jungle-trail
A fully procedural first-person jungle in Three.js. Zero external art assets - every texture, mesh and sound generated in code.
What is it?
What it is
A procedural first-person game in a jungle environment built with Three.js, generating all assets (textures, meshes, sounds) in code without external files.
Why it exists
To demonstrate procedural generation capabilities in Three.js, creating a fully asset-free experience with dynamic content computed at runtime.
Who should use it
Graphics programmersWebGL/Three.js developersProcedural generation enthusiastsShader engineersTechnical artists
Who should avoid it
Beginners looking for simple game templatesDevelopers seeking ready-made 3D models or texturesUsers looking for high-level game engines with visual editors
How it works
A quick walkthrough in plain English
How jungle-trail works
Step 1 of 3
You interact with it
Open jungle-trail, send a request, or connect it to your stack.
Features
Advantages
- Truly zero-asset approach demonstrates advanced procedural techniques
- High frame rates (108+ fps) on mid-tier hardware (RTX 4060)
- Sophisticated graphics techniques normally requiring asset pipelines
- Audio synthesis avoids Web Audio API in DSP path enabling offline rendering
- Thoughtful post-processing design with tone mapping last and HDR linear processing
- Critically reviewed subsystems with documented improvement paths
- Efficient resource use: planar reflection runs at 36% resolution and skips when off-screen
- No build step required - runs as plain ES modules with static server
- MIT license permits free use and modification
- Detailed performance analysis shows understanding of GPU timing quirks
- Techniques like normal map derivation from albedo ensure consistency
- Sky and IBL share same function preventing drift between lighting and background
- Motion blur reconstructs velocity from depth buffer without velocity attachments
- Audio loop lengths are mutually incommensurate preventing repetition
- Open development process with critic feedback documented in status section
Disadvantages
- Middle distance (>8m) appears as flat khaki wall due to insufficient haze and channel separation
- Lack of backlit leaf translucency reduces depth perception in vegetation
- Waterfall representation limited to swept quad sheet (no droplet-level detail)
- Planar reflection has soft quality and masonry band misalignment issues
- Brook banks remain straight despite other water improvements
- Project status indicates significant unfinished work (middle distance)
- Vegetation and lighting systems signed off at only 5/10 and 6/10 by critics
- Relies on Three.js from CDN (though this is runtime-only and documented)
- No mention of mobile device testing or touch controls
- Complex shader-based systems may have high development maintenance cost
- Procedural generation at load time may cause initial stutter despite worker audio baking
- Techniques like analytic canopy transmittance may not generalize to other scenes
- Post-processing chain complexity could be barrier to entry for contributors
- Performance numbers vary between runs (spread of ~0.03ms on 9ms frame)
- No built-in level editor or procedural content modification tools exposed to users
Installation
cloud
not mentioned
docker
not mentioned
native
git clone https://github.com/StarKnightt/jungle-trail.git cd jungle-trail npm run serve
compose
not mentioned
FAQ
How do I run the project locally?
Clone the repository and run `npm run serve`. You must use a static file server because ES modules and web workers require a real origin; opening `index.html` directly from the filesystem will not work.
Does the game use any external art or audio assets?
No. The project is entirely procedural. Every texture, mesh, and sound is generated in code at load time using GLSL shaders and mathematical functions, with zero external image, model, or audio files.
What are the movement and view controls?
Use W, A, S, D to move and Shift to sprint. Use the Mouse to look around and Space to jump. You can also use keys 1 through 5 to teleport to specific locations along the trail.
How do I view the debug overlay?
Press the F3 key to show or hide the debug overlay. Once visible, you can collapse the header to a summary bar using the same key.
Does the project have any runtime npm dependencies?
The game has zero runtime npm dependencies. It fetches Three.js from a jsDelivr CDN via an importmap in `index.html`, but no other external libraries are loaded at runtime.
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