← 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.