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Home Page: https://sebastian.itch.io/geographical-adventures

License: MIT License

ShaderLab 7.49% C# 90.21% GLSL 0.34% HLSL 1.96%

geographical-adventures's Introduction

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agentew04 avatar davidemarcoli avatar evilssouls avatar fsioni avatar maltejur avatar maticjesenicnik avatar millersman avatar pattrigue avatar racooder avatar seblague avatar stuserious avatar tposejank avatar

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geographical-adventures's Issues

[Suggestion] Always day mode

I think it would be nice if there would be an "aways day" option. I've trouble seeing anything in the dark and am constantly switching day/night side (return key). I havn't tried it yet, but I think a naive implementation with the sun always roughly above the plane (even in unrealisitc positions like the poles) should do the trick.

Shader issue in linux

The game runs flawlessly except for a visual glitch. Not sure what could be causing it but it almost seems like something was rotated 180 degrees.
Screenshot from 2022-05-02 15-19-11

Mac bundle missing executable permission

When downloading the MacOS bundle without the itch.io launcher it's impossible run the app, because what's supposed to be the executable is just a regular file, missing the executable permission. A workaround is to run chmod +x Contents/MacOS/Geographical\ Adventures (relative to the bundle).

Linux: Artifacts around text

scaled-geographical-adventures-text-artifacts-6may2022.mp4

(Video scaled down to fit into GitHub's current limit of 10MB. Video has cuts)

Ubuntu 21.10

Either running on Intel i5-4670K or NVidia GeForce GTX 770

I can investigate which of these two if there's interest/nobody else can reproduce in a timely manner

Yes: I don't know whether I'm running on integrated or dedicated, and yes, the monitor is plugged into the GPU instead of the motherboard

Just throwing this up here instead of procrastinating it for who knows how long. =)

The artifacts around text get even worse than in these short clips, the longer I play

IndexOutOfRangeException [Error] [RESOLVED]

I get an error when I set atmosphere.asset enabled:

IndexOutOfRangeException: Invalid kernelIndex (0) passed, must be non-negative less than 1.
ComputeHelper.GetThreadGroupSizes (UnityEngine.ComputeShader compute, System.Int32 kernelIndex) (at Assets/Plugins/Compute Helper/ComputeHelper.cs:149)
ComputeHelper.Dispatch (UnityEngine.ComputeShader cs, UnityEngine.RenderTexture texture, System.Int32 kernelIndex) (at Assets/Plugins/Compute Helper/ComputeHelper.cs:39)
AtmosphereEffect.InitAndRenderTransmittanceLUT () (at Assets/Scripts/Post Processing/Atmosphere/AtmosphereEffect.cs:208)
AtmosphereEffect.SetProperties () (at Assets/Scripts/Post Processing/Atmosphere/AtmosphereEffect.cs:131)
AtmosphereEffect.RenderEffectToTarget (UnityEngine.RenderTexture source, UnityEngine.RenderTexture target) (at Assets/Scripts/Post Processing/Atmosphere/AtmosphereEffect.cs:106)
PostProcessingEffect.Render (UnityEngine.RenderTexture source) (at Assets/Scripts/Post Processing/PostProcessingEffect.cs:22)
PostProcessingManager.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture target) (at Assets/Scripts/Post Processing/PostProcessingManager.cs:38)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

Linux: Text disappearing after first package drop

This was on my first attempt to play the game. I disabled fullscreen, changed resolution and then started to play. I took up one package and dropped it about 300 km from destination. At that moment the Text from the Destinations disappeared and only the arrows indicating take-up or dropping remained. I first thought that it might be a feature but when I entered the menu all text was gone there too. The bug didn't happen again later.

I didn't make a screenshot, unfortunately.

Here is a part of the log:
Geographical Adventures/Geographical Adventures_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Renderer: Mesa Intel(R) UHD Graphics 620 (KBL GT2)
Vendor: Intel
Version: 4.6 (Core Profile) Mesa 22.0.0
GLES: 0
GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB
_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_po
int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier G
L_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewpor
t_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_t
exture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level <OpenGL 4.5> ; Context handle 12687120
Begin MonoManager ReloadAssembly

  • Completed reload, in 0.195 seconds
    Default vsync count 0
    requesting resize 1920 x 1080
    Using native desktop resolution 1920 x 1080
    requesting fullscreen 1920 x 1080 at 0 Hz
    Desktop is 1920 x 1080 @ 60 Hz
    Desktop is 1920 x 1080 @ 60 Hz
    UnloadTime: 2.741399 ms
    Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
    Load duration: 3613
    Unloading 868 unused Assets to reduce memory usage. Loaded Objects now: 7042.
    Total: 3.721756 ms (FindLiveObjects: 0.382650 ms CreateObjectMapping: 0.101332 ms MarkObjects: 2.781240 ms DeleteObjects: 0.456002 ms)

requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz
requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1920 x 1080 @ 60 Hz
requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1920 x 1080 @ 60 Hz
requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1920 x 1080 @ 60 Hz
requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1920 x 1080 @ 60 Hz
You don't have any packages to deliver!
You collected a package! It's marked for delivery to Sioux Falls, United States
An okay attempt. The package will land 357 kilometres from the city.
You don't have any packages to deliver!
You don't have any packages to deliver!
You don't have any packages to deliver!
You collected a package! It's marked for delivery to Baku, Azerbaijan
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 17.434256 ms
Load duration: 1229
Unloading 1416 unused Assets to reduce memory usage. Loaded Objects now: 7067.
Total: 4.545406 ms (FindLiveObjects: 0.364931 ms CreateObjectMapping: 0.114136 ms MarkObjects: 3.035936 ms DeleteObjects: 1.029885 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 7067.
Total: 3.265702 ms (FindLiveObjects: 0.342559 ms CreateObjectMapping: 0.097467 ms MarkObjects: 2.642032 ms DeleteObjects: 0.182951 ms)

requesting resize 1600 x 900
resizing window to 1600 x 900
Desktop is 1920 x 1080 @ 60 Hz

[Bug] Pressing space rapidly drops multiple packages.

Pressing space rapidly drops multiple packages.
This also prevents the red city hint from disappearing.

image

I just want to say super cool game. I love this 🎉 it's a beautiful game and have already sent an hour or two just messing around. Do you have a space for suggestions?

Problem with Stars data [Resolved]

Hello, i have this error message in StarLoader.cs (i'm on Windows)

FormatException: Input string was not in a correct format.
System.Number.ParseSingle (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Single.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Single.Parse (System.String s) (at <695d1cc93cca45069c528c15c9fdd749>:0)
StarLoader.LoadStars () (at Assets/Scripts/Game/Solar System/StarLoader.cs:33)
StarRenderer.Start () (at Assets/Scripts/Game/Solar System/StarRenderer.cs:31)

Seems that PC version on itch.io doesn't show stars, but i didn't try mac or linux versions

Can't control which monitor is used.

I've a setup with three displays (one of them even in portrait mode) and currently the game starts on the portrait mode monitor (even though this monitor is not marked as primary). It would be great if the game could always be started on the primary screen or if the default unity launcher could be used, because it would let the user choose which monitor to use:

image

[Suggestion] Add a clock to the screen

It would maybe be cool if you could see just going through time zones, so why not add a clock to the screen which shows what the time would be there.

[Suggestions] User controlled experience

Sebastian. I have so many thoughts, this is really fun. I think I might fork this project and start tinkering with it myself, but here are outstanding ideas that I thought were worth sharing:

  • Option to decrease curvature of the map. The world is big, but I think it could afford to be a bit bigger, especially when trying to target island nations or getting <50km accuracy on cities. For reference, the ISS circles at 408 km
  • Remove boundaries. I do like the light up effect, I think there's benefit in keeping that- but the world doesn't have boundaries (maybe as a 'hard mode option'). The current boundaries are not super useful for instance for Europe at night.

Game play mode ideas

  • Timed mode
  • All countries mode

Map "games" I enjoy:

FYI, you can also start Github Discussions: https://docs.github.com/en/discussions/collaborating-with-your-community-using-discussions/about-discussions
If you'd prefer more a chat medium over issues.

[bug] sun and moon stopped revolving

at some point after about 30 minutes in one of my sessions the sun and moon stopped revolving around

i noticed this and flew to the two poles in a circle for a minute or two watching as neither celestial body moved

no idea what caused this error

Wrong city location

Hi, I was playing your game recently and noticed that Nur-Sultan (Kazakhstan) location is wrong. It should be about where I dropped a package in a screenshot.
nursultan

Details on the tweaks for flat earth

Hey,
I was wondering what sort of changes you made to the mesh generation system to allow for flat earths (I believe you briefly mentioned it in the second video but didn't go into much detail).
Any help as to the rough locations of code that could be changed would be appreciated

[Enhancement] Ocean Life & Baloon Animation

  1. It would make the ocean a lot less empty if there were some ships or animals like dolphins, wales or rays.
  2. Also I don't really like the animation when the hot air ballons disappear. Something like a short upward motion, shrinking to a small size and then a fast downward motion to the ground would maybe be better.

Additionally I find it really hard to assess the height of the baloons but I don't really can think of an solution.
I'm open for additions, corrections or solutions.

Feature Request: Add translations

I love this game as I like geography and would love to let my children play it. Unfortunately their knowledge of English isn't good enough to play it in its current form.

If there was a language-support I would love to take the time to add German translations.

Latest update doesn't allow you to select or send packages

Using the windows build from itch.io, I have found that it is impossible to actually send packages. Pressing the keybind plays the animation, but there is no way to select which package to send, and none of the distance feedback. It does not get recorded in the stats page, either.

Inconsistent naming of a country

I think that you used a different set of names for the countries in the map then in the game. This is because the map it refers to the "Ivory Coast" but in the game it uses the French name (it was colonized by the french). This could be the case for other countries but I haven't found any others. Otherwise, fun little game.

Earth rotation

Earth rotation is not working. Textures stay at the same position in the world space

Technology?

Hello

What is the technology used to build the game?

Game mode suggestion for city models.

I love the visuals of Paris in the video. I would actually be interested in smaller, address/landmark based delivery game to learn my way around the city I live in (Auckland, New Zealand).
Perhaps a city scale of version of the game where you drop off to local landmarks or suburbs could be a fun use of the city models.
I'm sure some twitter crowdsourcing, google scraping or hoodmaps.com could provide data on landmarks.

RTL support in translations

I made a Hebrew translation (here), but all the text is reversed. I've never done anything in Unity, though, so I have no idea how to fix that. Being a software developer, I guess I could google around and find a fix, but I was wondering if you have a quicker solution for me :)

Country data is incorrect.

Hi Sebastian, sorry to bother you here, I just want to remind you that the country data is incorrect, Taiwan belongs to China and not an independent country.

A few suggestions

It's a very pleasant game and I enjoyed playing it, but I just have a few suggestions that would help in my opinion:

-borders are a little hard to see, especially at night, maybe have them glow?
-have a mini map on screen so that you can tell where you are on the globe roughly
-markers that can point to the country where there's a package to pick up / drop off, this could maybe be set on the map via a double click

I would also be happy to contribute to this project regarding polishing / fixing bugs, thank you for this
edit: I'll move this to a discussion

[Suggestion] Add a compass

Hey,
it's an awesome project and I really love the amount of detail you put into visualizing the world.
Just flying around, I noticed that I easily loose track of where I am (Maybe I just suck at geography^^).

My suggestion would be to add something like a compass in one of the corners.

Greetings

[Suggestion] Relaxing background music

Hey,
it's me again with just another idea I had.

What about some chill background music?
This makes the experience flying around, just exploring the word or doing deliveries much more exciting imo.
My personal preference would be some kind of relaxing, calm music (like within your yt videos)

Greetings

[bug] - Old city name remains on screen

For the first, it happened after i dropped a package from the map view.
I am not sure how I got the second image, but I suspect it was the same as for the first one.
I hope this helps!

First imageimage
Second imageimage

Linux build script

I'm hoping to be able to build this using Nix, but I know next to nothing about Unity. Would you be willing to share the script you use for building for Linux (or some instructions I could use to translate into a script if you build it using a GUI)?

[Suggestion] Mobile Device Gameplay

Hi Sebastian, I'm really amazed by this game of yours and I think your game could be more addictive in Mobile devices! Maybe by adding virtual joystick and adjusting build config for mobile devices?

Wind particles?

Hi, Would it be possible to see the code that does the wind particles as I believe it is missing?
Im guessing it was a decision to not include it in the final commit, however seeing how that works would be really beneficial!

Thanks for the awesome work.

[Suggestion] VR mode

Ok so hear me out, I think it'd be sick if there was a VR mode so here is the entire idea:

Controls Ideas:

  1. Fly the plane and drop packages with the controllers (preferably turning with the Right Joystick, and dropping packages with "A" or Trigger (or you could add a setting for people who are left handed or right handed))
  2. Fly the plane with an in-game joystick that you can grab, and you can use the A or Trigger button to drop a package.

Perspective Ideas:

  1. Third Person (above the plane)
  2. First Person (In the plane)

Other Ideas:

  1. Settings so you're able to change between several different types of controllers, including hands

Platform Ideas:

  1. SteamVR (Using SteamVR Plugin)
  2. Android (Oculus Quest)

If you do decide add this, Maybe use the SteamVR Plugin, or export it to Android/Oculus Quest (or both I guess idk).

Linux: Stuck on loading screen

I am using manjaro operating system.
The game is stuck in loading screen for 4-5min.

System Specs and other Details

image

Stuck here

loading

Réunion is named France in the Map

The Original picture from google earth

Google Earth — Mozilla Firefox 5_5_2022 2_51_09 PM

The In Game Map

Geographical Adventures 5_5_2022 2_50_57 PM

This game is a masterpiece. I have always been interested in geography, now I can finally learn it without getting bored! Thanks for that!

Metrics selection

With the community translations, it would be great to have metrics settings.
Being able to select miles or kilometers

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