$ show kanavtwtgg/birds.cafe
This repository is a browser-based WebGL bird flight simulator (birds.cafe) built with Three.js, not a data engineering or research project. It contains no data ingestion pipelines, ETL processes, feature engineering, ML models, or analytical schemas. The codebase implements a real-time graphics simulation with procedural generation: Gerstner wave ocean rendering with custom vertex shaders, instanced cloud layers with billboard shaders, procedural island meshes, and a flocking system with two-segment wing animation (flap-gliding behavior). Weather presets (day, night, storm) define color/lighting/fog parameters with smooth lerp transitions. Wildlife (dolphins, whales, passing bird flocks) spawns procedurally near the player. Audio uses HTMLAudioElement loops from external CDN URLs. The project runs entirely client-side with no backend, database, or data processing layer. As a data engineering repository, it has no reusable data assets — the algorithms are graphics/game programming patterns (shader math, instanced rendering, animation systems) not data operations.
The LLM identified 5 files worth highlighting for reuse:
Implements 8-layer Gerstner wave system for vertex displacement in ocean shader. Each wave has wavelength, direction, steepness, and phase derived from wind speed/direction. Exports GLSL vertex code and uniform declarations for Three.js onBeforeCompile injection. Reusable for any water rendering needing realistic swell patterns.
Single-draw-call cloud layer using InstancedMesh with custom vertex shader for camera-facing billboards and per-instance wobble animation. Clusters arranged in rings with distance fade in fragment shader. Pattern applicable to any large-scale particle field (foliage, debris, stars) needing GPU instancing.
Declarative weather presets with 25+ parameters each (colors, fog, lighting, bloom, ocean props). Exports lerpWeather() for smooth transitions between any two presets. Demonstrates config-driven rendering where visual state is data, not code — reusable for any system needing interpolated theme/environment presets.
Procedural low-poly bird with two-segment wing geometry and flap-gliding animation (large birds alternate powered flaps with glides). Per-instance randomized flap speed, amplitude, rest angle, and glide phase. Wing motion uses sine waves with glide modulation envelope. Pattern reusable for any flocking/boids system needing performant bird animation.
V-formation flock controller with smoothed quaternion orientation (prevents upside-down flips), slot-based positioning with turbulence offsets, and sampled trail lines. Handles both procedural birds and GLTF templates with model correction quaternions. Demonstrates stable formation math for any leader-follower simulation.