So sometime around early 2011, I took two afternoons and played with these technologies. Just now I remembered the project I had in hands, and decided I could give it a name and publish it on the net for your personal amusement.
Consider it pre-alpha, and expect bugs! 🙂
- Infinite landscape, using procedural generation (how else could I squeeze infinity into a few KBs?), and adaptive terrain features based on play style (namely, how fast you like to drive).
- Somewhat realistic physics (based on Box2dJS library).
- Incredibly detailed graphics engine based on WebGL. Nah just kidding, it’s the default HTML5 canvas-based rendering provided by Box2D itself…
- Physically-modelled rolling stones on the driving surface. Framerate suffers too much so they’re disabled by default. To re-enable, dive in the source code and hack away.
- Tested on major PC browsers, and on Dolphin Browser Mini on Android.
- right-arrow -> gas
- left-arrow <- brake
Right now I’m in the middle of a physical home migration so the code is not githubbed yet, but you can access it by clicking the following link:
There’s no purpose as of yet, but you can try to race against the terrain and see how far you last before ending up on your roof or suffering a physics explosion.
License is GPLv3.