一款完全在浏览器标签页中运行的程序化太空探索游戏,使用 WebGL2 渲染,所有视觉元素均根据种子生成,无需任何外部资源。

Stars

177

7 天增长

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Fork 数

24

开放 Issue

1

开源协议

MIT

最近更新

2026-07-27

AI 仓库情报摘要
FR-AI / ANALYSIS

为什么值得关注

该仓库展示了令人瞩目的实时程序化生成技术:通过自定义 GLSL 着色器实现浮动原点渲染、大气散射、GPU 自动曝光和手工后处理管线;同时通过动态分辨率缩放维持 60fps。还包含一套验证工具,用于自动化测试和质量保证。

适合谁使用

  • 对高级 WebGL2 和着色器编程感兴趣的 Web 开发者
  • 探索网页端程序化内容生成技术的游戏开发者
  • 希望无需下载即可体验种子驱动的太空探索的太空爱好者
  • 研究实时渲染技术的技术美术和图形程序员

典型使用场景

  • 学习和实验程序化渲染及 GPU 后处理技术
  • 无需安装即可畅玩一款富有背景故事的完整太空探索游戏
  • 用高视觉负载场景测试浏览器图形性能
  • 通过内置自动化工具验证程序化生成算法和着色器正确性

项目优势

  • 完全在浏览器中运行,无需下载任何资源,即开即玩
  • 自适应渲染分辨率(0.62×–2×)以在不同硬件上维持 60fps
  • 自定义着色器管线:大气光线步进、泛光、变形星芒和自动曝光
  • 全面的验证工具(交互测试、截图、色调统计)保障代码质量

使用前须知

  • 需要 WebGL2 支持及性能足够的显卡;明确不支持移动设备
  • 未提及多人或社交功能;仅限单人游戏
  • 因大量手工编写的 GLSL 和引擎组件,代码库学习曲线较陡

README 快速开始

THE LONG SILENCE

A procedural space-exploration game that runs in a browser tab. WebGL2, no assets — every star, world, ring system, nebula and derelict is generated from a seed and shaded by hand-written GLSL.

npm install
npm run dev        # http://localhost:5173
npm run build      # static bundle in dist/

The game

Forty thousand years ago nine hundred inhabited worlds inside an eighty light-year volume fell silent in four days. No debris, no radiation signature, no sign of violence. The Choir left their cities lit, their orbits tidy, their archives open — and seven instruments standing in seven systems.

You fly the survey vessel Pale Seeker. Chart systems, scan what you find, and attune to the Resonators; each one yields a Canto and pushes the drive a little further. All seven opens the Aperture.

Controls

DesktopTouch
Steermouse (click to capture) or arrow keysleft stick
RollQ / Eright stick, horizontal
ThrottleW / S, or scrollright stick vertical, or + /
BoostShiftBST
Scanhold Fhold SCAN
Land / lift offL
Fold driveJFOLD
Star mapMMAP
ArchiveTabARC
Full stopX
CameraV
Frame statsP

Fold speed scales with distance from the nearest mass, so an approach decelerates itself and drops you out just clear of the surface. Interstellar transit is initiated from the star map and costs drive charge by distance.


How it renders

Scale and precision. One world unit is one kilometre. Systems span millions of units while the ship is 0.1 units long, so the world uses a floating origin — the ship sits at (0,0,0) and everything else is positioned relative to it each frame — plus a logarithmic depth buffer. Custom ShaderMaterials opt into log depth by hand (LOGD_* chunks in src/gfx/glsl/noise.js); miss that and two concentric spheres z-fight into triangular confetti.

Planets are baked, not evaluated. Twenty-odd octaves of simplex per pixel per frame is not survivable on a phone, so each solid world is rendered once into a cubemap holding linear albedo in RGB and terrain height in A. The runtime shader is three texture taps for normals plus lighting. Cubemaps rather than equirectangular maps: no pole pinch, no seam. The nearest world get

项目描述

A space exploration game built by Claude Opus 5

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