BAMBOORECLAIM THE GARDEN Play

About Bamboo

Saved data

Guests can play without signing in; their outfits and all-time statistics are saved for this browser. If you choose Sign in with ChatGPT, the Site receives your account ID, email and optional full name. Your name (or email) is used for your greeting; your account ID links your private outfits, saved garden seeds and new game statistics across devices. Names and email addresses are not stored in the game database. Signing out returns to this browser’s guest saves. Saved garden seeds recreate the initial garden, not an unfinished round. Gameplay counters also contribute to shared global totals. Feedback and feature requests are sent privately to Nico, with game and browser details only when you include them. Individual round history and outfits stay private; screenshots stay on your device unless you share them. Garden and avatar seeds can be copied to another device.

Private diagnostic reports include performance, errors, browser, device, country when available and referring website. No IP addresses or precise location are stored. Switch reporting off in Statistics → Performance & reporting.

Credits & licenses

Game by Nico Müller, built with Three.js. Six original zen compositions accompany the garden. The garden monk announcer is generated speech; the effort sounds use credited human recordings. Some material textures are AI-generated artwork. Thanks to the artists and open asset libraries below.

  • Three.js r180 and HDRLoader: Three.js, MIT. Full license: vendor/THREE-LICENSE.txt. Downloaded from the pinned three@0.180.0 package on jsDelivr.
  • Forest Ground 04 diffuse and OpenGL normal maps, 1K: Poly Haven asset, by Rob Tuytel (photography/processing), Rico Cilliers (minor adjustment). CC0. Files renamed to ground-color.jpg and ground-normal.jpg.
  • Brown Mud diffuse and bump maps, 2K: Poly Haven asset, by Rob Tuytel, CC0. Stored as soil-color.jpg and soil-height.jpg. Used for freshly exposed earth and loose soil with world-space projection.
  • Bamboo surface photograph: Close-up texture of weathered bamboo poles, by A S M Jobaer, CC BY-SA 4.0. The 3840 px photograph is stored unmodified as bamboo-photo.jpg. The game samples a strip of one culm using UV coordinates, rotates its grain along the stems, derives subtle bump/roughness from it, and applies green or brown material tints. The photograph and these photo-derived material adaptations remain under CC BY-SA 4.0; attribution does not imply endorsement.
  • Bark Brown 02 diffuse, OpenGL normal and roughness maps, 2K: Poly Haven asset, by Rob Tuytel, CC0. Stored as root-color.jpg, root-normal.jpg, and root-roughness.jpg. Used as fine woody surface detail on curved rhizomes, crowns, and feeder roots; this is bark photography, not a scan of a bamboo root system.
  • Spruit Sunrise HDRI, 1K: Poly Haven asset, CC0. Stored as sunrise.hdr.
  • Panda fur texture: panda-fur.png, an AI-generated ivory fur material created for this game with OpenAI image generation, not animal photography. Used with black/white vertex coloration and subtle relief on the procedural panda models.
  • Equipment material atlas: tool-materials.png, an AI-generated four-surface atlas made with the built-in OpenAI image generation tool. Hickory wood grain, brushed steel, pebbled rubber and powder coating are cropped at load time into shared albedo and relief maps. Neutral surfaces are exposure-normalized before tinting. This is generated material artwork, not a photographic scan. Exact prompt: assets/tool-materials-prompt.txt.
  • Bamboo leaf atlas: bamboo-leaves.png, four photorealistic leaf variants generated for this game with OpenAI image generation. This is an AI-generated botanical texture, not a photograph or a scan. Original transparent atlas retained; used on curved leaf meshes with material-based dry-leaf coloration.
  • Bamboo, roots, foliage geometry, tools, grass, props, particles, textures not listed above, interface icons, were generated in code for this game.
  • Zen music: six original compositions and procedural Web Audio instruments created for this game: Bamboo at Dawn, Rain on Stone, Lantern Pond, Moss Temple, Cloud Terrace, and Moonlit Rill. No external music recordings or streaming services.
  • Machine textures: Metal Plate 02 and Rubber Tiles, Poly Haven CC0, 1K albedo, OpenGL normal, and roughness maps in machine-metal-* / machine-rubber-*. The metal photograph is cropped and exposure-normalized at load time for painted surfaces. These photographs provide surface detail; the vehicle models are original procedural geometry.
  • Impact and footstep Foley: Kenney Impact Sounds, CC0. Eighteen unmodified OGG variations of wood, plank, mining, metal and grass sounds. License: assets/sfx/KENNEY-LICENSE.txt.
  • Human exertion voice: EFFORT SOUNDS (Male), recorded by VoiceBosch, CC BY-SA 4.0. Clips 01, 02, 03, 04, 05, 07, 08, 14, 15 have been high-pass filtered, loudness normalized and converted to mono MP3; the adapted recordings remain CC BY-SA 4.0. Files: assets/sfx/effort-*.mp3. Attribution does not imply endorsement.
  • Chainsaw: Chainsaw.wav by esperri, CC0. Uses seconds 3–8 of the public high-quality preview, normalized and encoded as chainsaw.mp3.
  • Diesel motor: Marine diesel engine by AugustSandberg, CC0. Uses seconds 5–13, normalized and encoded as diesel.mp3; the original is a marine engine recording used here for the tracked vehicles.
  • Vacuum: Vacuum Cleaner 02 - short by Huminaatio, CC0. Uses seconds 6–12, normalized and encoded as vacuum.mp3.
  • Fire: Fire Crackling by AntumDeluge, CC0, flame.ogg. Decoded loop seams are crossfaded in the browser.
  • Additional whooshes, lasers, explosion layers, whistle, birds and feedback tones are original procedural effects.
  • Garden monk announcer: 36 original English lines synthesized offline with Qwen3-TTS VoiceDesign, using the MLX 4-bit model (Apache 2.0) through MLX Audio. The fictional character is a warm, elderly Chinese garden monk speaking clear English with a gentle accent. This is AI-generated speech from a written character description, not a recording or imitation of a real person. The 24 kHz mono MP3 files retain their generated pitch and timing. Catalog: announcer-lines.js; prompt and generation metadata: assets/voice/monk/render-manifest.json; reproducible build script: scripts/render-announcer.py. Previous announcer recordings remain in the source archive but are excluded from the public game.

Full asset attribution · Three.js license · Kenney license