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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一分鐘完成驗證Open source Virtual Table Top utilizing rust and web assembly
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Use of AI disclaimer! I am using copilot and gemini to help me build my dream.
In September of 2024 I had to stop because I was out of work and needed to focus on finding a job or lose it all.
In May of 2026, I am picking this back up because I landed work and can continue to follow my dream.檢視完整 README ↗Use of AI disclaimer! I am using copilot and gemini to help me build my dream. In September of 2024 I had to stop because I was out of work and needed to focus on finding a job or lose it all. In May of 2026, I am picking this back up because I landed work and can continue to follow my dream.
Note from the creator! I love what FoundrVTT and Roll20 and many others have done for us but they never fit what ive been trying to do. My goal with this passion project is to provide an environment thats agnostic if people are in person / online only / a mixed with great tools to run a game. At the end of the day, we play D&D or similar to escape reality for but a brief respite in a fantasy world and I feel a lot of the tools today get in the way of this. With this tool, I want it to help facilite the fantasy and not be an encomberence on it. I want it easy to host, easy to use, and resiliant. I have been burned too many times by dndbeyond trying to push dnd next which became 5.5 and hurting the source material. Burned with FoundryVTT major version upgrades breaking everything and in some cases major data loss. Burned by patreons for modules I have been using collecting fat paycheck but lagging so far behind on updates things get too unbearable.
Closing Notes: This project is my passion, my love for the fantasy, and im pouring my heart and soul into its existence. I apologize for being offline for so long and using AI to help me build the dream. I hope you find this project useful once I am able to finally release a working version of it. This message isnt a cry for money, stars, or anything. Its a note that this might take some time as I am only one individual and I wanted to thank you all for the patients.
An open source, self-hosted virtual tabletop. The whole app builds from source and stands up with one command.
You need Docker with the compose plugin and about ten minutes for the first build (it compiles the Rust server and the WebAssembly engine from source).
git clone https://github.com/ThunderForgeVTT/ThunderForgeVTT.git
cd ThunderForgeVTT
docker compose up -d --build
docker compose logs app | grep /setup/
Open the setup link the last command prints. It runs the first-run wizard: your administrator account, who may join, and how the instance sends mail. After that the app is at http://localhost:42080.
The app is the only thing published on the host. Its database, object
storage and mail catcher (Mailpit) stay inside the stack's own network.
THUNDERFORGE_PORT moves the app, and THUNDERFORGE_PUBLIC_URL has to move
with it; see the comments at the top of compose.yml for the other knobs,
and for what is and is not a secret in that file.
Need the database or the Mailpit inbox on the host, for a backup or a look?
Add compose.ports.yml, which publishes them on 127.0.0.1 only:
docker compose -f compose.yml -f compose.ports.yml up -d
Running your own instance has the details.
Upgrading from an earlier install?
compose.ymlno longer publishes PostgreSQL (42432), RustFS (42900) or Mailpit (42025, 42825), and its containers no longer have fixed names. If you relied on either, addcompose.ports.yml(same port numbers, now on127.0.0.1) and usedocker compose exec <service>in place ofdocker exec <name>.
Useful afterwards:
docker compose logs -f app follows the server.docker compose down stops the stack and keeps its data; docker compose down -v starts over from nothing.THUNDERFORGE_REGENERATE_SETUP_CODE=1, restart the app service, and read the log again.THUNDERFORGE_RESET_ADMIN_SECOND_FACTOR=<their username>, restart the app service, sign in and enrol again — then remove the variable. See docs/SECOND_FACTOR.md.make dev runs the server and the web app on the host against a smaller
dependency stack (compose.dev.yml, on the standard 5432/9000/1025/8025
ports). make container builds the app image without starting it.
See docs/CONTRIBUTING.md for the test suites and AGENTS.md for the
architecture.
Get a group playing D&D 5th edition on it end to end: sign up, build a table, put characters on a map, roll, fight, and come back next week.
Start from an unmetered connection of at least 50 Mbps.
That number is untested — a starting recommendation rather than a measurement, and we would rather say so than let a guess pass for a requirement. Metered, capped and mobile connections are not tested at all and are out of scope for the MVP; the client deliberately fetches world content ahead of need, which is the right trade on an unmetered link and an open question on a metered one. Holding that back is planned, not built.
If you play on something slower, metered, or on mobile data, please tell us how it went. Your experience is worth more than our estimate, and the discussions are where it can reach us.
This simplified approach is designed to not be pretty for a version 0.0.1 and if the PoC is successful, the next steps are to get a pipeline running in github for deployments. The project should have a solidified deployment plan with releases configured appropriately. Ultimately, the goal is to cement the concept of easy deployments and provide indivduals the oppertunity to test ThunderForgeVTT with a well established release model.
This project is a larger project inspired by many great providers such as FoundryVTT, Roll20, and BattleMapp. The current initial release cannot be given a date becuase it takes time to create great software but rest assured this project is getting worked on daily.
ThunderForge reports anonymous diagnostics to its developers by default, so we hear about the bugs on instances we don't run. That covers every build, including the server image you run yourself.
https://telemetry.thunderforge.dev, kept for 14 days.OTEL_EXPORTER_OTLP_ENDPOINT for the server and
THUNDERFORGE_BROWSER_TELEMETRY_ENDPOINT for browsers. Nothing then
reaches us.TELEMETRY=false. Nothing is sent anywhere.Details: docs/guides/telemetry.md.
ThunderForgeVTT is licensed under the GNU Affero General Public License v3.0 (AGPL-3.0-or-later). Self-hosting is always free, including for commercial/community use — the AGPL's only additional condition beyond ordinary open-source terms is that anyone who runs a modified version of this software as a network service must also make that modified source available to their users (AGPL §13). No further restriction exists.