffic keep left, the crossings are painted a warm yellow, and the crowd walks both sidewalks. You can walk it in first person, switch to third person and run, or take any car on the street and drive it.
This project is built on top of Ocean Drive by StarKnightt, then completely changed. Ocean Drive was a first-person sunrise walk along Miami Beach's Art Deco hotels, palms, beach and ocean. The engine underneath it is kept: the renderer and post chain, the sky and shadow system, the walker, the vehicle and traffic simulations, the Blender-built cars, the Mixamo crowd and the synthesized audio. The scene on top of it is new: the city, the street, the buildings, the signs, the markings, the traffic rules, the light and the controls. Nothing of Miami is left on screen. See Where it came from for what was kept and what was replaced.
The buildings, signs, street and every sound are generated in code at load time. The only files the scene loads are Ocean Drive's Blender car models, adapted here for right-hand drive, the Mixamo people and their animations, Poly Haven CC0 texture scans for the road, paving, facades, concrete details and shop floors, a Poly Haven urban HDRI for environment lighting, and two Poly Haven normal maps for the car interiors. The city scans include albedo, normal and packed occlusion/roughness maps, stored locally as WebP at 1K (high/medium) and 512 px (low). Sources and asset credits. The Modern Evening Street HDRI adds urban ambient lighting and reflections; the visible sky and haze retain the afternoon treatment. Local 4K/2K/1K files are used for high/medium/low quality. HDRI source and lighting notes. The shop and sign names are invented: there is no real business, brand or logo anywhere in the scene. The street names are real Causeway Bay streets.
git clone https://github.com/imsarah/HongKongThreejs.git
cd HongKongThreejs
npm install
npm run dev # http://localhost:5173
npm run build # production build into dist/
The only runtime dependency is three (0.186). The build uses a relative base, so dist/ works
from any sub-path. It runs best on a desktop GPU in a Chromium-based browser, and also runs on
laptops and phones on a lower quality tier.
Check the shipped cars, driving interactions, traffic and NPC spacing with:
node tools/right-hand-drive-test.mjs
node tools/car-ride-test.mjs
node tools/any-car-test.mjs
node tools/props-test.mjs
node tools/railing-test.mjs
node tools/railing-scene-test.mjs
node tools/render-resolution-test.mjs
node tools/render-clarity-test.mjs
node tools/gpu-clarity-test.mjs
node tools/car-cockpit-test.mjs
node tools/car-glass-mobile-test.mjs
node tools/traffic-sim-test.mjs
node tools/traffic-visual-test.mjs
node tools/traffic-startup-test.mjs
node tools/pedestrian-spacing-test.mjs
node tools/exit-driver-spacing-test.mjs
node tools/crowd-spacing-test.mjs
These check the right-hand cockpit anchors in all eight car models, door sides at different
headings, driver-camera placement, and the convertible and parked-car driving flows.
The browser checks need the dev server running and Playwright Chromium installed; set
BROWSER_CHANNEL=chrome to use an installed Chrome. They check both hands against the rim
through full-lock turns in all eight cars, compare the inside view with and without windshield
glass, and exercise iPhone SE, iPhone 13, Pixel 7 and iPad layouts in both orientations.
Screenshots are saved under shots/cockpit/ and shots/glass-mobile/.
The Node traffic checks cover startup flow across all three quality tiers, restored-car
overlaps, queued passing in both directions at different frame rates, oncoming right of
way, pedestrian and signal stops, and continuous flow with no vehicle overlaps.
The browser startup check loads desktop and mobile scenes and reloads with a saved car
inside a traffic spawn, checking that the saved pose survives and traffic flows around it.
NPC spacing checks cover duplicate spawn requests, forward and sideways collisions, fast
steps, and several drivers leaving at the same door. The browser crowd check runs ten
simulated minutes on every quality tier and checks opposing walkers on a shared route.
Prop checks cover slow-speed blocking, crash impacts along the full length of a railing,
fallen sections clearing their collision footprint, and restoration out of view. The live
scene check also verifies the square metal crossing studs on desktop and mobile.
Render clarity checks cover iPhone portrait/landscape and low/medium laptop views,
including sustained slow-frame feedback, resize handling and high-DPI pixel budgets.
Synthetic GPU timings also check that effects are reduced first while the emergency
resolution fallback still works.
Phone and tablet views keep enough horizontal field of view in portrait, with a driving HUD, readable touch buttons of at least 44 px, and a radio card that fits around the minimap. Rotating the screen releases held steering and braking inputs. The low quality tier uses 1024 px sun-shadow maps and 14 shadow samples per pixel to reduce mobile rendering cost. Low and medium tiers render at up to 1.5 device pixel ratio within a 2.1-million-pixel budget, so a 1080p laptop can keep native resolution and phone displays retain more detail. Both keep full-size sign lettering; the low tier uses gentler FXAA smoothing. Normal adaptive quality reduces shadows and contact shading before resolution and preserves at least one render pixel per CSS pixel where the budget allows. The GPU timeout guard can still reduce resolution further on an overloaded device. Medium sun shadows start at 2048 px.
| Action | Keyboard and mouse | Touch |
|---|---|---|
| Start | Click (locks the pointer; the sound starts on the same click) | Tap (goes fullscreen where the browser allows it) |
| Look | Mouse | Drag anywhere off the joystick |
| Walk | W A S D | Left-thumb joystick |
| Run | Hold Shift, or turn Caps Lock on to keep running | Joystick at full tilt |
| Jump | Space | Jump button |
| First person / third person (on foot) | V (or C) | Camera button |
| Get in / out | E (or F): the bike, the convertible, any parked car, or a stopped traffic car at its driver's door (the driver gets out and waves) | Ride / Enter button |
| Throttle, brake / reverse, steer | W S A D | Joystick |
| Handbrake | Space: held with the wheel turned, the tail steps out | Jump button, held |
| Driver's view / chase camera (in a car) | C (or V) | Camera button |
| Horn | H | |
| Car radio | Q | Radio button |
| Minimap | N hides / shows it, Shift+N north up / heading up | |
| Back to the nearest road (stuck) | R (or Backspace) | |
| Mute | M | Mute button |
| Release the pointer | Esc |
All cars are right-hand drive: the driver's door is on the right when facing forward. Either door can be used to enter a parked car; the passenger side slides you across to the driver's seat.
The last car you got out of stays where you left it, across reloads (localStorage
ocean-drive.car, the key kept from Ocean Drive); the minimap marks it.
| URL option | Effect |
|---|---|
quality=low|medium|high | Pins a quality tier instead of detecting one |
dynres=0 | Turns dynamic resolution off |
gpuguard=0 | Turns off the GPU-time guard that lowers resolution and shadows on a struggling GPU |
hud=1 | Shows the frame-rate readout |
nofs=1 | Does not go fullscreen on the starting tap |
openworld=0 | The road-only rules: cars stay on the road, no parked car to enter |
units=mph | The driving speedometer in mph (km/h by default) |
prof | Per-section main-thread timings in window.__prof() |
This repository started as a copy of Ocean Drive (MIT, © 2026 Prasenjit / StarKnightt). Ocean Drive was a first-person walk along Ocean Drive in Miami Beach at sunrise. It had about forty pastel Art Deco hotels, 160 palms, a park and promenade, a beach with footprints, swash and lifeguard towers, an ocean with a glitter path, pelicans and gulls, and a bossa nova drifting from a hotel patio. It was built overnight by AI agents from the brief in PROMPT.md, then extended with Blender cars, traffic, a Mixamo crowd and open-world driving (CHANGELOG.md has its full history).
Kept from Ocean Drive (the engine):
Replaced or new for Causeway Bay:
The original Ocean Drive brief is kept in PROMPT.md for the record, with the Hong Kong brief after it.
src/player/fasttravel.js is Ocean Drive's and is not wired into the scene.src/
main.js boot, render loop, dynamic resolution, input
sky.js sky, clouds, sun and its shadow box
quality.js quality tiers
renderer/ post chain: bloom, anti-aliasing, grade
world/
hk-buildings.js the Causeway Bay frontage: plan, facade shader, signs atlas, shops
hk-plates.js Hong Kong number plates for the car models
ground.js the city ground (heights for the walker, people and cars)
street.js road, kerbs, sidewalks, markings, railings, lamps, signals, plates
layout.js the street's dimensions, the cross streets and the sun
traffic*.js keep-left traffic, taxis; cars-glb.js the Blender cars
crowd.js the Mixamo crowd; mixamo.js the characters and clips
vehicles/ the bike and the cars: simulation, chase camera, skids, dents
player/ walker (first / third person, running), avatar, touch controls
ui/ driving HUD, minimap, radio card
audio/ synthesis, spatial audio, car, music, radio, footsteps
blender/ adapted right-hand-drive car models: Python build scripts and cars.blend
public/models/ the car and people GLBs
tools/ Playwright capture and test harnesses (from Ocean Drive)
MIT. See LICENSE. The original Ocean Drive copyright notice is kept, as the licence requires.
main; Ocean Drive's original brief, history and licence attribution remain in the repo.