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trung_nguyen

@trung_nguyen

Joined June 6th, 2026

  • 9Devlogs
  • 3Projects
  • 2Ships
  • 16Votes
Ship

shipped it. its live on github pages now so go drive it.

so what is this thing. its an infinite synthwave highway you cruise down at sunset. you steer with your mouse, the world banks into the turns, and if you hold left click everything kicks into hyperdrive turbo, pink grid goes gold, stars stretch into streaks, the camera starts rumbling. thats the whole game. no goal, no score, just vibes at high speed.

the tricky part was making something that simple actually feel good. you dont get to hide behind mechanics, so every little detail carries weight. getting the road to look like neon mountains on the edges while staying flat enough to drive on took way too much shader fiddling. and the turbo only lands because nothing snaps, everything lerps, speed eases in, colors melt, the camera leans. early on i had states flipping instantly and it felt broken even though it technically worked. turns out the in-between frames are the actual product.

what im proud of is how much feel came out of so little. theres barely anything under the hood, but drop the camera low, bank the turns, add a rumble and a fake HUD and your brain just fills in the rest. it feels like driving.

if you wanna try it: open it on desktop, give it a sec to load, then just move your mouse to steer and hold left click to boost. thats it. let go and it eases back down to cruising. best with the sound off in your head and the speed all the way up.

thats a wrap. onto the next one.

  • 2 devlogs
  • 7h
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5h 41m 29s logged

ok it moves now. and honestly it slaps.
didnt end up adding a car, turns out you dont need one. dropped the camera real low like youre sitting in a cockpit and just scroll the whole world toward you instead of moving forward. made two copies of the terrain and when one slides behind you it teleports back to the horizon, so the road never ends. you cant tell its only two chunks looping which is the whole trick.
steering is just the mouse. moving it left/right slides the camera into the next lane and banks it a little so it feels like the car is leaning into the turn. added a tiny bit of yaw too so the world tilts with you. small thing but it makes it feel real.best part is the turbo. hold left click and everything lerps into warp mode, the pink grid goes solar gold, the cyan stars stretch into red hyperdrive streaks, the sun flares crimson, and the whole camera starts rumbling like the engine cant take it. cruise is a chill 0.35, turbo overclocks to like 12x. let go and it eases back down to vibing speed. the lerp on everything is what sells it, nothing snaps.threw a HUD on top in orbitron, fake telemetry that flips to WARP_DRIVE ENGAGED when you boost. pure decoration but it ties the whole synthwave thing together.
thats the project. simple little infinite cyber-drive. no engine, no car model, just shaders and loops and a mouse. exactly the vibe i wanted.

ok it moves now. and honestly it slaps.
didnt end up adding a car, turns out you dont need one. dropped the camera real low like youre sitting in a cockpit and just scroll the whole world toward you instead of moving forward. made two copies of the terrain and when one slides behind you it teleports back to the horizon, so the road never ends. you cant tell its only two chunks looping which is the whole trick.
steering is just the mouse. moving it left/right slides the camera into the next lane and banks it a little so it feels like the car is leaning into the turn. added a tiny bit of yaw too so the world tilts with you. small thing but it makes it feel real.best part is the turbo. hold left click and everything lerps into warp mode, the pink grid goes solar gold, the cyan stars stretch into red hyperdrive streaks, the sun flares crimson, and the whole camera starts rumbling like the engine cant take it. cruise is a chill 0.35, turbo overclocks to like 12x. let go and it eases back down to vibing speed. the lerp on everything is what sells it, nothing snaps.threw a HUD on top in orbitron, fake telemetry that flips to WARP_DRIVE ENGAGED when you boost. pure decoration but it ties the whole synthwave thing together.
thats the project. simple little infinite cyber-drive. no engine, no car model, just shaders and loops and a mouse. exactly the vibe i wanted.

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1h 5m 39s logged

today i just started building a vaporwave driving scene.

got react three fiber running on webgpu. the road is just a flat plane but i used some shader magic to push the edges up so they look like neon pink mountains while the middle stays flat for driving. then i threw a big glowy sun in the back and some floating particles to make it feel alive. sunset lighting ties it all together

next im tryna make it actually move so it feels like youre driving. maybe add a car idk.

today i just started building a vaporwave driving scene.

got react three fiber running on webgpu. the road is just a flat plane but i used some shader magic to push the edges up so they look like neon pink mountains while the middle stays flat for driving. then i threw a big glowy sun in the back and some floating particles to make it feel alive. sunset lighting ties it all together

next im tryna make it actually move so it feels like youre driving. maybe add a car idk.

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Ship

Just shipped Mountain 🏔️ — an interactive WebGPU scene where a single 3D mountain morphs through four worlds: Snow → Night → Meadow → Ocean. Each has its own light, weather, and camera, stitched together by a GPU "energy wave" that sweeps up the peak and washes the next chapter in.

The fun part: it's one mountain mesh, not four scenes. A single shader paints all four looks, and every transition runs as per-frame GPU work — windy snow, glowing night, a meadow full of flowers and fog, an animated ocean with foam and a real lake reflection.

Built with Three.js (WebGPU + TSL) and React Three Fiber.

Best viewed in Chrome/Edge — switch chapters with the nav at the bottom 👀

🔗 https://2trung.github.io/mountain

  • 7 devlogs
  • 50h
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9h 5m 7s logged

last day was a grind, added the dynamic background transitions so the sky changes between chapters, did parallax for some depth (this little touch makes it feel so much more alive), and added the nav buttons so u can actually jump between scenes instead of just scrolling.

last day was a grind, added the dynamic background transitions so the sky changes between chapters, did parallax for some depth (this little touch makes it feel so much more alive), and added the nav buttons so u can actually jump between scenes instead of just scrolling.

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8h 19m 28s logged

new scene!! the ocean one with the island. this was probably the most fun so far. made an ocean wrapping around the island, added foam near the shore and scattered some rocks around so it doesnt look empty.

improved the water movement too, reused some stuff from the lake which saved me. coastal mountains in the back tie it together. starting to feel like a real place which is sick

new scene!! the ocean one with the island. this was probably the most fun so far. made an ocean wrapping around the island, added foam near the shore and scattered some rocks around so it doesnt look empty.

improved the water movement too, reused some stuff from the lake which saved me. coastal mountains in the back tie it together. starting to feel like a real place which is sick

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15h 44m 59s logged

added a LAKE today. the meadow scene needed water and omg the reflections were a nightmare. like genuinely the water looked like cursed plastic for hours before i got it looking semi decent.

stuff i did:

added the lake
water reflections + surface (the pain)
blended the terrain around the shore so it doesnt just clip into the water
threw in some fog for depth, instantly made it look 10x better honestly
fog is so underrated it hides all my sins

added a LAKE today. the meadow scene needed water and omg the reflections were a nightmare. like genuinely the water looked like cursed plastic for hours before i got it looking semi decent.

stuff i did:

added the lake
water reflections + surface (the pain)
blended the terrain around the shore so it doesnt just clip into the water
threw in some fog for depth, instantly made it look 10x better honestly
fog is so underrated it hides all my sins

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7h 20m 20s logged

2 of the 4 scenes are basically done now lets gooo. spent today on lighting mostly, the first version looked super flat and depressing so i messed with it til it had some actual mood to it.

also kept tweaking materials (probably spent too long on this, i keep going back and changing tiny things nobody will notice). and i adjusted the camera framing so each scene actually looks composed n not random. feeling good about progress

2 of the 4 scenes are basically done now lets gooo. spent today on lighting mostly, the first version looked super flat and depressing so i messed with it til it had some actual mood to it.

also kept tweaking materials (probably spent too long on this, i keep going back and changing tiny things nobody will notice). and i adjusted the camera framing so each scene actually looks composed n not random. feeling good about progress

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3h 47m 39s logged

short one today, was kinda busy w school. mostly worked on the transitions between sections, getting the camera to glide instead of snapping. took way longer than expected, transitions are deceptively annoying. polished a few other things and called it.

short one today, was kinda busy w school. mostly worked on the transitions between sections, getting the camera to glide instead of snapping. took way longer than expected, transitions are deceptively annoying. polished a few other things and called it.

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4h 3m 4s logged

todays the day it started feeling like an actual project. did the clouds!! they’re procedural which sounds fancy but i basically just spent 4 hours fighting with noise functions until something cloud shaped appeared.

animated them with TSL (still kinda new to me ngl) and wrote a custom material so they render right. also went back n refined the mountain peaks cause they looked too smooth/fake before. the vibe is slowly coming together, im hyped

todays the day it started feeling like an actual project. did the clouds!! they’re procedural which sounds fancy but i basically just spent 4 hours fighting with noise functions until something cloud shaped appeared.

animated them with TSL (still kinda new to me ngl) and wrote a custom material so they render right. also went back n refined the mountain peaks cause they looked too smooth/fake before. the vibe is slowly coming together, im hyped

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1h 42m 42s logged

ok so i finally started the three.js thing ive been putting off for like 2 weeks lol. spent most of today just getting the boilerplate going, canvas + camera + renderer blah blah. honestly the boring part but u gotta do it.

got my first glb model loaded in and it showed up as a giant black blob until i realized i had zero lights in the scene classic. added some lighting and boom theres my mountain. also made the canvas resize properly cause i hate when stuff looks stretched on different screens.

not much to look at yet but the bones are there. excited to actually make it pretty later

ok so i finally started the three.js thing ive been putting off for like 2 weeks lol. spent most of today just getting the boilerplate going, canvas + camera + renderer blah blah. honestly the boring part but u gotta do it.

got my first glb model loaded in and it showed up as a giant black blob until i realized i had zero lights in the scene classic. added some lighting and boom theres my mountain. also made the canvas resize properly cause i hate when stuff looks stretched on different screens.

not much to look at yet but the bones are there. excited to actually make it pretty later

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