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 small folded paper bird glides over an endless sea of clouds at golden hour, steered by you.
No goals, no score — just the light, the clouds and the glide.
Everything lives in one self-contained file: index.html. Open it in a recent desktop or
mobile browser with WebGL 2 (Chrome, Edge, Firefox, Safari 15+). It works straight from disk
(file://) or from any static web server; there are no dependencies or assets to load.README 전문 보기 ↗A small folded paper bird glides over an endless sea of clouds at golden hour, steered by you. No goals, no score — just the light, the clouds and the glide.
Everything lives in one self-contained file: index.html (built from the sources in src/).
Open it in a recent desktop or mobile browser with WebGL 2 (Chrome, Edge, Firefox, Safari 15+). It
works straight from disk (file://) or from any static web server; there are no dependencies or
assets to load.
| Mouse | point where you want to go — left/right banks into a turn, up climbs, down dives. Move the pointer to the centre (or out of the window) and the bird levels out. |
| Touch | touch anywhere and drag; the offset from where you touched steers. Let go to level out. |
| Keyboard | arrow keys or WASD |
| Gamepad | left stick |
| Fullscreen | double-click or press F |
Diving gathers speed, climbing trades it back for height; when the bird runs out of speed it gently lowers its nose. You can skim the cloud tops, fly under overhangs and through the heaps and towers that rise above the sea, but the bird is softly kept from sinking deep into the cloud sea.
src/ — the sources: ES modules for the world generator, the renderer and its shaders,
the flight, the steering and the camera. node tools/serve.mjs runs them as they are at
http://localhost:8000/src/ (edit, reload); node build.mjs joins them into index.html, which
is what gets published (commit both). Only Node is needed.docs/BRIEF.md — what the piece should be: every request verbatim, the
inspiration photos described, the feedback themes.docs/DEVELOPMENT.md — how it works (the source files and the build, the
frame, the world generator and its causes, streaming, the cloud renderer, flight, image, speed),
test hooks, performance baselines, known issues, tuning lessons, checking a change.docs/HISTORY.md — what was built, tried and dropped in each round.docs/img/ — reference renders of the current version, a world map, tower silhouettes.tools/ — the local server, rendering and comparing views, the generated
world measured and drawn in Node, behaviour checks, and regression tests (world fingerprint,
render baselines).These are for working on the piece and are not needed to enjoy it.
| parameter | effect |
|---|---|
?debug | frame-rate / resolution / GPU-time overlay |
?test&preset=start|sun|away|side|skim|high|high2|bank|tower|giant|anvil|close|under|approach|inside|humps|upward|fastdive&frames=N&w=W&h=H&scale=S | deterministic render: fixed time step, stops after N frames (for screenshots); tower, giant, anvil, close, under, approach and inside look at, under or into generated towers near the start |
?seed=N, ?towers=K | another world; density of convective cells (default 1) |
?test&pose=x,y,z,yaw,pitch,bank | start the bird at an exact pose |
?test&closeup=right,up,forward | fixed camera offset in the bird's frame |
?test&script=dive|climb|turn|weave&log | scripted input; per-frame flight state in window.__log |
?view=1..5 | show cloud transmittance, raw cloud light, depth, sun rays or bloom |
?dbg=1..7 | cloud debug: normals, sun visibility, shadow volume, march cost, lighting terms |
?exp=, ?con=, ?haze=, ?bloom=, ?rays= | exposure, contrast, haze density, bloom and sun-ray strength |
?cpuprof | per-pass timing on software GL (fences every pass) |