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Samsy Ninja

A stunning 3D interactive experience with VRM character models, WebGPU rendering...

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Samsy Ninja

casual⭐ Featured

📖 How to Play

Scroll to navigate the 3D scene. Click to interact with elements. Enjoy the cinematic VRM character showcase!

📚 Complete Game Guide

Samsy Ninja

Samsy Ninja (SMSY-Gen02) is a multiplayer 3D cyberpunk portfolio by Samuel Honigstein — an award-winning creative graphics engineer. Instead of a level or a score, it is a city you walk through: you appear as a VRM avatar in a neon 3D district and browse the creator's project work as you go.

It is a technical showcase as much as an experience. Rendering is WebGPU first with WebGL2 fallback, and the whole thing is built on Three.js r182dev with custom shaders, a beach shader its creator reportedly spent a very long time on, Draco-compressed models and KTX2 textures.

How to Play

There is no game here and nothing to win — it is an exploration piece. What there is to do is a short quest list, which is the closest thing to objectives:

  1. A tutorial runs on your first visit. Press SKIP to dismiss it and go straight to the city.
  2. Walk around the city and talk to the NPCs. Each has a line of dialogue, and some carry hints for the quests below.
  3. Visit the different sections of the portfolio.
  4. Scroll through the projects in the works section.
  5. Find the skins and try each one on.
  6. Turn sound on and request every track from the DJ.

Progress is kept in localStorage under smsy_quests, so it survives a reload.

Controls

  • Move with WASD (or the arrow keys) — walk the city
  • Mouse — look around; the camera follows your avatar
  • Scroll — advance through projects and 3D text in the works section
  • Click — interact: talk to NPCs, request tracks from the DJ, trigger hotspots, pick up items
  • SKIP button — skip the tutorial on the opening screen
  • Touch — supported on mobile, including pinch-zoom

There is no gamepad support — gamepad APIs are not used anywhere in the build.

The Six Quests

These are the achievement names and their exact in-game descriptions:

QuestRequirement
Tutorial completed!Complete the tutorial at the start
Visit all sections!Visit all sections
All colors collected!Try on all skins
All tracks requested!Sound ON and request all tracks to the DJ
Visit all works!Scroll through all projects
All NPCs talked to!Talk to every NPC

An NPC near the start area reads "Check out our quests here", and the quest board lists the rest — so if you are stuck, that is where to look.

The soundtracks are credited in-game, including tracks by Dibiase (Ninja Starz, Metroid Elaquent Remix), Elaquent (Mastered System) and a hidden one by Squarepusher (Secret Track).

First Load

Expect 10–30 seconds on first visit: roughly 40 MB of models, textures, audio and video. The page redirects itself to ?forceWebGL=true&cdn=false so that all assets load locally and rendering falls back to WebGL2 where WebGPU is unavailable.

Chrome requires a user gesture before audio can start, so click once anywhere to activate sound.

Debug Parameters

Useful if something renders oddly:

ParameterEffect
?forceWebGL=trueSkip WebGPU, use the WebGL2 backend
?cdn=falseLoad video and audio locally instead of from the CDN
?debug=trueEnable Three.js shader error checking
?editor=trueLoad the scene editor
?fps=60Cap the frame rate

Technology

Per the shipped documentation:

LayerTechnology
3D engineThree.js r182dev (WebGPU, WebGL2 fallback)
FrameworkVue 3 + Vuex for the 2D HUD
AnimationGSAP
MultiplayerPartyKit over WebSocket
AvatarThree-VRM with SpringBone physics
CompressionDraco (GLB, decoded in a Web Worker)
TextBMFont bitmap fonts in 3D space
BuildVite, code-splitting

The startup sequence is a strict serial async chain: preloader animation, then six parallel preload blocks (renderer, audio, character controller, UI interaction, 3D scene, textures), then the scene switches from VOID to IDLE, then the render loop starts, and the Vue UI mounts last. The design goal is that the 3D scene is live before the interface appears.

About the Credits

The in-app credits name three contributions: an avatar model modified from a Booth asset, interface help from Acolad, and the cybercity itself built together with Julien Suard.

See public/games/samsy-ninja/ATTRIBUTION.md for the full provenance record, including the rights position — this build has no license grant, and the shipped documentation notes the original author's assets are for study and research use.

🎮 Controls

⌨️
Keyboard
Supported
🖱️
Mouse
Supported
📱
Touch
Mobile friendly

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