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Humpalumps/ Ultra-Water
这是一个用于 three.js 的实时海洋渲染器,基于 WebGL2,包含波浪、泡沫、焦散、水下效果和浮力模拟,并附带一个演示岛屿场景,适合用于游戏或可视化项目中的逼真海洋效果。
AI 中文解读 · 根据仓库描述与 README 生成 · 2026/10/29 05:01:46 · 查看原文
- 累计 Stars
- 208
- 当前热度
- 1 天内 · 热门
- 仓库创建时间
选用指南
AI 根据 README 整理 · 2026/10/29 05:01:46
- 适用场景
适用于需要实时海洋效果的三维场景,如游戏开发或可视化演示,可嵌入 three.js 项目。
查看 README 依据
# Ultra Water Real-time ocean renderer for three.js (WebGL2), with a demo island scene. ```bash npm install npm run dev ``` Open the printed localhost URL. Orbit with the mouse. Pick shots from the `camera` dropdown (they also set the sun). The `benchmark (uncapped)` button renders 300 frames back-to-back with the render loop paused and times them to GPU completion with a fence. It also runs once, 3 s after load. ## Performance
- 使用方式
通过 npm 安装依赖并启动开发服务器,在浏览器中查看演示场景。
查看 README 依据
# Ultra Water Real-time ocean renderer for three.js (WebGL2), with a demo island scene. ```bash npm install npm run dev ``` Open the printed localhost URL. Orbit with the mouse. Pick shots from the `camera` dropdown (they also set the sun). The `benchmark (uncapped)` button renders 300 frames back-to-back with the render loop paused and times them to GPU completion with a fence. It also runs once, 3 s after load. ## Performance
- 部署要求
需要支持 WebGL2 的浏览器,建议使用具备一定性能的 GPU(如 RTX 3060)以获得流畅体验。
查看 README 依据
Measured with the in-page benchmark on an RTX 3060 (Chrome, ANGLE/D3D11), 4× MSAA, all features on, at 1954×1692 (3.3 MP, the pixel count of 1440p; `devicePixelRatio` 2 on the browser window): | Shot | ms / frame | fps (uncapped) | |---|---|---| | Open ocean | 3.30 | ~303 | | Breakers | 4.17 | ~240 | | Golden hour | 4.20 | ~238 | | Lagoon | 4.48 | ~223 | | Flotsam (10 floating props) | 4.62 | ~217 | | Underwater | 4.71 | ~212 | | Aerial | 4.80 | ~208 |
- 已知限制
作者明确列出尚未实现的功能:移动物体后没有尾迹,漂浮物之间不碰撞,破波不会卷成管状,近镜头水面网格粗糙。
查看 README 依据
Camera presets `Flotsam` and `Underwater` spawn a field of floating props. The `Floaters & underwater` folder has spawn, drop and clear buttons, plus drag, buoyancy, scattering, shaft and meniscus controls. ## Not in yet - Wakes behind moving objects. Floaters only disturb the water when they drop in (rings and splash). - Floaters don't collide with each other. - Breakers are heightfield waves, so they lean but never curl over into a tube. - The surface mesh is a fan inside 1 m of the camera, so detail right at the lens is coarse when sitting on the waterline.
README
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收录信息
- 仓库创建时间
- 2026/10/29 00:27:44
- 首次达标收录
- 2026/10/29 04:56:17
- 统计更新时间
- 2026/10/29 19:16:18
按创建时长与累计 Stars 判断等级。首次达标收录后,即使未达当前门槛仍保留;累计 Stars 和仓库状态会定期更新。确认只有 README 及辅助文件的仓库会停止公开。
模型评估
普通加权总分 3.8 / 5
由 Jev 模型根据仓库描述与 README 评估,2026/10/29 04:56:17 生成。评分仅供参考,不是代码、安全或许可证审查;热度等级另按创建时长与累计 Stars 计算。
仓库信息
- 最近推送
- 2026/10/29 07:03:51
- 许可证标识
- MIT
- Fork 数
- 31
- 当前状态
- 未归档
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