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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Heroes of the Storm auxiliary web app.
From the moment you spawn into a match it tells you what is coming and when, spoken aloud
and shown on a phone or second screen: objective spawns, camp timings, minion waves, talent
tier windows, and short prompts about what to prepare.
The game has no live data available to a web app, so nexiliary works from the match clock
plus a small number of anchor taps, and is explicit about how confident it is in any given
number. It never asserts something it cannot derive.檢視完整 README ↗Heroes of the Storm auxiliary web app.
From the moment you spawn into a match it tells you what is coming and when, spoken aloud and shown on a phone or second screen: objective spawns, camp timings, minion waves, talent tier windows, and short prompts about what to prepare.
The game has no live data available to a web app, so nexiliary works from the match clock plus a small number of anchor taps, and is explicit about how confident it is in any given number. It never asserts something it cannot derive.
The live app works, on all fifteen battlegrounds, as a single-player local app. Shared sessions over a relay are the one thing left and need a Cloudflare account.
No battleground is marked verified, so nothing renders as exact except minion waves.
That is deliberate: timings are hand-authored from published guides, and the app is not
allowed to claim precision until a map has been timed by hand in a few custom games.
corepack enable
pnpm install
pnpm dev # http://localhost:5173
pnpm --filter @nexiliary/web dev:lan # also on the LAN, for a phone
pnpm test
pnpm typecheck
Use the deployed address on the phone, not a LAN one. Screen Wake Lock requires a secure
context, so on a plain http://192.168.x.x address the API is not restricted, it is
absent — the screen sleeps mid-match and takes the speech with it, and there is no
fallback that works. dev:lan is for looking at layout on a phone, not for playing.
Settings reports what is actually holding the screen, and says so plainly when nothing is.
pnpm --filter @nexiliary/web deploy
A Cloudflare Worker serving static assets. Real certificate, so Wake Lock works and the service worker registers, which is what makes it installable — an installed PWA is also markedly harder for a phone to discard mid-match.
Pick a battleground, tap start match as you spawn in, then tap objective ended during the regroup after each objective fight. That tap is the whole interaction. Without it the app is accurate for a few objective cycles and then honestly goes quiet about objectives, while waves, camps, talent tiers and the death timer carry on unaffected.
packages/engine the whole product: projection, confidence, cues. Zero dependencies
packages/maps fifteen battlegrounds and the cue text, as data with a schema
apps/web Vite + React SPA. No timing logic
docs/spec.md - the approved designdocs/architecture.md - packages, projection, clock, relay, testsdocs/implementation-findings.md - what building it found wrong in the designdocs/features.md - full feature catalogue, v1 and deferreddocs/game-constants.md - where the game-wide constants came fromdocs/camp-data.md - mercenary camp timings per battlegrounddocs/research.md - timing data, constraints, sourcesdocs/design/live-view-mockup.html - visual directionCLAUDE.md - orientation for AI agents working in this repo