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
翻譯準備中
尚未偵測到更新。GitHub 發布版本後會顯示在這裡。
個人 GitHub 帳號下公開儲存庫的擁有者可以登入並驗證所有權,自行管理介紹,無需管理員核准。
登入並產生驗證檔案,在 30 分鐘內將其提交至此儲存庫的預設分支。其他分支或分叉儲存庫中的檔案無效。然後在下方檢查檔案,即可無需管理員核准直接管理專案。請保留檔案以維持管理權限。
如需登入,將前往登入頁面。登入後請回到此處,再次點擊所選的驗證按鈕。
在專案資料夾中執行 /nomorevibe verify,即可驗證所有權並自行管理介紹。
一分鐘完成驗證正在載入完整 README。 以下為已儲存的摘錄。
A text-based life simulator in the shape of BitLife, about building AI.
You start with a rented GPU and an idea. Each year you face two or three
decisions. Every decision moves fourteen numbers and can latch any of forty
permanent world flags — and some of them mature into consequences that only
arrive four, five, six years later.
Somewhere ahead is a system more capable than you. The only question that
matters is whether it is still listening.檢視完整 README ↗A text-based life simulator in the shape of BitLife, about building AI.
You start with a rented GPU and an idea. Each year you face two or three decisions. Every decision moves fourteen numbers and can latch any of forty permanent world flags — and some of them mature into consequences that only arrive four, five, six years later.
Somewhere ahead is a system more capable than you. The only question that matters is whether it is still listening.
node server.js
Then open http://localhost:5173. No build step, no dependencies — plain ES modules, served statically. Deploy it by copying the folder to any static host.
npm test
Simulates 5,000 playthroughs and asserts no run stalls, every event stays reachable, and runs genuinely diverge.
The design follows your own observation: you don't need a million authored things to get a million outcomes. 27 events produce an effectively unbounded run space because branching is multiplicative, not additive.
| Layer | Count | Contribution |
|---|---|---|
| Events | 52 | pool drawn from each year |
| Choices | 154 | 3 per event |
| Outcomes | 194 | some choices fork 2–3 ways |
| Activities | 28 | player-initiated, 2 per year |
| Activity outcomes | 50 | each activity forks too |
| Continuous stats | 14 | unbounded state vector |
| Latching world flags | 40 | 2^40 ≈ 1.1 trillion configurations |
| Delayed consequences | 9 | fire years after the decision |
Four mechanisms turn that into scale:
requires / excludes over
world state, so the eligible pool at year 3 and year 30 barely overlap.when clauses mean the same option
resolves differently depending on what you built. Gating a public launch
reads one way with an interpretability lab, another way once your weights
have leaked.bias shifts odds by your stats, so a shutdown
drill is genuinely likelier to succeed in a lab that invested in containment.A ~40-year run makes roughly 100 decisions at a branching factor near 3.9. That is a path space on the order of 10^59, before the continuous stats.
Measured over thousands of simulated runs, playstyles produce sharply different outcome distributions — no strategy dominates:
| Playstyle | Result |
|---|---|
| Growth-focused | 66% catastrophe (loss of control / hard takeoff) |
| Safety-focused | 45.9% The Quiet Transition |
| Careless | insolvent — the lab dies |
Across 5,000 simulated runs: 100% unique run signatures, all 52 events reachable, zero stalls, average run 20.7 years.
Safety is survivable and expensive. Capability without alignment reliably ends badly. That tension is the game.
The UI is a colorful, mobile-first life game rather than a research dashboard:
On desktop the same systems become a three-panel command center: your history on the left, the living world in the middle, and your people plus AI on the right.
index.html entry point
server.js zero-dependency static server
src/engine/
state.js stat + flag definitions, effect application
rng.js seeded RNG — runs are replayable by seed
engine.js predicates, weighting, yearly tick, endings
game.js run controller + activity system
src/data/
events-early.js Act I — the garage years
events-mid.js Act II — scaling and deployment
events-late.js Act III— recursive self-improvement, the endgame
events-life.js recurring texture (burnout, press, poaching)
events-career.js funding, rivals, acquisition, personal cost
events-world.js society, politics, other people's AI
events-model.js the model's own arc
activities.js 28 player-initiated actions in 5 categories
index.js aggregation + the nine endings
src/ui/
app.js views, sheets, nav, rendering
styles.css the interface
test/sim.test.js 5,000-run simulation harness
An event is a plain object. The engine handles the rest:
{
id: 'unique_id',
weight: 30, // base draw likelihood
requires: { capability: { gte: 60 }, // when it can appear
flags: { rlhf_deployed: true } },
excludes: { flags: { nationalized: true } }, // when it cannot
pressure: { suspicion: 1.5 }, // surfaces more as suspicion climbs
maxTimes: 3, // omit for unlimited
title: 'Something Happened',
text: 'The situation, in two or three sentences.',
choices: [{
label: 'What you do about it',
outcomes: [{
when: { containment: { lte: 30 } }, // optional state gate
weight: 10,
bias: { alignment: 1.2 }, // odds shift with alignment
text: 'What actually happened.',
effects: { containment: -12, capability: 8 },
flags: { airgap_broken: true },
delayed: [{ inYears: 4, text: 'It comes back.', effects: { publicTrust: -10 } }],
}],
}],
}
Drop it in any file under src/data/ and export it. index.js throws on
duplicate ids, and the test suite will tell you if it's unreachable.
Seeds are shareable — the same seed replays the same run.