Master Deep House Vibes through these step-by-step tutorials covering gameplay strategies, level walkthroughs, and even how to build your own custom stages and WebGL games.
Stage 1 is your introduction to Deep House Vibes, but achieving a perfect run requires understanding its patterns and timing. This walkthrough breaks down every section.
Stage 1 begins in a pure tunnel section with minimal obstacles. This is your warm-up.
The first boost (B) appears at second 10 in the 6 o'clock position.
This is where Stage 1 transitions from tunnel to floor, marked by the opening parentheses ((( in the config file.
The floor section uses a 5-column grid system for obstacles. This is the hardest part of Stage 1.
The final section returns to tunnel mode with a rapid obstacle sequence.
game.timeScale = 0.5 to practice at half speedOnce you can consistently complete Stage 1 without damage, you've mastered the fundamental skills needed for all subsequent stages. The patterns get more complex, but the core movement principles remain the same.
Deep House Vibes uses simple text files to define stages. This tutorial teaches you how to create custom levels that you can share with the community.
Every stage configuration file consists of four sections:
X 000001111110000000000000000000000000000000000
Y 000001111110000000000000000000000000000000000
Z 000000000000000000000000000000000000000000000
1 ###O###############(((((((((((==============
2 ###################((((((((((((==============
3 ###################((((((((((((==============
Create a new text file named stage_custom.txt in the /stage-config directory.
X 0000000000000000000000000000000000000000000000
Y 0000000000000000000000000000000000000000000000
Z 0000000000000000000000000000000000000000000000
1
2
3
4
5
6
7
8
This is your blank canvas. All curvature is zero (straight tunnel), and no geometry is defined yet.
Let's create a simple 20-segment straight tunnel:
X 00000000000000000000
Y 00000000000000000000
Z 00000000000000000000
1 ####################
2 ####################
3 ####################
4 ####################
5 ####################
6 ####################
7 ####################
8 ####################
The # character creates tunnel wall segments. This gives you an enclosed cylindrical tunnel.
Place an obstacle at segment 10 in row 1:
1 #########O##########
The O character creates a single obstacle. In tunnel mode, each row (1-8) represents a position around the cylindrical circumference, roughly 45 degrees apart.
Make the tunnel curve by modifying the X line:
X 00000111111111000000
Values represent curve intensity: 0 = straight, 1 = maximum curve. This creates a gentle left curve that returns to straight.
Add a tunnel-to-floor transition using parentheses:
1 ##########(((((=====
2 ##########(((((=====
3 ##########(((((=====
4 ##########(((((=====
5 ##########(((((=====
6 ##########(((((=====
7 ##########(((((=====
8 ##########(((((=====
This creates: 10 tunnel segments, 5 transition segments, and 5 floor segments.
1 ##########(((((==B==
2 ##########(((((=====
3 ##########(((((=====
4 ##########(((((==S==
B = Boost powerup, S = Shield powerup. Players will seek these out.
Modify the game's stage loader to load your custom file:
// In stage-loader.ts or stage-loader.js
loadStage(1) {
return fetch('/stage-config/stage_custom.txt');
}
Run the game and press N to skip to your custom stage. Play through and note what works and what doesn't.
Wall Obstacles: Use I to create full barriers with strategic gaps:
1 ====I================
2 ====I================
3 ====================== ← Gap for player to pass through
4 ====I================
5 ====I================
Multi-Axis Curvature: Combine X, Y, and Z curves for complex tunnel shapes:
X 00001111100000
Y 00000000011111
Z 01010101010101
This creates a tunnel that curves left, then up, with a twisting motion throughout.
Once you've created an amazing level:
The best community levels may be featured in future official stage packs!
Want to create your own WebGL game inspired by Deep House Vibes? This tutorial walks you through building a basic endless runner from scratch using Babylon.js.
mkdir my-endless-runner
cd my-endless-runner
npm init -y
npm install --save-dev vite
npm install @babylonjs/core
Create index.html:
<!DOCTYPE html>
<html>
<head>
<title>My Endless Runner</title>
<style>
body { margin: 0; overflow: hidden; }
#gameCanvas { width: 100%; height: 100vh; }
</style>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<script type="module" src="/src/main.js"></script>
</body>
</html>
Create src/main.js:
import * as BABYLON from '@babylonjs/core';
const canvas = document.getElementById('gameCanvas');
const engine = new BABYLON.Engine(canvas, true);
const createScene = () => {
const scene = new BABYLON.Scene(engine);
// Camera
const camera = new BABYLON.FreeCamera(
'camera',
new BABYLON.Vector3(0, 1, -5),
scene
);
camera.setTarget(new BABYLON.Vector3(0, 1, 0));
// Light
const light = new BABYLON.HemisphericLight(
'light',
new BABYLON.Vector3(0, 1, 0),
scene
);
// Ground
const ground = BABYLON.MeshBuilder.CreateGround(
'ground',
{ width: 10, height: 100 },
scene
);
return scene;
};
const scene = createScene();
engine.runRenderLoop(() => {
scene.render();
});
window.addEventListener('resize', () => {
engine.resize();
});
// Add to createScene function
const player = BABYLON.MeshBuilder.CreateBox(
'player',
{ size: 1 },
scene
);
player.position.y = 0.5;
player.position.z = -2;
let playerX = 0;
const moveSpeed = 0.1;
scene.onBeforeRenderObservable.add(() => {
// Forward movement
ground.position.z -= 0.1;
// Reset ground when it passes camera
if (ground.position.z < -50) {
ground.position.z = 0;
}
// Player input
if (scene.actionManager) {
const keyboard = scene.actionManager.inputManager.keyboard;
if (keyboard.left && playerX > -4) {
playerX -= moveSpeed;
}
if (keyboard.right && playerX < 4) {
playerX += moveSpeed;
}
}
player.position.x = playerX;
});
// Enable keyboard
scene.actionManager = new BABYLON.ActionManager(scene);
const obstacles = [];
let obstacleSpawnTimer = 0;
const spawnObstacle = () => {
const obstacle = BABYLON.MeshBuilder.CreateBox(
'obstacle',
{ size: 1 },
scene
);
obstacle.position.y = 0.5;
obstacle.position.z = 50;
obstacle.position.x = Math.random() * 8 - 4; // Random X position
obstacles.push(obstacle);
};
// Add to scene.onBeforeRenderObservable
obstacleSpawnTimer++;
if (obstacleSpawnTimer > 60) { // Spawn every 60 frames
spawnObstacle();
obstacleSpawnTimer = 0;
}
// Move and recycle obstacles
obstacles.forEach((obstacle, index) => {
obstacle.position.z -= 0.1;
if (obstacle.position.z < -10) {
obstacle.dispose();
obstacles.splice(index, 1);
}
// Simple collision detection
if (obstacle.position.distanceTo(player.position) < 1) {
console.log('Collision! Game Over');
// Implement game over logic here
}
});
// Neon material for player
const playerMat = new BABYLON.StandardMaterial('playerMat', scene);
playerMat.emissiveColor = new BABYLON.Color3(0, 1, 1); // Cyan
player.material = playerMat;
// Red material for obstacles
const obstacleMat = new BABYLON.StandardMaterial('obstacleMat', scene);
obstacleMat.emissiveColor = new BABYLON.Color3(1, 0, 1); // Magenta
// Apply to new obstacles
const spawnObstacle = () => {
const obstacle = BABYLON.MeshBuilder.CreateBox('obstacle', { size: 1 }, scene);
obstacle.material = obstacleMat;
// ... rest of spawn logic
};
Add to package.json:
"scripts": {
"dev": "vite",
"build": "vite build"
}
Then run:
npm run dev
Open your browser to the provided localhost URL and you'll have a basic endless runner!
This basic framework gives you everything you need to start building your own WebGL game. Study Deep House Vibes' source code for more advanced techniques like procedural generation, object pooling, and complex collision systems.
Get the best possible performance from Deep House Vibes and other browser-based games with these optimization techniques.
chrome://settingsThis ensures your GPU handles rendering instead of CPU, often doubling framerate.
Go to chrome://extensions and disable:
Each extension consumes memory and CPU cycles. For gaming sessions, disable everything non-essential.
Close all other tabs before playing. Each tab consumes RAM. If you must keep tabs open:
about:config in address bargfx.webrender.alltrueWebRender is Firefox's modern GPU-accelerated rendering engine, significantly improving WebGL performance.
about:config, find browser.cache.disk.capacity512000 (512 MB)browser.cache.memory.capacity256000 (256 MB)Larger caches mean faster asset loading for web games.
In Deep House Vibes, open browser dev tools (F12) and run:
setInterval(() => {
console.log(`FPS: ${engine.getFps().toFixed(0)}`);
}, 1000);
Target: 60+ FPS consistently. 120 FPS is ideal for high-refresh-rate monitors.
GPU usage should be 40-80% during gameplay. Lower means CPU bottleneck; higher might indicate driver issues.
Issue: Stuttering every few seconds
Issue: Low FPS despite good hardware
Issue: Input lag