@Replit we cooking over here 🚀 SOUND ON..!!
Assets imported (credited at bottom of post). Full credit to the artists that created the assets and made them available for the wider community ❤️
As vibe-builders, our challenge wasn't the 3D assets (as we had those), it was was hard, but we are getting there 🙏
Still in Dev.
@KevinBlumson Collab 🤝
1/4
Built a neon cyberpunk open-world game that runs entirely in the browser.
• 35.4 km² city — same footprint as GTA: San Andreas / Manhattan
• 18,259 objects placed at exact Unity world coordinates
• 22 min to sprint the full map length at 10 m/s
• Zero native engine. React + Three.js only.
2/4
The world is 2,700 × 13,100 m. Buildings render at 700m draw distance, roads at 220m, exponential fog from 350–800m. The minimap is a real WebGL render target snapshot from an orthographic camera 9,000m up — not a sprite.
Skeletal anims (idle/walk/run/crouch) via AnimationMixer. NPCs patrolling at 1.2 m/s. Neon bloom via UnrealBloomPass.
3/4
Third-person camera with full WASD + mouse-look. Skeletal animation system: idle, walk, run, crouch — all crossfaded via AnimationMixer with per-state timescale. 3 NPC agents patrolling at 1.2 m/s with randomised idle windows. Neon bloom via UnrealBloomPass across the entire scene. Cyberpunk HUD with speedometer, compass, stamina bar, and live minimap.
4/4
Shadow pipeline fully disabled — every light source is a bloom emitter instead. Net result: the city reads as neon-drenched at any viewing distance with zero shadow draw cost.
Stac
k: #React
· #TypeScript
· #Threejs
· #ReactThreeFiber
· #Vite
@agi2asi @zhenthebuilder @Franciscocrz @threejs @reactthreefiber @vite_js @reactjs
CREDIT: DDDMaster - Unity Asset Set / Anton Puzanov - Player / IRON SPEAR - NPC 🤝