BeamNG.Earth
BeamNG.drive용 1:1 비율 실시간 지구, 실제 고도·위성 이미지·부동 원점·보조 서버에서 LOD 스트리밍
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프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
Heroes of the Storm auxiliary web app.
From the moment you spawn into a match it tells you what is coming and when, spoken aloud
and shown on a phone or second screen: objective spawns, camp timings, minion waves, talent
tier windows, and short prompts about what to prepare.
The game has no live data available to a web app, so nexiliary works from the match clock
plus a small number of anchor taps, and is explicit about how confident it is in any given
number. It never asserts something it cannot derive.README 전문 보기 ↗Heroes of the Storm auxiliary web app.
From the moment you spawn into a match it tells you what is coming and when, spoken aloud and shown on a phone or second screen: objective spawns, camp timings, minion waves, talent tier windows, and short prompts about what to prepare.
The game has no live data available to a web app, so nexiliary works from the match clock plus a small number of anchor taps, and is explicit about how confident it is in any given number. It never asserts something it cannot derive.
The live app works, on all fifteen battlegrounds, as a single-player local app. Shared sessions over a relay are the one thing left and need a Cloudflare account.
No battleground is marked verified, so nothing renders as exact except minion waves.
That is deliberate: timings are hand-authored from published guides, and the app is not
allowed to claim precision until a map has been timed by hand in a few custom games.
corepack enable
pnpm install
pnpm dev # http://localhost:5173
pnpm --filter @nexiliary/web dev:lan # also on the LAN, for a phone
pnpm test
pnpm typecheck
Use the deployed address on the phone, not a LAN one. Screen Wake Lock requires a secure
context, so on a plain http://192.168.x.x address the API is not restricted, it is
absent — the screen sleeps mid-match and takes the speech with it, and there is no
fallback that works. dev:lan is for looking at layout on a phone, not for playing.
Settings reports what is actually holding the screen, and says so plainly when nothing is.
pnpm --filter @nexiliary/web deploy
A Cloudflare Worker serving static assets. Real certificate, so Wake Lock works and the service worker registers, which is what makes it installable — an installed PWA is also markedly harder for a phone to discard mid-match.
Pick a battleground, tap start match as you spawn in, then tap objective ended during the regroup after each objective fight. That tap is the whole interaction. Without it the app is accurate for a few objective cycles and then honestly goes quiet about objectives, while waves, camps, talent tiers and the death timer carry on unaffected.
packages/engine the whole product: projection, confidence, cues. Zero dependencies
packages/maps fifteen battlegrounds and the cue text, as data with a schema
apps/web Vite + React SPA. No timing logic
docs/spec.md - the approved designdocs/architecture.md - packages, projection, clock, relay, testsdocs/implementation-findings.md - what building it found wrong in the designdocs/features.md - full feature catalogue, v1 and deferreddocs/game-constants.md - where the game-wide constants came fromdocs/camp-data.md - mercenary camp timings per battlegrounddocs/research.md - timing data, constraints, sourcesdocs/design/live-view-mockup.html - visual directionCLAUDE.md - orientation for AI agents working in this repo