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1분 만에 확인하기WebGPU Driving Visualization
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
WebGPU Driving with 10 environments in 170k gzipped
A relaxing, endless, procedurally generated drive rendered with WebGPU and no libraries.
The world, the cars and the car interior are all procedural. The car drives itself and a
"car commercial" camera director cuts between helicopter, drone, chase, roadside, dolly,
wheel, hood and interior shots.README 전문 보기 ↗A relaxing, endless, procedurally generated drive rendered with WebGPU and no libraries. The world, the cars and the car interior are all procedural. The car drives itself and a "car commercial" camera director cuts between helicopter, drone, chase, roadside, dolly, wheel, hood and interior shots.
https://github.com/user-attachments/assets/d8b28ee4-b77f-435c-a15c-491157bf5736
Nine environments: country road, desert dirt road, ocean coastline, forest flower road, Pennsylvania snowstorm, La Honda Road, night drive and Arizona storm (rainy desert night with lightning; rain on the glass refracts the view from inside and the wipers clear it) and New England autumn (red / orange / gold hillsides; fallen leaves on the road that the car blows away).
This was inspired by a video I saw of cars going down a road. I don't know what the first game to do this is but the one I remember most is Road Rash for the Sega Gensis. Chaining road segments on a long road avoids the problem of trying to draw an entire world. You just draw forward or backward N "strips". Sure, games like Pole Position, Hang-On, OutRun also did this kind of but they weren't "3D". Neither is Road Rash on Gensis but, as the series progressed, it did eventually get to "real 3d" and for a 3d engine it benefits from being able to render strips and not have to come up with some more open world PVS system.
I get that some people might see this as AI slop. That's fine. If it's not your thing then don't look? I think there's more here than just that. For example: One issue with 3D games on the Web is they usually need to download 100s of megs of data. This entire demo is 170k gzipped! All cars, all 10 environments, all skies, all trees, bushes, flowers, textures, etc.... It's effectively showing there's been a huge opportuntity for fast to download beautiful games that's entirely been ignored for the last 15 years. I think that's valuable, regardless of how this was created.
As for how, I wrote the prompt, and asked for a plan. Then I asked it to follow the plan. 2hrs later it was working with several biomes. I spent another 2 days working through smaller issues and asking for small tweaks.
Maybe the most interesting was trying to get better looking cars. I can't say the cars are great now but they are significantly better than when it started. It tried for a while and wasn't getting much better. Two things I asked which helped. One, I told it to use 2 more agents. So the main agent would provide the code, another agent would design the car, a 3rd agent would judge. 2nd, I suggested it use NURBS to model. Before that it was using polygons. Both of those helped get them to where they are now. Separate from the looks, there are still issues like the semi truck's cab and trailer are not connected correctly. Also, cameras don't take into account the semi and bus.
Another big issue is perf. The forest looks pretty good because it has so many trees but it's also 3x slower to render. The New England autumn leaves biome has the same issue. We had some ideas and one is in the settings (Detailed Leaf Shadows - on on desktop, off on mobile). It doesn't help much. You can turn off all of the other post-processing type effects (bloom, TAA, DOF, etc) and it helps the frame rate but not enough to hit 60fps consistently on my M1 Mac. I don't think I'm going to spend any time fixing it though. It's still pleasent to look at.
Overall, I'm really impressed. And of course things will only get better. Even though they are not perfect I'm particularly happy with the snow on the windows from the driver's POV in the snow biome. And, even more with the rain on the windows in the Arizona rain biome, as well as the lights from the on coming cars and the lightning.
| Key | Action |
|---|---|
| ← / → (A / D) | change lanes (only when it's safe; you can't crash) |
| ↑ / ↓ (W / S) | speed up / slow down |
| C (or the camera button, top left) | cycle camera: auto director, then each shot in turn (kept when switching environments) |
| V (or the car button, top left) | cycle the player's vehicle (6 cars, a semi truck with trailer, a bus) |
| drag / wheel (touch: drag / pinch) | orbit camera around the car, dolly in / out |
| ← → ↑ ↓ (orbit camera) | move the orbit focus around the car (Shift+↑/↓: up / down; within 10 m) |
| R (or the ↻ button, top right) | generate a new world (new seed) |
| P | toggle autopilot |
| ⚙ (top left) | settings: environment, time of day, clouds, speed, camera, graphics toggles |
| 1 – 9, 0 | switch environment |
| B (or the globe button, top left) | next environment |
| H | show / hide the HUD |
M (with record=1) | start / stop recording a video of the canvas (downloads an .mp4 when stopped) |
Useful for sharing a view and for deterministic screenshots:
biome=country|desert|coast|bigsur|forest|snow|lahonda|night|arizona|autumn (without it, a random environment
and seed are chosen; the page never writes it into the URL, so shared links stay plain)seed=N: world seedcar=sedan|hatch|suv|coupe|wagon|pickup|semi|bus: the player's vehicles=N: start distance along the road (m)tod=H: time of day (hours)cam=chase|helicopter|drone|roadside|dolly|wheel|interior|passenger|topdown|hood|front|customeye=f,l,u&look=f,l,u&fov=deg: car-relative custom camera (with cam=custom)t=N: time into the camera shotfreeze=1: stop the simulation clock (the renderer keeps running so TAA converges)hud=0: hide the HUDsize=WxH: make the canvas exactly W×H CSS pixels (centred, not scaled) and render it at the
display's device pixel ratio, for screen capture: on a 2x (Retina) display size=960x540 is a
1920×1080 image, on a 1x display use size=1920x1080record=1: enable the M key to record the canvas to a video filespeed=N: simulation time scale (e.g. speed=8 for soak testing)debug=noterrain,nodof,nomb,nobody,novegshadow,nograss,nolod0,noprepass,probe: debugging togglesnpm install
npm run dev # esbuild watch -> dist/
npm run serve # express static server on http://localhost:8080
npm test # wgsl check, typecheck, gts lint, build, unit tests, screenshots
Other tools:
npm run shoot [filter] -- --shots test/shots-gallery.json: render deterministic
screenshots (headless Chrome through puppeteer, no special flags) into screenshots/.
The run fails on any [gpu-error] (every uncaptured WebGPU error is printed with that
prefix), on page errors, and on blank frames.node test/contact.js [filter]: contact sheet of the screenshots.node test/perf.js [biome...] [--debug flags]: live frame rate and GPU pass timings
(timestamp queries).node test/probe.js "<query>" "<js expression>": evaluate an expression in a running
page.npm run soak: drives several environments at 8× for about 8 km each (origin rebasing,
streaming, clipmap recentering, camera cuts) and fails on any GPU or page error..claude/agents/aaa-judge.md: an agent whose only job is to judge screenshots against
AAA and car-commercial quality and rank fixes.Deployment: .github/workflows/pages.yml builds and publishes dist/ to GitHub Pages on
every push to main.
The road is the world's spine. Every system uses the road's arc length s.
x(z), y(z), heading(z), every 2 m (src/world/road.ts).Streaming along the road. Content only exists in a 1D window along the road:
The world origin is rebased every 1 km, so f32 precision stays sub-millimetre near the camera.
Terrain LOD (src/render/terrain.ts):
terrain.ts ↔
terrain.wgsl), and recentred as the camera moves.Atmosphere (src/shaders/atmo_*.wgsl) follows Hillaire 2020:
Vegetation:
Cars (src/gen/car.ts, src/gen/interior.ts):
Traffic (src/sim/traffic.ts) cannot crash, by construction:
The unit tests drive minutes of random input and assert that no two cars ever overlap.
Post-processing:
WebGPU practices:
timestamp-query profiling when available.