Easy-to-manage touch screens
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1분 만에 확인하기open world rawah wilderness
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗An open-world hiking, camping and climbing game set in the real Rawah Wilderness in Colorado's Medicine Bow Mountains: a 14.8 × 14.8 km slice of the crest built from lidar, satellite imagery and OpenStreetMap. Start at the West Branch Trailhead and hike the real West Branch and Rawah trails to Twin Crater Lakes, the Rawah Lakes, Island Lake, Camp Lakes and McIntyre Lake. Summit North Rawah, South Rawah or Clark Peak, and walk through the 2020 Cameron Peak Fire scar along the Laramie River.
No build step and no runtime CDN. It runs on static Three.js (r160, vendored).
cd rawah
python3 devserver.py # no-cache static server on http://localhost:5179
Any static server works. ES modules need HTTP, not file://.
| Key | Action |
|---|---|
| W A S D | Walk at about 2.5 m/s. Uphill, backwards and sideways are slower, and you can't walk up past about 46° |
| Shift | Hike fast at about 4.5 m/s (uses stamina) |
| Space | Hop. Hiking fast, it throws a front flip (higher, costs more stamina). Crouched or lying, it stands you up. While climbing, lunge up (uses grip) |
| X | Crouch, then lie down, then stand. Each is slower and quieter than the last |
| Q or left click | Punch. Chain three in a row for a combo. With a tool in hand it swings the tool; carrying a stone it throws it |
| R or right click | Hook |
| G | Stomp |
| E | Pick up or put down a small stone; otherwise grab a rock face too steep to walk, or let go |
| T | Tool: bare hands, axe, machete, telekinesis |
| Q / click, R / right click, E, wheel | With telekinesis: lift, sink, level the ground; wheel sizes the brush |
| C | Pitch the tent (flat ground, 200 ft from lakes, off the trail) or pack it up |
| F | Light a campfire at camp (below treeline only), or put it out |
| Z | Sleep at the tent until morning. Hold it elsewhere to sit and rest |
| L | Headlamp |
| V | Switch between first and third person (scroll to zoom in third) |
| M / Tab | Map and quick travel |
| Esc | Pause, journal and settings |
An Xbox controller (or any pad in the browser's standard layout) works everywhere, menus included:
| Button | Action |
|---|---|
| Left stick | Walk. Speed follows how far you push |
| Right stick | Look |
| A | Hop / lunge / flip |
| D-pad | Down crouch, left punch, right hook, up stomp |
| B | Grab rock or let go |
| X | Pitch or pack the tent |
| Y | First or third person |
| R3 | Tool (hands, axe, machete, telekinesis) |
| RB | Campfire |
| LB | Headlamp |
| LT | Rest (sleep at the tent) |
| RT or L3 | Hike fast |
| View | Map and quick travel |
| Menu | Pause |
In menus the D-pad or left stick moves, A selects, left and right change sliders and dropdowns, and B goes back. The pad rumbles when lightning strikes close.
The fourth tool reshapes the ground you aim at: hold lift to draw the earth up under the ring, sink to push it down, level to press it flat at the height where you began. A pull builds the longer you hold it, and the wheel changes the brush size. Trees, grass and loose rocks follow the new ground, and your work is saved with the game.
Press T to take out an axe or a machete (the small key strip at the bottom right always shows the view, tool, map and menu keys). Click to swing; the hint at the bottom says when a tree is in reach.
Felled trees, stumps and every stone you move are kept in your save.
The title screen and Settings both let you choose Blaize, Grant or Corey; the other two walk with you. Changing it reloads, and Continue picks up your save as the new hiker.
Open the map and pick a trailhead, lake, summit, your camp or your car from the list, or point anywhere on the map. Then travel. The camera lifts off, glides over the real terrain and settles back into your eyes at the spot. You land on dry, walkable ground: on the shore facing the water for a lake, on the summit for a peak.
Pick the season on the title screen or in Settings:
The date drives most of the world, and it advances one day every time you sleep:
Weather follows a schedule for each day, rolled from a seed, so the forecast in the journal (and the one you hear when you wake up) tells you what's coming. The patterns are typical of late September on the crest:
What changes with the weather:
You can also pin the weather in the pause menu.
What you're up against:
To finish the journal, visit every named lake and stand on every named summit. The game saves to localStorage every 10 seconds and every time you sleep.
Everything is real public data, resampled onto one 4096² grid (3.6 m cells) by tools/bake_world.py:
| Layer | Source |
|---|---|
| Elevation | USGS 3DEP 1 m lidar (Arapaho-Roosevelt NF 2023, Northwest Colorado 2020 and neighbouring flights), filled with 10 m 3DEP Terrarium tiles where no lidar exists |
| Ground colour | Sentinel-2 true colour from 28 Sep 2023, a cloud-free day at peak aspen. The baked-in terrain shading is mostly divided out so the game's sun does the lighting |
| Vegetation | Classified from the same scene: NDVI picks out live spruce-fir and lodgepole, the burn ratio (NBR) finds the 2020 Cameron Peak Fire scar (standing snags and downed logs), the red/green ratio finds gold aspen, and low NDVI on bright ground marks talus |
| Trails, roads, lakes, streams, peaks, names | Overture Maps (OpenStreetMap). This includes the West Branch, Rawah, Twin Crater Lakes, Camp Lake, McIntyre, Link and Blue Lake trails, the Rawah Lakes, Island Lake and Twin Crater Lakes, the West Branch Laramie River, Rawah Creek, and North Rawah, South Rawah and Clark peaks |
The bake also adjusts the terrain to fit the vector data:
Outputs in data/: dem.png, cover.png, far.png, color.jpg, far.jpg and world.json. Heights are uint16 (m - 1000) * 16, delta-coded. The binary layers ship as lossless RGB PNGs so any static host serves them; the loader decodes them without color conversion and reads the bytes back exactly (tools/pack_png.py).
To regenerate:
cd rawah/tools
pip install numpy pillow scipy pyproj rasterio shapely pyarrow
python3 bake_world.py # ~10 min cold; downloads cache in tools/.cache/
Terrain uses continuous LOD (CDLOD). Each frame a quadtree over the map picks nodes, and every node is the same 32×32 grid. The vertex shader reads heights straight from a 16-bit lidar texture, adds seeded fractal micro-relief, and morphs vertices between levels so nothing pops. The relief is rougher on rock, gentler in meadows, and switched off on trails, streams and lakeshores. Up close the vertex spacing is about 0.9 m, finer than the lidar. Normals are computed per pixel. The CPU never rebuilds terrain geometry. The relief function exists in both JS and GLSL (src/detail.js), so what you stand on matches what you see.
Trees are built at startup:
Within about 85 m you see the real card trees, which sway in the wind and cast leafy shadows. Beyond that they're crossed-quad impostors out to 1.25 km. The whole forest is about 20 draw calls.
Ground up close is finer than any data. A cellular pattern scatters pebbles everywhere and cobbles and blocks on rocky ground. Each stone is a small dome that catches the light, with a dark contact line around it, and some carry lichen. Between them you see dry grass thatch in meadows and needle litter under the trees. Trails get ragged edges, a worn tread or wheel ruts, and gravel.
Grass is clumps, not blades. A painted atlas holds four clumps:
Each clump has a few hundred curved blades and is drawn on three crossed cards. Grass remembers you: footsteps press a light trail, crouching a heavier one, and lying or sitting flattens a patch the shape of your body that stays down while you're on it. Patches hold for about 3 seconds and spring back over roughly 16. The atlas stores data instead of colour: brightness, the point in the season when each blade cures, and position from root to tip. The shader colours every blade from the satellite pixel under it and the calendar. The result reads as thousands of blades for about a tenth of the triangles blade geometry needed.
Light:
| File | What it does |
|---|---|
src/main.js | Boot, game loop, actions, saving, and local-only dev hooks (window.__rawah) |
src/world.js | Heightfield and relief sampling, the smoothing mask, land cover, and trail and stream lookups |
src/cdlod.js | Quadtree LOD terrain on the GPU |
src/detail.js | Fractal micro-relief, in matching JS and GLSL |
src/terrain.js | Texture helpers, the shared albedo shader, and the far horizon mesh |
src/trees.js | Painted foliage atlas, procedural tree meshes, impostor baking, and wind |
src/flora.js | Placement tiles from satellite land cover (species by elevation, aspect and wet ground; thickets, saplings, rock formations), per-instance LOD refills, and collision |
src/companions.js | The two friends you are not playing: they follow you and sometimes chat, sit or spar together |
src/props.js | Tool swings and tree felling (falling and lying trees, stumps, chips), carrying, pushing and throwing rocks, and what a save keeps of it |
src/tools.js | The axe and machete models |
src/rocks.js | Faceted granite boulders, slabs and spires with painted banding and lichen |
src/features.js | Lakes, streams, trail ribbons, cairns, signs, and the car |
src/sky.js | Real sun ephemeris, moon, stars, Milky Way, clouds, lights and fog |
src/hiker.js | Movement, stride phase, sliding, swimming, climbing, and the stamina, warmth and grip meters |
src/camera.js | First- and third-person camera rig |
src/character.js | The player's body: a Mixamo-rigged model posed by the animation library from the hiker's mode, stance, action and speed. Falls back to avatar.js while loading |
src/anims.js | Loads the Mixamo FBX clips on demand and makes them in-place so the controller moves the body |
src/avatar.js |
vendor/three/LICENSE.fonts/LICENSE.txt.Performance:
Sky and weather: a cloud deck at 4,700 m is drawn from tiling noise. It's lit from the sun's side, with silver linings toward the sun and dark, thick bases in storms. The same density function shades the ground below, along the sun's ray, so cloud shadows are where the clouds are. Rain and snow are GPU particles placed from gl_InstanceID in a box that wraps around the camera, in world space.
Distance:
farTerrain in src/terrain.js). The inner one is the baked 30 km heightmap; past its edge the ridges are a seeded fractal that eases in from the edge, and the outer rings are painted timber and rock. It's built once at load and never re-meshed.ALBEDO in src/terrain.js). The fine octaves fade out on their own with mipmapping.uValley in src/atmosphere.js) adds fog that pools in low air and thins with height, so ridges stack in layers. It is heaviest at dawn and burns off by midmorning.Camera has two modes. First person rides a spring over the ground, and the head motion follows the stride: a dip at each footfall, sway from foot to foot, roll into strafes, a lean and wider FOV at speed, a dip when you land, and breathing. Third person is a shoulder-offset orbit that pulls in to stay out of the hillside, following a placeholder hiker. In first person that hiker still casts your shadow.
| Placeholder hiker body with procedural walk, climb and swim poses, used until the character loads |
src/input.js | Keyboard, mouse, touch and gamepad, including menu navigation and rumble |
src/camp.js | Tent, fire, and Leave No Trace rules |
src/audio.js | Synthesized wind, footsteps, creeks, fire, chickadees and elk bugles |
src/hud.js | Compass, location card, meters and toasts |
src/map.js | The map, the destination list, and picking places with mouse, touch or pad |
src/weather.js | Daily weather schedules, the forecast, and the live weather state (clouds, rain, snow, wind, temperature, wet ground, snow cover, lightning) |
src/precip.js | Rain and snow particles |
src/calendar.js | Dates and seasons: sun position, valley climate, snowpack, lake ice, grass curing, leaves, the weather mix |
src/skyview.js | Baked sky-view (ambient occlusion) from the lidar and canopy |
src/atmosphere.js | Sunward haze, backlit translucency, cloud shadows, and rain and snow on surfaces |