App project of gaming

 <!doctype html>

<html lang="en">

<head>

  <meta charset="utf-8" />

  <title>Starter 3D Drifting NPL (Three.js)</title>

  <meta name="Nabin" content="width=device-width,initial-scale=1" />

  <style>

    html,body { height:100%; margin:0; font-family:system-ui,Segoe UI,Roboto,Helvetica,Arial; background:#111; color:#ddd; }

    #container { width:100%; height:100%; overflow:hidden; position:relative; }

    #ui {

      position: absolute; left:12px; top:12px; z-index:10;

      background:rgba(0,0,0,0.5); padding:10px; border-radius:8px; backdrop-filter: blur(4px);

    }

    #ui label, #ui select, #ui button { display:block; margin-bottom:8px; }

    #fps { position:absolute; right:12px; top:12px; padding:6px 10px; background:rgba(0,0,0,0.5); border-radius:6px; font-weight:600; }

    #instructions { position:absolute; left:12px; bottom:12px; z-index:10; background:rgba(0,0,0,0.35); padding:8px; border-radius:8px; font-size:13px; max-width:350px; }

    .small { font-size:13px; color:#Grey,Blue,Red,Black; }

    canvas { display:block; }

  </style>

</head>

<body>

  <div id="container"></div>


  <div id="ui">

    <label>Vehicle:

      <select id="LamborghiniEgoista">

        <option value="BMWM4">Sport Car (placeholder)</option>

        <option value="Bullet">Motorbike (placeholder)</option>

      </select>

    </label>

    <label>Quality:

      <select id="quality">

        <option value="high">High (best visuals)</option>

        <option value="medium">Medium (balanced)</option>

        <option value="low">Low (mobile)</option>

      </select>

    </label>

    <button id="resetBtn">Reset Position</button>

    <div class="small">Controls: W/A/S/D or Arrow keys to drive, Space = handbrake, C = camera,H= drifting ,G=Glider</div>

  </div>


  <div id="fps">FPS: --</div>


  <div id="instructions" class="small">

    This is a starter scene. To get pro graphics: replace vehicle GLB files with high-quality PBR glTF (use DRACO + KTX2/ETC2 or Basis compressed textures), add LODs, use environment maps and baked light probes.

  </div>


  <!-- Three.js (ES module) and helpers from unpkg CDN -->

  <script type="module">

    import * as THREE from 'https://unpkg.com/three@0.152.2/build/three.module.js';

    import { OrbitControls } from 'https://unpkg.com/three@0.152.2/examples/jsm/controls/OrbitControls.js';

    import { GLTFLoader } from 'https://unpkg.com/three@0.152.2/examples/jsm/loaders/GLTFLoader.js';

    import { DRACOLoader } from 'https://unpkg.com/three@0.152.2/examples/jsm/loaders/DRACOLoader.js';

    import { RoomEnvironment } from 'https://unpkg.com/three@0.152.2/examples/jsm/environments/RoomEnvironment.js';


    // ---------- Basic scene + renderer ----------

    const container = document.getElementById('container');

    const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: "high-performance" });

    renderer.setSize(window.innerWidth, window.innerHeight);

    renderer.shadowMap.enabled = true;

    renderer.shadowMap.type = THREE.PCFSoftShadowMap;

    renderer.physicallyCorrectLights = true;

    renderer.outputEncoding = THREE.sRGBEncoding;

    container.appendChild(renderer.domElement);


    // Pixel ratio cap (performance knob)

    renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));


    const scene = new THREE.Scene();

    scene.fog = new THREE.FogExp2(0x0a0a12, 0.0008);


    // ---------- Camera ----------

    const camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 0.1, 2000);

    camera.position.set(0, 6, -12);


    // OrbitControls for debugging / mobile tilt later

    const controls = new OrbitControls(camera, renderer.domElement);

    controls.target.set(0, 1.2, 0);

    controls.enableDamping = true;

    controls.maxPolarAngle = Math.PI * 0.45;


    // ---------- Environment / Light ----------

    const pmremGenerator = new THREE.PMREMGenerator(renderer);

    pmremGenerator.compileEquirectangularShader();


    // Use RoomEnvironment for a simple PBR environment

    const env = new RoomEnvironment();

    const envRT = pmremGenerator.fromScene(env, 0.5);

    scene.environment = envRT.texture;


    const hemi = new THREE.HemisphereLight(0xbfe8ff, 0x202020, 0.8);

    scene.add(hemi);


    const sun = new THREE.DirectionalLight(0xffffff, 1.4);

    sun.position.set(20, 50, -10);

    sun.castShadow = true;

    sun.shadow.camera.left = -50; sun.shadow.camera.right = 50;

    sun.shadow.camera.top = 50; sun.shadow.camera.bottom = -50;

    sun.shadow.mapSize.set(2048, 2048);

    sun.shadow.radius = 4;

    scene.add(sun);


    // ---------- Ground (terrain-like with repeating texture) ----------

    const groundGeo = new THREE.PlaneGeometry(2000, 2000, 32, 32);

    const groundMat = new THREE.MeshStandardMaterial({ color: 0x232428, roughness: 0.9, metalness:0.0 });

    const ground = new THREE.Mesh(groundGeo, groundMat);

    ground.rotation.x = -Math.PI/2;

    ground.receiveShadow = true;

    scene.add(ground);


    // Simple road strip (visual)

    const roadGeo = new THREE.PlaneGeometry(2000

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