Introducing Slow Roads 2.0 - procedurally-generated, scenic roads for endless driving zen. Built with
@threejs to run in your browser - no installs, no ads, just roads.
Play free at https://t.co/8FtBldzqKG, and join me on Bluesky for future updates
#threejs#webgl#procedural
Controllers and wheels are now supported in Slow Roads! The new version also includes a first-person view, extra input settings, free-cam, and ❄️snow❄️just in time for Christmas...
https://t.co/Y6B66CEoSm
@Michielvdanker I'm hoping to add some simple timers/stat trackers in the short term, and hopefully a more expanded challenge/competitive mode if I get to the point of adding user accounts (or an offline build/Steam version)
Earlier this week Slow Roads passed 1 million plays, with over 6 million kilometres driven! Here are some stats from the first 4 weeks:
Avg journey: 7.4km (6 mins)
Max journey: 1080km (10 hours)
# of journeys over 100km: 10,727 (1%)
Fav season: Autumn
Most resets: 9,100..?🤔
@Duckboxed It shouldn't do! There's still a good chance that the road generation will get stuck along the way, but your progress would be remembered. I'm working on making it more stable🙂
@DennisSmolek Currently still AWS S3 via CloudFront - I'm soaking up the free-tier allocation before switching to CloudFlare Pages this weekend. The cost is from ~300GB served each day, mostly textures, which I'm in the process of converting into .webp
I've had completely unanticipated traffic to Slow Roads, and I'm beyond grateful. However, I'm also facing unanticipated costs - if you'd like to support the project so it can remain free, please consider donating: https://t.co/smQuaFwc3z (1/2)
A new hotfix for Slow Roads is out: v1.0.1
- International keyboard support💙🤍🤎
- A handful of UI bug fixes
- Optimisations to reduce server costs
v1.0.2 is targeted for next week, with further fixes and upgrades. Thank you for your support!
@xKaiha@threejs The URL parameters are secondary, and that was more of a debug feature - check the menus in the lower-left for full scene controls! Also you can find the key-map in the lower-right - look for the keyboard icon 🙂
After 16 months of work I'm ready to share https://t.co/8FtBldzYAe, my project to procedurally generate scenic landscapes, packaged as a chill driving game. Built with @threejs to run in your browser - no logins, no installs, just roads...
#threejs#procedural#webgl
@log1400@threejs If you're familiar with React, you might find it quite natural to start with react-three-fiber, a React renderer for Three: https://t.co/74Pa0wxmdY
@log1400@threejs I've heard Babylon is good if you're just starting out with 3D dev in JS - it comes with a lot of handy usability features. Three.js is lower level and allows for much finer control over the underlying engineering - especially important for optimising a project like Slow Roads.
One final thing that's been raised a lot - this isn't technically a bug, it's just the old geometry being recycled. I figured auto-resetting you for driving too far backwards would be disappointing. Have fun flinging yourself into the sky 😉
In the meantime here are some handy features that are unintentionally hidden:
- U to toggle the UI
- P to pause
- F11 for fullscreen
- F3 for FPS overlay
- Hold \ and tap space to lock the handbrake
- You can set "?seed=x&topo=[easy|normal|hard]" in the URL (more to come!)
From next week I'll be reworking the input to support remapping, controllers, and wheels, and exposing additional settings for tweaking the vehicle physics parameters to your liking. Beyond that, I'll be back on fleshing out and improving the environmental detail. (2/2)
I've spent the last 48 hours completely floored by all of the support, and I couldn't be more thankful 🤍 I'll aim to have hotfixes by the weekend for the most urgent issues, such as international keyboard support, UI visibility, and terrain bugs... (1/2)