BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
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一分鐘完成驗證Plastic Front:一場點對點的玩具士兵工廠戰爭。你建造機器;機器建造軍隊。服務保證就寢。
AI 翻譯
Plastic Front: a peer-to-peer toy-soldier factory war. You build the machine; the machine builds the army. Service guarantees bedtime.
取自儲存庫 README
正在載入完整 README。 以下為已儲存的摘錄。
Service guarantees bedtime.
▶ Play now: https://kunskapshunger.github.io/plastic-front/ (free in your browser: host a war and send friends
the invite link)
Plastic Front is a peer-to-peer factory war for 1–4 players. You don't command the army. You build the machine
that makes it. Scoop plastic pellets, tin and bang powder off the playroom floor, belt them through molding presses,
tinworks and powder mills, and assemble soldiers, wind-up tanks and tin biplanes. Belt the crates into your gates and
the soldiers hop out into the sandbox on their own.檢視完整 README ↗Service guarantees bedtime.
▶ Play now: https://kunskapshunger.github.io/plastic-front/ (free in your browser: host a war and send friends the invite link)
Plastic Front is a peer-to-peer factory war for 1–4 players. You don't command the army. You build the machine that makes it. Scoop plastic pellets, tin and bang powder off the playroom floor, belt them through molding presses, tinworks and powder mills, and assemble soldiers, wind-up tanks and tin biplanes. Belt the crates into your gates and the soldiers hop out into the sandbox on their own.
The factory is bright, cheerful plastic. The sandbox is where the soldiers go to break. Every shard, melted puddle and snapped-off leg stays on the battlefield for the rest of the war. The Federal Playroom Network narrates all of it and is delighted.
Play it at https://kunskapshunger.github.io/plastic-front/, or run it locally:
npm install
npm run dev # → http://localhost:5196
?net=online to force WebRTC when testing on one machine.| Input | Action |
|---|---|
| WASD / arrows / middle-drag / Space+drag | move the camera |
| mouse wheel | zoom |
| 1–9, Z X C V | pick a building (see the build bar) |
| left click / drag | place (drag to lay a conveyor line) |
| R / Shift+R | rotate |
| right click / right-drag | cancel the tool, or scrap buildings (75% refund) |
| Q | copy the building under the cursor |
| T | Citizenship Programs (research) |
| F1–F3 | toggle a lane between ADVANCE and HOLD |
| H / G | look at home / at the front |
| P | ping the map for your team |
| M, Esc | mute, menu |
| Raw materials | Scoops dig whatever deposit they sit on: Pellets (pastel beads), Tin (bottle caps and cans) and Bang Powder. Deposits never run out. |
| Parts | The Molding Press turns pellets into figures. The Tinworks makes plates or springs. The Powder Mill makes caps or firecrackers. |
| Soldiers | The Assembly Bench combines parts into unit crates: Riflemen, Machine Gunners, Grenadiers, Glue Medics, Flamers, Mortar Teams, Wind-up Tanks, Tin Biplanes and the COLOSSUS. |
| Supply lines | Machines take items from belts pointing into them and push output out of their front edge. Junctions cross belts, splitters deal items out, and sorters filter them. Turrets fire only while you belt ammo into them. |
| The Front | Each lane ends at a gate. Crates belted into a gate become soldiers who march their lane and fight whatever is nearest. Your only orders are per lane: ADVANCE or HOLD. |
| Breaches | A fallen gate lets the enemy into the factory, where they wreck machines on their way to the Command Toybox. Destroy the enemy's Toybox to win. |
| Economy | Requisition builds things. It comes from the Federal Allowance, from kill bounties, and from War Bonds (belt spare items into your HQ). Glory buys research: it comes from kills and, as the Federation puts it, from heroic sacrifice. Your fallen become Scrap, and a Reclaimer turns scrap back into pellets. |
index.html ── src/main.js ── ui/menu.js, ui/lobby.js ── client/game.js
├─ client/renderer.js terrain, belts, buildings, units, fx
├─ client/input.js tools → commands
├─ ui/hud.js, panels.js, minimap.js
└─ audio/audio.js procedural SFX + march, announcer
src/sim/ world.js (Sim) transport.js production.js army.js combat.js commands.js
ai.js + router.js (AI generals: siting + A* belt routing) swarm.js (Bug Hunt waves)
src/net/ session.js (PeerJS / BroadcastChannel star) clock.worker.js (host clock) local.js (solo)
src/shared/ constants, map, items, buildings, units, tech, propaganda, voicelines, rng
src/sim, src/shared): a seeded RNG, no clocks, and only + − × ÷ and Math.sqrt on
floats. Iteration is over arrays in id order.aiTakeover command and an AI general runs their factory
from that tick on every screen.There is no bundler. The game is native ES modules plus a vendored peerjs.min.js, and there are no native npm
dependencies.
The FPN announcer is a custom voice designed with Gemini 3.8 TTS voice design. The prompt was "a booming,
relentlessly cheerful 1950s wartime newsreel announcer…", and each line gets its own delivery style (breezy,
urgent-but-cheerful, deadpan PSA, solemn defeat). The lines are pre-rendered to public/voice/. In game they play
through a band-limited "old radio" filter and duck the music. A line without a clip only appears on the ticker.
GEMINI_API_KEY=... node tools/design-voice.mjs preview.wav # design a new announcer → tools/voice.json
GEMINI_API_KEY=... node tools/gen-voice.mjs # render missing lines (--force: all)
promo/ stages scripted scenes on live simulations and records them. The YouTube recruitment film and the two
9:16 shorts share the same pipeline: the video renders frame by frame (WebCodecs H.264), then the logged sound
cues are replayed through the real audio engine.
node tools/serve.mjs --allow-save --port=5198 # then open /promo/?format=trailer|whimsy|explainer
# click ① Render video, then ② Render audio, then:
bash promo/mux.sh plastic-front-trailer-16x9
npm test # simulation, AI and determinism tests (node --test)
node tools/tune.mjs 4 40 normal hard # headless AI-vs-AI wars for balancing
npm run build # static build in dist/ (GitHub Pages, itch.io, …)
For development, ?quick=skirmish or ?quick=bughunt skips the title screen, &ai=easy|normal|hard sets the
opponent, and &auto=normal hands your own factory to an AI so you can watch.