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<!DOCTYPE html> <html lang="es"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover"> <title>SimRacing GT</title> <script> // ============================================== // 🛞 FÍSICA NEUMÁTICOS - FÓRMULA PACEJKA (IGUAL QUE GRAN TURISMO) // ============================================== class Neumatico { constructor() { this.B = 14.8; this.C = 1.62; this.D = 1.78; this.E = -0.28; this.temperatura = 85; this.presion = 2.2; this.desgaste = 0; this.mojado = false; } calcularFuerzaLateral(anguloDeslizamiento, cargaSobreRueda) { const factorTemp = Math.max(0, 1 - Math.abs(this.temperatura - 90)/80); const factorPiso = this.mojado ? 0.65 : 1; const factorDesgaste = Math.max(0, 1 - this.desgaste / 180); let fuerza = cargaSobreRueda * this.D * Math.sin( this.C * Math.atan( this.B * anguloDeslizamiento - this.E * (this.B * anguloDeslizamiento - Math.atan(this.B * anguloDeslizamiento)) ) ); return fuerza * factorTemp * factorPiso * factorDesgaste; } calcularFuerzaLongitudinal(deslizamiento, carga) { return carga * this.D * 0.9 * Math.sin(this.C * Math.atan(this.B * deslizamiento * 0.75)) * (this.mojado ? 0.7 : 1); } } // ============================================== // ⚙️ DINÁMICA COMPLETA VEHÍCULO GT3 // ============================================== class VehiculoGT3 { constructor(gl) { this.gl = gl; this.masa = 1245; this.distanciaEjes = 2.75; this.alturaCentroGravedad = 0.31; this.distribucionPeso = 0.525; this.coefSustentacion = -3.2; this.coefResistencia = 0.305; this.anguloAleron = 22; this.ruedas = [new Neumatico(), new Neumatico(), new Neumatico(), new Neumatico()]; this.pos = {x:0, y:0.25, z:0}; this.vel = {x:0, y:0, z:0}; this.acel = {x:0, y:0, z:0}; this.rot = {y:0}; this.vbos = {}; this.crearGeometria(); } crearGeometria() { const gl = this.gl; this.suelo = new Float32Array([-500,0,-500, 500,0,-500, 500,0,500, -500,0,500]); this.vbos.suelo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos.suelo); gl.bufferData(gl.ARRAY_BUFFER, this.suelo, gl.STATIC_DRAW); this.chasis = new Float32Array([ -1.1,0.2,-2, 1.1,0.2,-2, 1.1,0.2,1.6, -1.1,0.2,1.6, -1.1,0.6,-1.7, 1.1,0.6,-1.7, 1.1,0.6,1.1, -1.1,0.6,1.1 ]); this.vbos.chasis = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos.chasis); gl.bufferData(gl.ARRAY_BUFFER, this.chasis, gl.STATIC_DRAW); } actualizar(volante, acelerador, dt) { const gravedad = 9.81; const velocidad = Math.hypot(this.vel.x, this.vel.z); const cargaAire = 0.6 * 1.225 * velocidad * velocidad * this.coefSustentacion * (1 + this.anguloAleron / 45); const fResistencia = -0.5 * 1.225 * velocidad * velocidad * this.coefResistencia * Math.sign(velocidad || 0.001); const transFrenada = this.masa * this.acel.z / this.distanciaEjes * this.alturaCentroGravedad; const transCurva = this.masa * this.acel.x / this.distanciaEjes * this.alturaCentroGravedad * 1.3; const cargas = [ (this.masa*gravedad*this.distribucionPeso/2) - transFrenada/2 + transCurva, (this.masa*gravedad*this.distribucionPeso/2) - transFrenada/2 - transCurva, (this.masa*gravedad*(1-this.distribucionPeso)/2) + transFrenada/2 + transCurva, (this.masa*gravedad*(1-this.distribucionPeso)/2) + transFrenada/2 - transCurva ]; let fX = 0, fZ = 0; for(let i=0; i<4; i++) { const angulo = i<2 ? volante * 0.18 : 0; const fLat = this.ruedas[i].calcularFuerzaLateral(angulo, cargas[i] + cargaAire/4); const fLon = this.ruedas[i].calcularFuerzaLongitudinal(acelerador * 0.25, cargas[i] + cargaAire/4); fX += fLat * Math.cos(this.rot.y) - fLon * Math.sin(this.rot.y); fZ += fLat * Math.sin(this.rot.y) + fLon * Math.cos(this.rot.y); } fZ += fResistencia; this.acel.x = fX / this.masa; this.acel.z = fZ / this.masa; this.vel.x += this.acel.x * dt; this.vel.z += this.acel.z * dt; this.pos.x += this.vel.x * dt; this.pos.z += this.vel.z * dt; this.rot.y += volante * velocidad * 0.022 * dt / Math.max(0.5, velocidad+0.3); } dibujar(gl) { gl.clearColor(0.08, 0.14, 0.22, 1); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos.suelo); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); gl.bindBuffer(gl.ARRAY_BUFFER, this.vbos.chasis); gl.drawArrays(gl.TRIANGLE_FAN, 0, 4); gl.drawArrays(gl.TRIANGLE_FAN, 4, 4); } } // ============================================== // 🎮 CONTROLES OPTIMIZADOS IPHONE - GIROSCOPIO // ============================================== let volante = 0; let acelerar = 0; let frenar = 0; const sensibilidad = 2.8; const suavizado = 0.12; if(DeviceOrientationEvent?.requestPermission) { DeviceOrientationEvent.requestPermission().then(permiso => { if(permiso === 'granted') { window.addEventListener('deviceorientation', e => { const entrada = Math.max(-1, Math.min(1, e.gamma / 38 * sensibilidad)); volante = volante * (1-suavizado) + entrada * suavizado; }); } }); } document.addEventListener('touchstart', e => { const mitad = innerWidth /2; for(let t of e.touches) { if(t.pageX > mitad) acelerar = Math.min(1, (innerHeight - t.pageY)/420); else frenar = Math.min(1, (innerHeight - t.pageY)/420); } }); document.addEventListener('touchend', () => { acelerar=0; frenar=0; }); // ============================================== // 🚀 ARRANQUE PRINCIPAL // ============================================== window.onload = () => { const canvas = document.createElement('canvas'); const gl = canvas.getContext('webgl2', { powerPreference:'high-performance', antialias:true, depth:true }); document.body.appendChild(canvas); function ajustar() { canvas.width = innerWidth * devicePixelRatio; canvas.height = innerHeight * devicePixelRatio; gl.viewport(0,0,canvas.width,canvas.height); } ajustar(); addEventListener('resize', ajustar); const coche = new VehiculoGT3(gl); let tAnt = performance.now(); function bucle() { const ahora = performance.now(); const dt = Math.min(0.016, (ahora - tAnt)/1000); tAnt = ahora; coche.actualizar(volante, acelerar - frenar, dt); coche.dibujar(gl); requestAnimationFrame(bucle); } bucle(); } </script> <style>*{margin:0;padding:0;box-sizing:border-box;overflow:hidden;}html,body{width:100%;height:100%;background:#000;}canvas{display:block;position:absolute;inset:0;}</style> </head> <body></body> </html>
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