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 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A web implementation of Crapette (aka Russian Bank), the two-player patience/rummy
hybrid card game. v1 is single-player vs. a CPU opponent in the browser; online
multiplayer is planned for v2 without a rewrite of the rules engine.
Full design and rules reference: docs/tech-spec.md. Detailed
build history (what was built, in what order, and why) is in
docs/build-log.md; investigated gotchas and non-bugs are in
docs/known-issues.md.
Feature-complete v1 — playable end-to-end in the browser.README 전문 보기 ↗A web implementation of Crapette (aka Russian Bank), the two-player patience/rummy hybrid card game. v1 is single-player vs. a CPU opponent in the browser; online multiplayer is planned for v2 without a rewrite of the rules engine.
Full design and rules reference: docs/tech-spec.md. Detailed
build history (what was built, in what order, and why) is in
docs/build-log.md; investigated gotchas and non-bugs are in
docs/known-issues.md.
Feature-complete v1 — playable end-to-end in the browser.
/src/engine — pure game logic: deck/deal, legality rules, compulsory-move
resolution, win/stalemate detection. Fully unit-tested with Vitest./src/ai — rule-based CPU heuristic opponent.src/cli/simulate.ts — headless CLI that plays full games (random or heuristic
policy on either side), used to validate the engine/AI without any UI./src/render — PixiJS rendering: tap-to-select and drag-and-drop input, tweened
card moves/flips, pile-count badges, end screen, New Game/How to Play/language/
About modals. No separate /src/ui directory — it all lives in
src/render/pixi/scene.ts./src/state — the game store (gameStore.ts), CPU auto-play driver, and
localStorage autosave/resume./src/i18n — English + Portuguese, with a manual in-app language switcher.See docs/tech-spec.md §14 for the original build order, and docs/build-log.md for
what actually happened at each step (including several deliberate deviations from the
spec's original text — see CLAUDE.md's "Things that deviate from tech-spec.md"
section for the short version).
Two standard 52-card decks (each shuffled/dealt independently), 13-card reserve
variant, own-waste-pile-top-card-playable house rule enabled, no "Stop!" honor
system — the engine blocks illegal moves and enforces compulsory moves automatically.
Full canonical ruleset: docs/tech-spec.md §2. In-app "How to Play" reference is also
available from the game's footer.
TypeScript, Vite, PixiJS (rendering), Vitest (tests), i18next (English/Portuguese),
@vercel/analytics (Web Analytics, via the framework-agnostic inject() — this is a
Vite app, not Next.js, so the /next//react component doesn't apply; requires Web
Analytics to be enabled for the project in the Vercel dashboard, otherwise it's a no-op
in dev/anywhere not deployed there). See docs/tech-spec.md §12 for the stack and
licensing rationale. Everything is
permissively licensed (MIT/Apache-2.0/BSD) except the vendored card art
(public/cards/, from htdebeer/SVG-cards, LGPL-2.1 — credited in-app via the
About/Legal modal, per §12).
npm install
# Run the engine test suite
npm run test
# Play a single random-legal-move game and print the result + move log
npm run simulate
# Batch-simulate many games to validate the engine (win/stalemate/failure summary)
npm run simulate -- --games 1000
# Same, but with the CPU heuristic instead of random-legal-move on either/both sides
npm run simulate -- --games 1000 --heuristic-cpu
# Vite dev server / production build — the actual playable game
npm run dev
npm run build
/src
/engine pure game logic — zero Pixi/DOM/Node dependencies, portable to a future
server (multiplayer validation) or mobile app unchanged
/ai rule-based CPU heuristic player
/cli headless simulation harness (Node-only, imports only /engine and /ai)
/render PixiJS scene/layout, all HUD/modal UI (no separate /src/ui directory)
/state game store, CPU auto-play driver, localStorage persistence
/i18n i18next setup + English/Portuguese locale resources
/docs
tech-spec.md canonical design/rules/architecture spec
build-log.md chronological build history and rationale
known-issues.md investigated gotchas and confirmed non-bugs
MIT — see LICENSE. Third-party dependencies are all permissively
licensed (MIT/Apache-2.0); the vendored card art (public/cards/) carries its own
LGPL-2.1 attribution (see docs/tech-spec.md §12 and public/cards/CREDIT.md) and is
credited in-app via the About/Legal modal, per that section.