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Live multiplayer browser games in Rust and WebAssembly, with a WebGPU engine and a std-only Rust server.
翻译准备中
取自仓库 README
正在加载完整 README。
查看完整 README ↗Tiny games, everyone in them.
Open the front page and pick a game (click it, tap it, or Tab and Enter). Each card shows how many people are in it right now; along the bottom, how many are online anywhere and how many visits there have ever been. The game opens over the front page and fills the screen. Everyone who opens a game is in the same world as everyone else who has it open.
In every game, Esc (on a phone, the menu button) opens the same menu: back to the game, whatever the game adds (Wandfall's spellbook and settings), a box to tell us what's broken or what you love, and the way out.
You are a small glowing snake in a dark arena shared with everyone else. Its card on the front page is the game itself, live.
Bots keep the arena busy when few people are on; they graze, dodge, and the bold ones cut across smaller snakes' paths. When people come, a bot makes room only where no one can see it go.
A wand battle royale: sixteen wizards drop onto an island on broomsticks, pick up spell cubes, and fight while a storm closes in. Last one standing wins. Its card on the front page is a match going on right now.
Bots fill the island when few people are on, so a match is always going. On a phone: a stick on the left, buttons on the right, held sideways. The practice range runs in the page itself, with dummies and lessons.
crates/server, std only: its own HTTP and WebSocket) runs
every game's world as a room in its own thread and sends each browser
only what changed in its view. It trusts no browser: what it reads is
bounded, connections are capped, every socket is pinged, and a page
that cannot keep up is let go. What players write in a game's menu
(and what goes wrong on a page) comes to it at /feedback.crates/pixels is a software
renderer (antialiased shapes, glows, a hand-drawn 5x7 font, accented
letters too) writing into one RGBA buffer that is shown once a frame.
Wandfall's island is 3D, drawn by crates/render, our own engine on
WebGPU (shaders as Rust strings), with that pixel layer over it. No
hand-written JavaScript; the page's only script line starts the
WebAssembly.crates/engine (the wire, the room every game implements, the hub's
numbers) and each game's core are shared, line for line, by the server
and the page.wyrm is the template for the next games: copy it, change the world, add a card. CLAUDE.md has the steps.
bash scripts/build-web.sh # dist/: the pages
cargo run -p secretspace-server --release -- --static dist # http://localhost:8787
Pushes deploy on their own: the server to Railway, the pages to Vercel.