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查看完整 README ↗A glass float adrift on a sea that never ends. Paddle it about, ride the swell, bounce off the buoys, and turn the sea and the sky with the sliders, from flat calm at dawn to a storm with crests twenty metres from trough to top. Nothing is painted: the water, the sky and the light are worked out as they are drawn, so it never repeats.
It is built on madness-engine:
the stage, the controls, the splashes, the sound and the glass float (the
engine's marble, blown up) are the engine's, and so is the sea itself,
madness-engine/ocean, which any game on the engine can use.
| Dawn | Night |
| A long swell at dusk | The sliders |
npm install
npm run dev # http://localhost:5173
npm run build # static build in dist/
Needs WebGPU or WebGL 2 (any current browser); ?renderer=webgl or
?renderer=webgpu pins one. ?sea=storm&sky=dusk starts in any of the
presets (seas: glass, calm, breeze, swell, storm; skies: dawn, noon, dusk,
storm, night), and ?panel=closed with the panel folded away.
All of this is in madness-engine (src/ocean.js and src/ocean/), taken
from what Neverending Tunnel III's barrel of water does:
src/main.js: the stage, the sea, the loop, and what the sliders dosrc/float.js: floating, surfing down the wave faces, splashing downsrc/buoys.js: buoys moored all over the endless sea, worked out from where you aresrc/panel.js, src/styles.css: the sliderssrc/sound.js: the wash, the hiss of spray, splashes and knocks, made from noise