---
title: "DEEPSEA — Abyssal Descent"
url: "https://aigamehub.app/zh-tw/games/deepsea-c89eb0"
source: "https://github.com/daforce1984/deepsea"
source_type: "github"
play_url: "https://daforce1984.github.io/deepsea/"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude Opus 5.5", "Claude Code"]
game_languages: ["ko"]
author: "daforce1984"
author_handle: "daforce1984"
category: "冒險"
categories: ["adventure", "simulation"]
tags: ["deep-sea", "exploration", "first-person", "open-source", "webgl-alternative", "webgpu"]
added: "2026-10-24T02:45:43.924Z"
updated: "2026-10-24T02:46:18.333Z"
locale: "zh-tw"
content_locale: "zh-tw"
---

# DEEPSEA — Abyssal Descent

一款第一人稱寫實深海潛水遊戲，從船甲板下潛至 4,000 公尺深的深海平原，建構於自訂的 WebGPU/WGSL 引擎上，並具備依深度出現的生物遭遇與空間音訊。

## Description

DEEPSEA — Abyssal Descent 是一款在自訂 WebGPU / WGSL 引擎上執行的瀏覽器遊戲（未使用 three.js 或遊戲引擎），約有 8,000 行 JavaScript 與 WGSL 程式碼。玩家從船甲板開始，下潛至 4,000 公尺深的深海平原，途中會經過基於 Jerlov 清澈海水吸收特性的深度分級光線，並遇見海豚、餌球、鬼蝠魟、鯊魚、海龜、皇帶魚、巨齒鯊、大王烏賊、管水母、鮟鱇魚以及海床上的鼠尾鱈。功能包括帶有泡沫與氣泡柱的 GPU FFT 海洋、座頭鯨拍尾水花模擬、具備頭盔呼吸聲與深度通報的 HRTF 空間音效、自適應曝光以及帶有陰影的手電筒。桌機控制：WASD 游動，E/Q 下潛/上浮，Shift 加速，F 手電筒，Space 手腕儀表/下潛，Enter 電影式下潛，V 自由視角，L 切換 English/한국어。行動裝置支援觸控搖桿、陀螺儀視角，以及直向或橫向模式。它可在支援 WebGPU 的 Chrome 或 Edge 中執行，支援手機，也可透過隨附的 Python 指令碼在本機伺服器上提供。作者表示本作是以 Claude Code 中的 Claude Opus 5.5 建構；3D 模型為 CC-BY 4.0 / CC0，天空 HDRI 來自 Poly Haven（CC0），音效來自 Pixabay。

## Original post

Photoreal first-person WebGPU deep-sea dive to 4,000 m — custom engine, built with Claude Opus 5.5

Topics: claude, claude-opus, deep-sea, game, ocean, threejs-free, webgpu, wgsl

# DEEPSEA — Abyssal Descent **Play:** https://daforce1984.github.io/deepsea/ (Chrome / Edge with WebGPU; phones supported) **Source:** https://github.com/daforce1984/deepsea A photoreal first-person dive from a boat deck down to the 4,000 m abyssal plain, running on a custom WebGPU / WGSL engine written from scratch (no three.js, no game engine) — about 8,000 lines of JavaScript + WGSL. Built with **Claude Opus 5.5** in Claude Code. ![Surface](docs/surface.png) ## Highlights - **Ocean:** GPU FFT ocean (Tessendorf, 3 cascades × 256²), HDRI sky, GPU foam simulation (262k particles) that merges and tears, bubble plumes that rise and feed surface foam. - **Humpback lobtail:** spring-driven body bend, one tail slap over the fluke's real footprint, up to 400k spray drops simulated in a compute shader, drop-rain sound from real water-drop grains in an AudioWorklet. - **Depth-driven light:** Jerlov clear-ocean absorption (red gone by 10 m, blue by 250 m), adaptive exposure, torch with shadows. - **Encounters by depth:** dolphins, bait ball, mantas, sharks, turtle, oarfish, megalodon, giant squid, siphonophores, anglerfish, grenadiers on the floor — big animals shed wake vortices that swirl the marine snow. - **Audio:** HRTF spatial sound on deck and underwater, helmet breathing, depth call-outs. - **Mobile:** touch stick, gyroscope look, portrait or landscape. ## Controls Desktop: WASD swim · E/Q down/up · Shift boost · F torch · Space wrist gauge / dive in · Enter cinematic descent · V free look · L English/한국어 · ` debug event panel. Mobile: left thumb to move, drag or turn the phone to look, on-screen buttons. ## Run locally ``` python3 tools/serve.py 8795 # then open http://localhost:8795/index.html ``` ## Credits 3D models are CC-BY 4.0 / CC0 (see `assets/models/*/SOURCES.txt`), sky HDRI from Poly Haven (CC0), sounds from Pixabay (see `assets/audio/SOURCES*.txt`).
