← Everycol
Behind your ride.
Everycol combines photographed materials, open map and terrain data, and original 3D scenery.
Its virtual regions are fictional; real-world routes are built from open map data.
Models and materials
Trees, shrubs, rocks and plants, and the photographed ground, road and building materials are
adapted from Poly Haven, released under
CC0. Models are simplified for real-time
rendering, and distant trees are rendered from images baked from those models.
Asset details and provenance.
Real-world routes
Roads, buildings, bridges, landmarks, land cover and water along real-world routes come from
© OpenStreetMap contributors, available
under the Open Database License, queried through
Postpass by Geofabrik and public
Overpass API servers. Terrain
uses
Mapzen / Tilezen Terrain Tiles
from AWS Open Data, which include
data from SRTM, GMTED, ETOPO1, NED and EU-DEM (produced using Copernicus data and information
funded by the European Union).
Cyclists and cycling equipment
Human anatomy, joint weights, and skin textures are adapted from the
MakeHuman Community, released under
CC0. The
human mesh is fitted and animated for cycling, with original kit, bicycle, helmet, eyewear,
and drivetrain rendering. Cyclist asset details and provenance.
Interface sounds
Interactive interface sounds use Cuelume by Daniel Belyi,
distributed under the MIT license. Cues are
synthesized in the browser; no audio is streamed from a third-party service.
Original artwork and rendering
The homepage hero montage and the images below it come from actual Everycol sessions in the
browser, ridden with the demo trainer. Their scenes, in San Francisco and Marin County, the
French Alps and Singapore, use
© OpenStreetMap contributors / ODbL,
Mapzen terrain
and, in the Alps, road heights from
IGN RGE ALTI under the
Etalab Open Licence 2.0. These credits apply to all resolution variants of the homepage video and its branded social
video and preview-image derivatives. Game cover illustrations are generated concept artwork.
The playable regions are rendered in real time by Everycol's own engine, written in Rust with
wgpu (MIT / Apache-2.0) and running on WebGPU. Its physically
based sky and atmosphere, terrain, roads and bridges, buildings, vegetation, wildlife, water,
riders and game objects are rendered game scenes.
Source credits do not imply endorsement by any contributor or data provider.