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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