Tumble

a meadow, and the things that live in it
Generated in your browser as it loads. The film behind this was shot inside it.
starting…
Drag to look around. Walking, riding and flying still need a keyboard — this one is built for a desk.

How to play

There is nothing to win and nothing to lose. It is a meadow with weather, water and two hundred and thirty-two animals in it, and all of it is yours to wander.

Getting around

WASDWalk. The mouse looks — click once to let the page take your cursor, Esc gives it back.
ShiftRun.
SpaceJump. Press it twice to launch yourself properly into the air.
C or ZCrouch, or lie down in the grass. Worth doing once — the world looks completely different from down there.

The creatures

They are called bolas. They graze, sleep, play, swim, make friends and get bored, and none of it is waiting for you to arrive. Walk up slowly and they will notice you.

QWhistle. Everything within earshot comes to you for thirty seconds.
GMake them all glow so you can see where every one of them is. Press again to stop.
ERide the one you are standing beside. E again to let it go.

Riding one

Steering is the same WASD, but it rolls — so it carries momentum, leans into corners and takes a moment to stop. The small ones are quick and skittish. The big ones take a hill like a boulder.

ShiftSprint. Watch what comes off the ground — grass, dirt, sand and water each throw something different.
SpaceJump, twice to launch. Hit a slope at speed and you will go a very long way.

Flying

VTake off. Press it again to land. You fly where you look, so the mouse is the steering.
ShiftHypermode. The air distorts around you and the world goes past very fast. It builds while you hold it and settles once you reach top speed.
A and DBank left and right. You lean into the turn and carve rather than sliding sideways.
Space / ZClimb and drop.

You cannot fly into the ground. Something lifts you over a ridge before you meet it, and the same thing keeps you off the water. The edge of the world is a shield — bump it and you will see it, and bounce off it.

The ones wearing capes

Some of the smaller bolas have a red cape. Those are the fliers: ride one and it will leave the ground with you, and it is markedly faster than you are on your own.

Also worth knowing

TabSettings — quality, time of day, the camera.
The green orbOn the snow hill. Stand next to it, press E, and every creature in the world will come.
The red oneOut past the herds there is an animal bigger than everything else, and it hunts the three giants. Worth finding. Not worth standing in front of.

About

An awakewithai.com production, written conversationally by a person and a model, one problem at a time.

Nothing here was downloaded

There are no textures, no meshes and no photographs in this project. The terrain is a noise field. The grass is instanced geometry with a wind model. The coats are shell fur generated on the GPU. Every sound is synthesised from nothing in the Web Audio API — the water, the birds, the insects and the animals' own voices. The whole site is about four megabytes, and most of that is the film on this page.

What is actually running

WebGL2 through three.js. Half a million grass blades on a scrolling clipmap that follows you. A 4096-square shallow-water simulation for the ripples, solved on the GPU sixty times a second, whose window slides with you and scrolls its own contents so nothing is lost as you move. Real solar geometry for the sun and moon, so the light at a given hour is the light that hour actually has. Depth of field in real photographic units — the aperture in the settings panel is an f-number.

The animals

232 of them: twenty-four herds, three giants and one red titan. They have moods that drift over minutes, individual temperaments, particular friends, and enough of an opinion about each other to start a fight. Not one of them is scripted. The behaviour is a ladder of small rules, and what you see is what those rules do when left alone.

How it was built

In conversation. Every feature started as a sentence — “the water should ripple everywhere”, “the giants need to be afraid of something” — and became code, then a measurement, then usually a correction. A great deal of this project is the corrections: a ripple solver reading the riverbed from the wrong place, a hunting animal that spawned perfectly and never hunted because it was frozen 172 metres from the player, an orb that quietly slid off a hilltop three separate times because the hill kept moving underneath it.

Almost none of those were found by looking at them. They were found by building something that could measure the thing and then be surprised by the answer, which turned out to be most of the work.

Look


World