BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
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OpenSRO:使用 Go 编写的 Silkroad Online v1.150 服务器和 WebGPU 浏览器客户端
AI 翻译
OpenSRO: a Silkroad Online v1.150 server in Go and a WebGPU browser client
取自仓库 README
正在加载完整 README。 以下为已保存的摘录。
A Silkroad Online v1.150 (Legend III) server written in Go and a WebGPU browser
client, plus the asset pipeline that turns a licensed client installation into
browser- and server-ready data.
To run it locally, follow docs/GETTING_STARTED.md.
Ignored and local only: .generated/ (all generated game data), .state/
(caches and locks), .tools/ (pinned binaries such as Nomad), temp/ (scratch
output), node_modules/.
Retail game media is never committed. The asset build reads a licensed
extraction next to the checkout; see
docs/ASSET_PIPELINE.md.查看完整 README ↗Silkroad Online v1.150 (Legend III), rebuilt end to end as open-source software for the browser.
OpenSRO is a complete game stack, not just an emulator:
Behaviour is ported from the original game, not guessed: the v1.150 client defines what exists, and server rules follow the original server's instructions. Reverse-engineering evidence (function addresses) sits right next to the code that ports it.
💬 Questions about the code? Join our Discord.
The full walkthrough, with the exact tool versions, is docs/GETTING_STARTED.md. In short:
corepack pnpm install --frozen-lockfile
corepack pnpm assets prepare
corepack pnpm assets build full # about 6 minutes on 16 cores, once
corepack pnpm task build server-game-data
go -C apps/server run ./cmd/operations/sro-nomad dev-agent
go -C apps/server run ./cmd/operations/sro-nomad deploy -build
corepack pnpm dev and open http://127.0.0.1:5180. 🎉Only changing code, not game data? corepack pnpm check source runs the CI gates with no game data at all.
| Folder | What's inside |
|---|---|
🎮 apps/client-next/ | The browser client: TypeScript, WebGPU, Vite |
⚔️ apps/server/ | The Go Agent and GameWorld, Nomad jobs, operator docs |
🛰️ apps/server-observatory/ | Operations dashboard, with optional authenticated player recovery |
🧰 scripts/ | Asset pipeline, repository checks and the pnpm task runner |
📚 docs/ | Setup, architecture, asset pipeline and design notes |
🩹 patches/ | Dependency patches applied by pnpm |
Local only and ignored: .generated/ (all generated game data), .state/ (caches and locks), .tools/ (pinned binaries such as Nomad), temp/ (scratch output) and node_modules/.
Retail game media is never committed. The asset build reads an extraction of your own client next to the checkout; see docs/ASSET_PIPELINE.md.
| Command | What it does |
|---|---|
pnpm dev | Client dev server on http://127.0.0.1:5180 |
pnpm assets prepare | Extract your client into extracted/ |
pnpm assets doctor | Check the game root, extraction and build tools, with a fix for each problem |
pnpm assets build full | Full asset build, outdoor world included (assets build reuses the last outdoor world) |
pnpm check source | The CI gate; needs no game data |
pnpm --filter @sro/client-next check | Every client gate |
pnpm check | Every gate, including the asset-dependent suites |
pnpm task list | Every task with its prerequisites |
New here? Start with CONTRIBUTING.md: setup, the native-first rule, how to put new ideas behind a flag, and what a good pull request looks like. Then pick an issue labelled good first issue or say hi in #🛠️contributing on Discord.