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.