BeamNG.Earth
BeamNG.drive용 1:1 비율 실시간 지구, 실제 고도·위성 이미지·부동 원점·보조 서버에서 LOD 스트리밍
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 확인하기메이커가 쓴 소개는 위의 한 줄이 전부입니다. 더 자세한 내용은 저장소 README에서 읽을 수 있습니다. 저장소 README ↗
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Created by Merrick McMorris.
A strategy card game about ecology, with life from the Cambrian to the present, for two players or one against the computer. Each player fills five Niches with Creatures, overrides one Creature with another that shares enough traits, hunts the opposing ecosystem, and races to 12 Victory Levels.
The game currently ships three complete 40-card decks, five Biomes that change each player's rules, a card browser, and Learn Something, a set of illustrated lessons on the science behind the cards.
| Deck | Identity |
|---|---|
| 1 | Theropod Predators: Carnivore board control built around Apex Predators |
| 2 | Herbivore Development: armored Herbivores that grow toward Dreadnoughtus |
| 3 | Aquatic Carnivores: marine hunters using the closed Aquatic ecosystem |
Play against the computer (Easy or Normal), or two players on one device, with hands hidden behind a handoff screen whenever the device passes between players. Games save automatically and survive a page refresh.
Requires Node.js 20.19 or newer (22 LTS recommended).
npm install
npm run dev
Then open http://localhost:5173.
| Command | What it does |
|---|---|
npm run dev | Development server with instant reload |
npm test | Rules, simulation, and interface tests |
npm run check | Typecheck, lint, and test, the same gate CI runs |
npm run build | Production build into dist/ |
npm run preview | Serve the production build locally |
npm run playtest | AI-vs-AI balance playtests (-- --games=50 --decks=deck-1,deck-3) |
npm run images | Resize and recompress artwork after adding new images |
npm run format | Format all source files with Prettier |
src/
ai/ The computer opponent: move choice and a Web Worker to run it
data/ Card, deck, Biome, and Lesson content (no logic beyond validation)
engine/ The rules engine: pure TypeScript, no browser or UI dependencies
ui/ React interface: screens, components, saving, and session state
styles/ Stylesheets
tests/
ai/ Computer-opponent games, strength checks, and a fair-play test
engine/ Rules tests, determinism tests, and whole-game simulations
ui/ Interface tests run in a simulated browser
tools/ Playtest balance tool and image optimizer
src/engine is the heart of the project and is built to be trustworthy:
(state, input) → newState. Inputs are never mutated, and an illegal request returns an unchanged copy instead of corrupting the game.legalCreatureLanes, canPlayConcept, …) before acting, so the interface can never perform an illegal move.GameAction ({ type: "playCreature", cardUid, laneIndex }, …) applied through applyAction. The interface dispatches these, and the same actions can be recorded, replayed with replay, sent over a network, or chosen by an AI. listLegalActions lists every legal move in any state.checkInvariants verifies structural soundness: every card exists exactly once, Niches are consistent, and the winner matches the phase. The simulation tests run it after every action of every simulated game.Modules, in dependency order: core (zones, board geometry, locks) → override, victory, battle-math → queries (read-only legality) → turn (turn flow) → entry-effects, development, concepts, battle (transitions) → actions (dispatch and legal-move generation).
src/ai plays a seat using only the engine's legal moves. It never cheats: before each decision it re-deals everything it couldn't know (the opponent's hand, the order of both decks, the random number generator) and plans on that imagined game, and it judges Hunts by weighing every Battle Coin outcome by its probability rather than peeking. A test checks this directly: scrambling the hidden information never changes its choice.
In testing, Normal beats Easy about 9 games in 10, and both beat random play about 9 in 10. Decisions run in a Web Worker, so the page stays responsive while the computer thinks, and each move is paced so a person can follow it.
tests/engine/rules.test.ts): 90 scenario tests covering card interactions and rulings.tests/engine/determinism.test.ts): seed reproducibility, replay, purity, and Battle Coins.tests/engine/simulation.test.ts): 54 complete games across every deck matchup and Biome, played by a random policy over listLegalActions. Invariants are checked after every action, and the suite fails if any game gets stuck or any listed action does nothing.tests/ai/ai.test.ts): full computer games with every move checked for legality, strength against random play and between difficulties, and the fair-play test.tests/ui/app.test.tsx): setup-to-first-turn flow (against a person and against the computer), save and resume, the card browser, and the Hunt/coin modal.Card records live in src/data. Deck 1 and the shared Tag rules and rulings ledger are in deck-1.json; Decks 2 and 3 are in deck-2.ts and deck-3.ts. Card data is validated at startup, so a bad edit fails loudly.
When a rule changes, update the card data, the engine, and a rules test in the same change. Don't let interface wording become an undocumented rule.
The site is static and deploys automatically through GitHub Actions:
main. The Deploy to GitHub Pages workflow typechecks, lints, tests, builds, and publishes.The site is served at https://<user>.github.io/<repository>/. The workflow sets the correct base path automatically, including for a custom domain. Pull requests and other branches run the same checks through the CI workflow without deploying.
All artwork is temporary. Final card illustrations and Biome art will be commissioned from artists or selected from fan submissions. The card layout, frame design, colors, and Biome concepts are original designs by Merrick McMorris.
src/data/art.ts records where every card's art came from, and a test keeps it in agreement with the files and credits:
| Source | Cards | Notes |
|---|---|---|
| Licensed | 69 | Openly licensed images, credited in public/artwork/attribution-manifest.json |
| AI placeholder | 17 | Generated with ChatGPT's image generator, as are the Biome backgrounds and Nautilus face |
| Pending | 24 | No artwork yet; the card shows an "Artwork coming soon" frame |
Credits for all of it are shown in-game under Artwork credits.
Adding new art: put the image in public/artwork/<card-key>.webp, run npm run images to size it for the web, and move the card's key out of its current category in src/data/art.ts.
© 2026 Merrick McMorris. All rights reserved. No license has been chosen for this project yet.