Golden Hour DropCABINWIND 0
SPACE Jump from cabin · A/D steer after chute
Technical implementation notes
- States: cabin → freefall → canopy → landed, each with its own camera rig, physics, HUD prompt and control map.
- Clouds: cheap fake volumetrics: layered alpha billboards using soft radial canvas textures, depthWrite off, fog blending, large varied scales.
- Audio: WebAudio looping noise buffer through bandpass + gain; speed controls wind loudness. Chute uses bass oscillator impact.
- Physics: gravity plus quadratic drag in freefall; chute deployment spikes drag, clamps vertical speed and adds camera jolt.
- Terrain: procedural height field, vertex colors, flattened clearing, sine-river path with water strip and canopy instancing.
- Lighting: warm low sun, hemisphere sky bounce, exponential fog, ACES tone mapping, shadowed terrain and trees.