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
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取自仓库 README
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Monorepo for Sparkdown — a markup language for writing screenplays and
games — and the tools around it: the impower.dev web editor, the
VS Code extension, the language server, the game engine,
and the player.
1. Install IDE: Visual Studio Code
2. In VSCode, install all Workspace Recommended Extensions.
This is an npm-workspaces monorepo. Install once from the repo root, then use
the root launch scripts below — they are the supported way to run things and they
keep the multi-process wiring correct.查看完整 README ↗Monorepo for Sparkdown — a markup language for writing screenplays and games — and the tools around it: the impower.dev web editor, the VS Code extension, the language server, the game engine, and the player.
This is an npm-workspaces monorepo. Install once from the repo root, then use the root launch scripts below — they are the supported way to run things and they keep the multi-process wiring correct.
npm install # once, at the repo root — sets up every workspace
| To work on… | Run (from the repo root) | What it does |
|---|---|---|
| The web editor (impower-dev) | npm run web:dev | Launches the editor and the game-preview player together, on auto-picked free ports, and prints the editor URL. Ctrl+C stops both. |
| …forcing a separate-origin player iframe | npm run web:dev:cross-origin | Same, but cross-origin instead of the default same-origin proxy. (web:dev:same-origin is the explicit default.) |
| The VS Code extension (vscode-sparkdown) | npm run vscode:dev | Builds + watches the extension and everything it bundles; press F5 in VS Code to open an Extension Development Host. |
Override the web ports with the EDITOR_PORT / PLAYER_PORT / HMR_PORT env
vars if you need fixed ports.
web:dev instead of launching the two servers yourselfThe editor embeds the game player as an <iframe> and the two connect over a
postMessage/MessageChannel handshake. That handshake needs three things to agree:
the editor's player-origin, the player's editor-origin, and a unique HMR port per
editor. Get any of them wrong — or collide with another running checkout — and the
Game Preview silently stays black even on PLAY (the editor never finishes
connecting; the editor pane itself looks fine). The values are baked into each
Vite bundle at startup, so a page reload won't fix a wrong one. web:dev removes
the footgun entirely: it derives every value consistently and never collides
(every port is chosen free at launch). Just run it and open the URL it prints.
Same-origin mode (the default) additionally exposes window.__preview in the
editor page so you can inspect the live game DOM from the console / devtools.