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DEEPSEA — Abyssal Descent

Play: https://daforce1984.github.io/deepsea/ (Chrome / Edge with WebGPU; phones supported)
Source: https://github.com/daforce1984/deepsea

A photoreal first-person dive from a boat deck down to the 4,000 m abyssal plain, running on a custom WebGPU / WGSL engine written from scratch (no three.js, no game engine) — about 8,000 lines of JavaScript + WGSL. Built with Claude Opus 5.5 in Claude Code.

Surface

Highlights

  • Ocean: GPU FFT ocean (Tessendorf, 3 cascades × 256²), HDRI sky, GPU foam simulation (262k particles) that merges and tears, bubble plumes that rise and feed surface foam.
  • Humpback lobtail: spring-driven body bend, one tail slap over the fluke's real footprint, up to 400k spray drops simulated in a compute shader, drop-rain sound from real water-drop grains in an AudioWorklet.
  • Depth-driven light: Jerlov clear-ocean absorption (red gone by 10 m, blue by 250 m), adaptive exposure, torch with shadows.
  • Encounters by depth: dolphins, bait ball, mantas, sharks, turtle, oarfish, megalodon, giant squid, siphonophores, anglerfish, grenadiers on the floor — big animals shed wake vortices that swirl the marine snow.
  • Audio: HRTF spatial sound on deck and underwater, helmet breathing, depth call-outs.
  • Mobile: touch stick, gyroscope look, portrait or landscape.

Controls

Desktop: WASD swim · E/Q down/up · Shift boost · F torch · Space wrist gauge / dive in · Enter cinematic descent · V free look · L English/한국어 · ` debug event panel. Mobile: left thumb to move, drag or turn the phone to look, on-screen buttons.

Run locally

python3 tools/serve.py 8795   # then open http://localhost:8795/index.html

Credits

3D models are CC-BY 4.0 / CC0 (see assets/models/*/SOURCES.txt), sky HDRI from Poly Haven (CC0), sounds from Pixabay (see assets/audio/SOURCES*.txt).

About

Photoreal first-person WebGPU deep-sea dive to 4,000 m — custom engine, built with Claude Opus 5.5

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