Supagames

3D Parkour Platformer

Peak Hopper

Hop across floating platforms through five low-poly biomes. Collect every glowing orb, blast robot drones and creatures, and survive portal ambushes to win.

Score: 0
♥♥♥
WASD / Arrows - Move
Space - Jump
Left Click - Shoot
Right Click Drag - Orbit Camera

PEAK HOPPER

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PEAK HOPPER

Choose your biome

🌱

Plains

Rolling green meadows, gentle hills, oak trees. Easy terrain for beginners.

🌲

Forest

Dense pine woods, mossy platforms, woodland creatures. Medium challenge.

🏜️

Desert

Sandy dunes, stone ruins, scorpion enemies. Harsh but rewarding.

❄️

Snow

Frozen peaks, ice platforms, yeti and ice spirits. Slippery and treacherous.

👽

Alien Planet

Purple alien terrain, starlit night, robot drones. Futuristic combat challenge.

PEAK HOPPER

Collect all the glowing orbs! Watch out for enemies and moving platforms.

GAME OVER

YOU WON!

WASDMove SpaceJump LMBShoot RMB DragOrbit camera WheelZoom

Developer Log: Peak Hopper

Peak Hopper is a low-poly 3D parkour platformer built on the Supagames 3D Environment Engine. Instead of a second renderer, the game borrows the engine's own WebGL context, scene and renderer, then drives its update and render loop manually — this avoids a costly extra GPU context and keeps the procedural sky, water and lighting following the player.

Custom Physics on a Procedural Heightmap

Rather than a full physics engine, the player uses lightweight custom physics: gravity plus a direct heightmap.getHeightAt() query for ground collision. Floating platforms are box and cylinder colliders that only "land" the player when falling onto their top face, so you can jump up through them but never clip inside. Trees and rocks push the player out of their trunks.

Five Themed Biomes

Plains, Forest, Desert, Snow and Alien Planet each reconfigure the environment engine — terrain seed, sky preset, water, vegetation — and swap in themed platforms, collectibles and enemies. Ground creatures patrol and chase, flyers hover and dive, and stationary foes shoot. Temporary portals pulse open near uncollected orbs to spawn ambushes, then vanish.

Low-Poly by Design

A single LOW_POLY flag drops terrain resolution, enables flat shading, simplifies trees and water, and turns rocks into faceted procedural meshes — a crisp, performance-friendly look that stays comfortably inside the frame budget while still feeling alive.