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
翻译准备中
尚未检测到更新。GitHub 发布版本后会显示在这里。
个人 GitHub 账号下公开仓库的所有者可以登录并验证所有权,自行管理介绍,无需管理员批准。
登录并生成验证文件,在 30 分钟内将其提交到此仓库的默认分支。其他分支或分叉仓库中的文件无效。然后在下方检查文件,即可无需管理员批准直接管理项目。请保留文件以维持管理权限。
如需登录,将前往登录页面。登录后请回到此处,再次点击所选的验证按钮。
在项目文件夹中运行 /nomorevibe verify,即可验证所有权并自行管理介绍。
一分钟完成验证Hurrur Game
翻译准备中
取自仓库 README
正在加载完整 README。 以下为已保存的摘录。
Multiplayer (1–8 players) browser horror game — Three.js + WebRTC (PeerJS). Runs as a static site.
Deploy to Vercel
Push this folder to a GitHub repo, import it in Vercel (framework preset: Vite), deploy.
vercel.json already sets the build command, output folder and long-lived caching for models/textures.
To keep it private to your friends, enable Settings → Deployment Protection → Password Protection.查看完整 README ↗Multiplayer (1–8 players) browser horror game — Three.js + WebRTC (PeerJS). Runs as a static site.
npm install
npm run dev # http://localhost:5173
Push this folder to a GitHub repo, import it in Vercel (framework preset: Vite), deploy.
vercel.json already sets the build command, output folder and long-lived caching for models/textures.
To keep it private to your friends, enable Settings → Deployment Protection → Password Protection.
Multiplayer needs no server: the host clicks Host Online and shares the 4-letter code; friends choose
Join Online and enter it. Players on different networks (mobile data, most home routers, school/work
Wi-Fi) usually need a TURN relay, or joining fails with "Found the room, but … blocked a direct connection".
api/ice.js (a Vercel function) hands out short-lived relay credentials; set ONE provider in the Vercel
project's Settings → Environment Variables, then redeploy:
CF_TURN_KEY_ID, CF_TURN_API_TOKENMETERED_DOMAIN (e.g. yourapp.metered.live), METERED_API_KEYA static TURN server via VITE_TURN_URL (comma-separated URLs), VITE_TURN_USER, VITE_TURN_PASS also works.
All sounds are real CC0 recordings from Freesound, picked and mastered (silence trim, loudness normalisation)
by python tools/audio/fetch_sfx.py; footsteps are sliced from walking recordings by tools/audio/slice_steps.py.
Results land in public/audio/ with manifest.json (sound key -> files) and credits.json (title, author, id).
Survivors and ghosts are MakeHuman (MPFB2) characters built by Blender scripts; motion is CMU motion capture retargeted onto the shared rig. Run with Blender 5.2:
blender -b --factory-startup --python tools/blender/cast.py -- <id> # survivor -> public/models/chars/<id>.glb
blender -b --factory-startup --python tools/blender/anims.py -- ava anim_f # female mocap library
blender -b --factory-startup --python tools/blender/anims.py -- jake anim_m # male mocap library
blender -b --factory-startup --python tools/blender/cast.py -- g_widow # ghost body, then:
blender -b --factory-startup --python tools/blender/ghost_anims.py -- widow # -> public/models/ghost_widow.glb
On laptops with two GPUs, set your browser to High performance in Windows Settings → System → Display → Graphics, or it will run on the integrated GPU.