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 ↗An arcade you play with your hand. Point your finger at the screen, fold your thumb to fire. It runs in your browser, sees your hand through your webcam, and never sends the picture anywhere.
Play it at https://www.arthurenard.me/super-claude-bros/
Get hit and the picture bleeds red at the edges; a few seconds unhurt and you recover (in Orbital Decay the glass takes the damage, and a pane that fails ends the game). Each game hides eight secrets. In High Noon, try the bell.
And a different kind of game, on its own page: Grip Prix, a kart racer for up to four that you steer with both hands held up like a wheel (see Play Grip Prix).
Open the site in a current browser on a computer with a webcam, choose
Play on the Finger Guns tile (or Race for Grip Prix), choose a game in
the arcade's row, choose Play, and allow the camera. A link to a game
(…/#high-noon) opens the arcade on it, and …/#finger-guns on the game you
chose last. To run it on your own machine, see Development.
How to aim. Hold your hand like a pistol; the crosshair follows your index fingertip. Fold your thumb down to fire, raise it to cock again. If your hand leaves the camera's view mid-round, the round waits for it and counts you back in; after a fall, fold your thumb on the results to play again.
Reload and vent. Point past the edge of the screen (a hand swung out of the picture counts): that reloads in High Noon, Dead of Night and Overwatch Ridge, and vents the overheated laser in Orbital Decay. In Overwatch Ridge, raise your thumb after each shot to work the bolt.
The scope. Overwatch Ridge alone has one: close one eye, or hold Shift or the right mouse button, or use the Scope button in the bottom-left corner of a touch screen, and the view jumps to six times. Shift, the right button and the Scope button work with your hand as with the mouse. Your hand then pans it a quarter as fast, so a tremor is a quarter as big. Pointing off the screen reloads only while you are not scoped.
The eye adapts to you: it follows how far your eyes read open, learns how far yours shut, and keeps the scope while your pointing hand hides your face (until you open the eye, or ten seconds). A small eye beside the magazine says whether your face is seen and fills as the eye closes; Settings' Eye Test shows your own picture and each eye's reading live. With Aim Assist on, men a few pixels tall at 300 m are marked so you know where to look.
Before every game, a quick aim check. You warm up on the game's own targets (bottles along the street in High Noon, mason jars in Dead of Night, the station's running lights in Orbital Decay, steel plates on the range in Overwatch Ridge). Point your finger at the lit target and fire: the game is learning where you point, so there is no crosshair to steer, and none is shown. It ends by itself as soon as 95% of your shots would land where you aim - about six shots the first time, three when the game remembers your aim - with "Aim Set": that is when the crosshair appears, following your finger.
No camera? Choose Use Mouse or Trackpad: click to fire. The right
button reloads (High Noon, Dead of Night), vents (Orbital Decay) or scopes
(Overwatch Ridge, where you reload with R). On a touch screen, tap to fire
and tap with two fingers to reload or vent.
| Key | Does |
|---|---|
P, Space or Esc | Pause |
R | Reload (all but Orbital Decay) |
V | Vent the laser (Orbital Decay) |
Shift | Scope, held (Overwatch Ridge) |
M | Mute |
Settings — the gear in the corner, or Settings on the pause sheet — has the difficulty (Relaxed is slower and gentler, for a first evening or a tired arm), the volume, a larger or high-contrast crosshair, how steady the aim is held, Aim Assist, which camera to use, whether the camera's picture stays in the corner in play, Reduce Motion and Reduce Flashing, and, for Overwatch Ridge, Close One Eye to Scope, whether the Scope button holds or toggles, and an Eye Test. Everything is remembered in your browser; Forget Saved Aim and Reset Everything clear it.
Records. Your best score is kept for each game and difficulty, and apart for your hand and for a mouse or touch screen (which is far easier to aim). The arcade shows the one to beat under Play; the results say when you beat it, and by how much.
Super Claude Bros. can be installed as an app from the browser (Install Super Claude Bros., or Add to Dock / Add to Home Screen); it opens full screen.
Grip Prix is a kart racer for up to four, steered with both hands held up like
a wheel (open them to brake). It lives at race.html: choose a driver, race
bots, or host a room for friends, race one track or a four-race Grand Prix, and
flip the tracks with Mirror Mode.
On this computer (Chrome, with a webcam):
npm run play
That starts the site and opens http://127.0.0.1:5191/race.html. Choose Practice to race the bots alone, or Host a Race to open a room. On this computer's own address the camera needs no certificate.
With friends' phones it is built for a sofa: the computer on the TV hosts the race, and each friend's phone (or laptop), propped up in front of them, is their wheel.
npm run party
That serves the game over HTTPS on your local network (a phone's camera only works on a secure page, so there is a self-signed certificate: each device asks once whether to trust it, and you accept it that one time). The terminal prints the address. Then:
https://localhost:5190/race.html it shows,
choose Host a Race, and under Show the Race choose On This
Screen: the race plays in split screen, and everyone else's device
becomes just their wheel, with their place, lap and item.127.0.0.1), or type the four-letter code at Join a
Race. They pick a name and a driver, allow the camera, and hold the wheel
level once.Racing on several devices needs everyone on the same Wi-Fi: the devices connect directly, with no relay, so players on different networks usually can't reach each other (the start screen, the lobby and the troubles say so). They find each other through a public PeerJS broker, so the network needs internet access (only the introduction goes through it; no race data does). Press F in the race for full screen on the TV, and M to turn sound off and on (the same preference as the arcade's; Music and Effects have their own sliders in the pause sheet). Keyboards and gamepads drive as well: choose them on the "Who's Driving?" screen. The camera picture never leaves the device; only each player's steering goes over the network.
Hand tracking is Google's MediaPipe, running inside your browser in WebAssembly. The camera picture is read in memory, frame by frame, and never stored or sent anywhere. In Overwatch Ridge, the one game with a scope, the camera also reads whether one of your eyes is closed (you close one to look through the scope); only the two eyes' blink scores are kept, only in that game (and in Settings' Eye Test, which shows your own picture on your own screen), and they never leave the device either. To fit the scope to you, two numbers - how far your eye reads open and shut - are remembered in your browser. Super Claude Bros. has no server of its own and no analytics; the only files it downloads are its own, and Grip Prix's rooms meet through the public PeerJS broker (see above).
A computer with a webcam and a current browser with WebGL 2. Super Claude Bros.
is built and tested in Google Chrome on macOS; current Edge, Safari and Firefox
should work but haven't been played through yet. Overwatch Ridge, played with
your hand, also needs your face in view to scope with an eye, and downloads
MediaPipe's face model (face_landmarker.task, 3.7 MB) the first time, behind
the loading bar (turn off Close One Eye to Scope and it isn't loaded); the other
three games never load it.
npm install
npm run dev # the site, with hot reload, at http://127.0.0.1:5173
npm run play # Grip Prix on this computer, http://127.0.0.1:5191/race.html
npm run party # Grip Prix over HTTPS on your network, for phones (see above)
npm run typecheck
npm test # unit tests (Vitest)
npm run e2e # end to end in headless Chrome (muted), with a fake camera
npm run build # the static site, into dist/
index.html, src/app/, src/ui/: the arcade's page — screens, the glass
HUD, the aim check.
src/tracking/, src/input/, src/calibration/: the camera, hand tracking
(in a worker), the trigger and the aim map.
src/engine/: the game host; src/engine/types.ts is the contract every
game is built against.
src/audio/: the Web Audio engine and every sound, synthesised in code.
src/games/western/, night/, orbit/, ridge/: High Noon, Dead of
Night, Orbital Decay and Overwatch Ridge (each with a dev.html: the game
alone in the src/dev/ harness, the mouse as the gun).
race.html, src/kart/: Grip Prix — its sim, network, wheel and renderer.
e2e/: the Playwright tests; tools/: icons, benchmarks, track postcards and the trailer.
art/western/, night/, orbit/, ridge/, kart/: the Blender scripts
that build each game's world and people. Everything under public/assets/
is made by them or captured from the games themselves — there are no
downloaded assets. Name stages after -- to run some (-- bake export);
the folders' READMEs (all but western) list them, with --quick for a
rough pass. Orbital Decay and Overwatch Ridge take the better part of an
hour:
B=/Applications/Blender.app/Contents/MacOS/Blender
$B -b --factory-startup -P art/western/build_town.py # Dust Creek
$B -b --factory-startup -P art/western/characters/build.py # its people
$B -b --factory-startup -t 4 -P art/night/build_road.py # the road and its sky
$B -b --factory-startup -t 4 -P art/night/characters/build.py # the dead and the living
$B -b --factory-startup -t 4 -P art/orbit/build_orbit.py # cupola, station, planet, debris
$B -b --factory-startup -t 4 -P art/ridge/build.py # the valley, its people
CI runs the type check, the unit tests, the build and the end-to-end tests on
every push to main and every pull request. The site is the static build in
dist/, deployed on Vercel at the address above; its paths are relative, so
the same build works at a domain's root or under a path.
The design language is in docs/DESIGN.md, the architecture and its contracts in docs/WEB_ARCHITECTURE.md, and each game's design beside them: High Noon, Dead of Night, Orbital Decay, Overwatch Ridge, Grip Prix.
Super Claude Bros. was called Handy, then Handheld, and began as a Python
desktop app; that version is kept in git under the tag python-final.
The code is MIT (LICENSE). MediaPipe's model bundles in
public/models/ are Apache-2.0, by Google (public/models/README.md).