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

It is a meadow with weather, water and a family of small animals living in it, and all of it is yours to wander. There is nothing to win. Go and look at things.

Getting around

WASDWalk. The mouse looks — click once to let the page take your cursor, Esc gives it back. The arrow keys work too.
ShiftRun. Ctrl creeps, for when you do not want to startle anything.
SpaceJump. Tap it twice quickly to take off and fly.
C or ZCrouch, or lie down in the grass. Worth doing once — the world looks completely different from down there.

Rocks and crags are solid: step up onto the low ones, jump the knee-high ones, and crouch or crawl under an overhang.

Swimming and diving

You can wade, and then swim. Deep enough and you will start stroking; the animals do the same, and some of them dive — and so can you, wherever the water is deeper than you are tall.

C / CtrlDive. Or just look down and swim forward.
WUnder water you swim where you look.
SpaceSwim up. Let go of everything and you float slowly back to the surface.

The creatures

They are called bolas — eighty-odd of them in seventeen loose herds, none bigger than a football. 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. Run at them and they will not thank you for it.

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 bigger 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.

The ones wearing capes

About a quarter of them wear a small red cape. Those are the fliers. Ride one, get it off the ground with Space, and then keep Space held — it will climb and stay up, and it is markedly faster than you are on your own. Let go and it comes down.

Flying yourself

V or Space ×2Take off. Do it again to drop out of the sky. Dismount first — you cannot fly while riding.
MouseLook, exactly as on foot. You fly where you look.
W / SForward and back along your view — look up and press W to climb, look down to dive at the ground.
A / DSlide left and right.
Space / CRise and sink straight up and down. Ctrl sinks too.
ShiftBoost. Keep holding it: after two seconds it opens up into super flight.

Let go of everything and you stop dead and hover, for a close look at anything. To land, just fly down onto the ground — or into the water, which drops you in for a swim. Hills, cliffs and rocks are solid; you slide along them.

The whisperers

Five snowy summits, scattered to the far corners of the map — one of them a true mountain — and over each floats a bola unlike the others: dark-coated, glowing along its markings in its hill’s own colour. Green, gold, ice blue, violet, rose. Every herd wears a faint tint of its nearest summit’s colour, so you can read who belongs where in the dark. Walk up and the whisperer will notice you.

EAt any summit, standing by the cairn: the call goes out, and every creature in the world comes to that hill. When enough have gathered, the whisperer sings.

Also worth knowing

TabSettings — quality, time of day, the camera, the music.
PSave a screenshot.
HThis page again.
After darkBetween ten and four about twenty of them stay up and race about with light streaming off them. The caped ones take it into the sky.

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

Eighty-two of them: seventeen loose herds and five whisperers, one over each snowy summit. About a quarter wear a cape and can fly; about twenty stay up after dark. 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.

There used to be giants here, and a red titan that hunted them. They were cut on purpose: this is a meadow at grass height, and a boulder-sized animal in it read as set dressing from another game. What is left is a herd you look DOWN at, moving through blades taller than most of it.

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