Skip to main content
Pre-release

This release is a pre-release and may not be stable for production use.

OpenGLContext Hill Runner Demo

OpenGLContext engine demo that creates an endless runner game down a valley on a hill. Demonstrates tiles3d on-demand tile creation, GPU accelerated animations, vegetation, GUI widgets and the Heads Up Display.

uv run --pre --with openglcontext-hill-runner oglc-hill-runner

Or you can pip-install it and run like so:

oglc-hill-runner                # the main screen: play, demo, settings, credits, quit
oglc-hill-runner --demo         # the autopilot plays, with no main screen
oglc-hill-runner --seed 7       # a different hill
oglc-hill-runner --no-sound --size 1920 1080
oglc-hill-runner --no-forest --no-photos   # no use of the forest demo's art or the engine's textures, no download
oglc-hill-runner --grass-reach 18 # draw grass as geometry out to 18 m, not 34: faster on a weak GPU
oglc-hill-runner --no-scatter-process # scatter the grass on threads of the game's own, not in processes
oglc-hill-runner --yes            # fetch the packs below without asking, where they are not here
oglc-hill-runner --record run.mp4 # the autopilot's run, recorded to a 30 second video

The game runs on three downloads, all under Creative Commons terms: its own art and sound (the runner, the music, the sounds), the forest demo's trees and ground cover, and the engine's photographic textures (CC0). The first run lists them with their sizes and terms, asks once and fetches them into the per-user content store; later runs find them there. A checkout holding the art in src/openglcontext_hill_runner/assets does not fetch its own pack.

Recording

--record PATH records the autopilot's run to an MP4 file and exits when the video is done. It implies --demo and --no-sound: the run is the autopilot's, there is no main screen, and the file has no audio track.

oglc-hill-runner --record run.mp4 --record-codec hevc --record-seconds 20
oglc-hill-runner --record run.mp4 --record-codec av1 --record-fps 30 --seed 7 --size 1920 1080
Option Does
--record-codec h264 (the default), hevc, vp9 or av1. The GPU's video encoder has to produce it; the program says which codec is missing and exits with status 1 when it does not
--record-seconds Length of the video, 30 by default
--record-fps Frames a second, 60 by default
--record-delay Seconds the hill is given to stream in before recording starts, 3 by default. The run waits at its start meanwhile, so the video opens on the first metre
--record-bitrate Bits a second. The default, 0, is the encoder's: 0.25 bits a pixel, which is about 29 Mbit/s for a 1856 by 1044 video at 60 frames a second. Dense foliage blocks and smears at a quarter of that

The world advances by exactly one frame's worth of time for each frame written, so the video is smooth however long the frames took to draw, and the same seed records the same course. A recording is not in real time: 120 seconds of video takes as long to record as its frames take to draw, and a line every five seconds says how far along it is and how long is left. A run that is cut off leaves a video that plays up to a second or so before the end. The video is the size of the window's framebuffer, which is larger than --size on a display with scaling. Recording needs OpenGLContext[video], which this package depends on, and a GPU video encoder: see OpenGLContext's docs/recording.rst for which GPUs and platforms have one.

Playing

Key Does
Left, Right Hop to the next path, unless a hedge stands between the two or the paths have drawn apart
Up Jump over a log or a boulder, or up to a jewel
Down Slide under a gate (in the air: drop, then slide). Held on, the runner stays down, and rises only when the key is let go: the body rises over the last 0.3 s of a slide, and a gate met then is a hit
Escape Menu: resume, restart, demo, settings, credits, quit. Demo hands the run to the computer, which runs without a hit for as long as it is left; the menu's Play takes it back. The main screen the game opens on offers Play and Demo too
Alt+F Show or hide the developer overlay: frame rate, timings and draw counts
F2 Save a screenshot to the pictures folder, as Hill-Runner-0001.png and so on

The three trails are 0.5 m wide with 0.2 m between them, so a hop is one big step. The runner speeds up from 10 to 24 m/s and cannot slow down on its own. A log, a boulder, a gate board or a wall is a hit; they stand across one or two trails and are a metre high or more. Coins hang at knee height and are worth 1 coin. Jewels hang above a runner's reach and are worth 5 coins: they need a jump. The HUD shows coins, score, hits and metres run.

Hits and continues

A hit knocks the runner down. Its body falls as a ragdoll, with the speed it ran at, and tumbles on down the hill or against the obstacle until it comes to rest; for the last 0.68 s of the 1.3 s it is down it rises from where it lies, and it runs on from there at 10 m/s: the speed gained is lost. A body that comes to rest on or in an obstacle gets up just short of it. The keys do nothing while the runner is down. Each hit costs a continue of 100 coins. The edges of the screen turn red and flash at the hit, and the coins flash red as they count down by 100 over the 1.3 s of the roll. When the 100 are paid the red clears and the runner runs on. A runner with fewer than 100 coins cannot buy a continue: the run is over at the hit, with the edges red, and the coins it has are kept and shown on the end screen. The score is not spent. Nothing hits the runner again for the next 15 m, so a row of obstacles is one hit.

The country

The hill runs through forest, rocks, sand, meadow and dense forest, a few hundred metres of each, in an order the seed picks. The land, the ground, the trees, the ground cover and the rocks change with it. The trail wanders from side to side.

Caves

Every two or three kilometres, after a stretch of rock country, the trail runs into a cave. The valley is filled up to the height of the hills beside it over 22 m, so the trail runs into the foot of a hillside and the cave is a hole bored through it: the ground is tessellated out to the rim of the opening, and the tunnel runs from there to a second opening in the far side of the hill. The tunnel is 250 to 320 m long, an arch swept along a spline through the trail and cut into rock: flat facets, steps and pits (OpenGLContext.scenegraph.rockwork). It leads out into more rock country or into forest, the seed's choice.

  • The ceiling is high in places (4.4 to 7.5 m over the floor) and low in others (2.4 to 3.0 m), changing over 16 m. Running or sliding under a low ceiling is safe; a jump under one is a hit, and so is a jump at the edge of one, since the head arrives at the top of the jump. The camera sinks under a low ceiling and rises again once it is clear; where it has sunk it stands to the right of the runner and looks across to the left, so the runner does not hide what is ahead.
  • A crevice runs right across the floor, 1.8 m wide and 2.6 m deep. It has to be jumped, and a runner who is on the ground over it is a hit. Crevices stand only where no low ceiling is within 14 m, so the jump a crevice asks for is always safe; so is every jump the course asks for in a cave, and the jewels that hang out of reach of a standing runner.
  • The logs, boughs and walls of the open hill are in caves too. A fallen log under a low ceiling is a bough to slide under instead.
  • A torch on the wall every 18 m, on alternate sides, is all the light there is. The sun, the sky's light and the haze go out over the first 28 m inside the mouth. The torches' lights are the nearest of the scene's lights, which is what the engine binds when there are more than it has room for.
  • No fork runs near a cave, and no trees or ground cover grow over one. The stone of an obstacle is paler than the rock about it and glows a little, so it shows in shade.

Forks

Every kilometre or so two more paths appear beside the trail, on the left or the right. They draw away and run through another country, then come back and join. Hop onto them in the first few seconds, while they are within a hop of the trail; after that they are on a trail of their own. A path that joins the trail carries its runner onto the nearest path of it.

What it uses from the engine

Feature From
The hill, one tile for each 72 m, made in worker processes as the runner nears it GeneratedTiles with maker, OpenGLContext.loaders.tiles3d.generated, .tileprocess
The runner: a capsule that stands on the ground, jumps under gravity of 42 m/s squared, slides, is knocked down and gets up, wearing the figure, stepped and animated by the physics frame with the world Physics.add_character (set_move with speed, the character's before-step and after-step handlers, slide(steer=True), extend_slide, knock_down, get_up), CharacterCapabilities.jumpFollowsSlope
The runner's fall: the body as a ragdoll from a hit until it gets up add_character(ragdoll=), CharacterRagdoll (fall, recover)
Which clip shows what the runner does: Jog_Fwd_Loop and Sprint_Loop by speed, Jump_Start, Jump_Loop, Slide, Roll and Death01; the foot falls OpenGLContext.character.CharacterModel, locomotion.ClipMap and Locomotion, Character footstep events
The runner turned to where it goes, tipped to the slope and leaned into a hop OpenGLContext.character.facing.Facing
Sun with cascaded shadow maps fitted to shadowDistance and fading out at its end, PBR materials, fog DirectionalLight, ContextDefinition.shadowDistance, the PBR pass, Fog
Ground, trail, rock and bark photographs (CC0) OpenGLContext.loaders.cc0.physical_material, with procedural OpenGLContext.scenegraph.surfaces as the fallback
Rocks, logs, fence rails and dry-stone walls OpenGLContext.scenegraph.natural (stone, timber, rubble)
Rock country's ground: flat faces scraped into the land OpenGLContext.scenegraph.terrain.RockRelief
Procedural textures for bark, sawn ends and the ground OpenGLContext.scenegraph.surfaces
Trees: the forest demo's models, real branches near and cards far, swapped a stretch at a time VegetationField.replant, from the forest demo's art
Grass, ferns, nettles, flowers on the forest floor GroundCover, from the forest demo's art: the grass and the other plants as two nodes (groundcover)
Chase camera: the look point glides ahead of the runner, the camera stands back further at speed, and the arm is shortened to what a sphere swept along it meets between the camera and the runner (the walls and roof of a tunnel; not the logs, boughs and walls the runner jumps, slides or hops past) OpenGLContext.move.followcam.FollowCamera (look_ahead, smooth_time, sweep, target(subject=), snap, constrain), Physics.sweep_sphere
HUD, with the edge shading of damage; main, pause and end-of-run screens OpenGLContext.ui.hudwidgets (DamageIndicator: level, hurt_all), OpenGLContext.ui panels
The hill in the physics world: ground, logs, gates and walls, crevices, coins and tunnel walls, near the runner context.physics (OpenGLContext.physics.service.Physics): Proxy.heightfield (the ground), add_static (blocks_characters=False for the barriers and the tunnel), add_trigger, add_dynamic (the coins a hit throws) and Proxy.trimesh, stepped inline at 120 steps a second by the context's physics frame after OnIdle, and paused by enable(False) while a screen is up
Music, footsteps, grunt, slide, coins context.audio (OpenGLContext.audio.manager.Audio): play with gain, rate, priority and loop, and muffle for the pause screen

How it is put together

The rules have no GL and are tested without a window.

How a frame is stepped

The physics service steps the world and the runner's character at 120 fixed steps a second. In the window the context runs that frame after OnIdle: OnIdle gives the pilot's commands (Session.before_frame), the service takes the world's steps and then the character's, and a frame hook added after the physics frame hears what happened, keeps the hill's bodies near the runner and moves the camera (Session.after_frame). Without a window, Session.step(dt) and Game.advance(dt) call physics.frame(dt) themselves, which is how the tests and the pilot run; a frame longer than 0.05 s is stepped as 0.05 s.

The frame draws the runner between its last two steps (Character.drawn_position), a part step behind the rules' place, which moves on in whole steps. The camera follows the runner where it is drawn (Runner.drawn), so the runner keeps its place in the picture at any frame rate and through a long frame. The lift of a jump is added to the camera after its glide, so the view rises and falls with the jump as it happens. tests/test_playthrough.py plays jumps and slides through a session at 30, 60 and 144 frames a second and through a 20 ms hitch, and holds the runner's figure inside the picture, in front of the camera and moving smoothly across it.

The rules run in the character's own step handlers. Before each step the runner moves its place on the hill (speed, distance, the path and the glide of a hop) and gives the character the move toward that place with the speed that reaches it in the step (set_move(direction, 'run', speed=)). After the step it reads the landing, and the game judges what the runner takes and hits. Through a jump the runner gives the character, before each step, the rise that keeps its feet on the rules' arc over the ground under it: up at JUMP_SPEED, slowed by 42 m/s squared, 1.5 m at the top and 0.53 s in the air, over a brow or into a hollow as on an even slope. A jump therefore has the same arc at any frame rate and anywhere on the hill. The runner keeps to the paths of the Landscape with a move toward the path's centre each step rather than Character.run_along, since the paths are not a road course and the rules own the distance.

Hits are the rules'

A hit is judged from the rules' bands and lanes, not from the world's contacts. The forgiveness at the feet and the head is a rule of the game, and the shapes in the world are close to the rules but not the same: a contact would turn a toe over a log, which the rules forgive, into a hit. The barriers and the tunnel are bodies the character walks through (blocks_characters=False), so the world reports no contact for them. The coins are triggers in the world, and a coin is still taken by the rules' reach across the path and along it, since a trigger event comes once a frame after the steps and the rules take a coin in the step that reaches it.

Falls

The runner falls as a ragdoll, the engine's CharacterRagdoll; the capsule stays the rules'. At a hit the rules knock the capsule down and hand the body to a ragdoll that starts in the pose the runner was drawn in, moving as the capsule moved, and struck by the blow of what it hit (game.BLOWS): a log trips the shins with 45 N s up the hill and throws the body up at 3 m/s, so it pitches forward onto the log; a bough strikes the head and a wall the chest, and the body goes over backwards, under a bough sliding on down the hill on its back; a crevice trips the shins more lightly, and there the body tumbles metres down the hill. Its motors hold the running pose for 0.12 s and let go over 0.2 s. While it tumbles, the rules' place on the hill follows the pelvis, so the camera and the hill's bodies follow the body. With GET_UP_TIME (0.68 s) of the time down left, the capsule stands where the body lies, or just short of the obstacle it lies on or in, and the figure blends from the body's last pose into the roll the runner plays while down, which is at its lowest point then and rises with the blend; at the end of the time down the runner runs on. A crash leaves the body lying until the run starts again.

The bones are built once from the model at the first run and kept for the next. A runner on its feet holds no ragdoll and does no ragdoll work; the frame a runner trips costs about 2 ms more than the frames around it.

Module Holds
course Paths, the slope, the wandering trail, forks, caves and their ceilings, obstacles (a crevice among them), coins, jewels and hedges; a chunk is a function of the seed and its index
landscape The countries, and the land, ground layers, tree, cover and rock densities of each
runner The runner: speed, the path and the glide of a hop, which the rules own, and its character in the physics world: jumping, sliding, knocked down and falling as a ragdoll
world The physics world a run happens in, the height of the ground in it, and a world of its own with level ground
game The rules, run after each of the runner's fixed steps: collisions, the blow of each kind of obstacle, the fall and getting up, the continue bought with coins, head against a ceiling, treasure, the end of a run
atmosphere How dark and how hazy the air is at a distance: bright in the open, dark in a cave
pilot The autopilot; the test that every generated course can be run
cues Which clip plays, which sounds fire, when a foot lands
chase The engine's follow camera set for the hill, the point it follows, and the rule the caves add
bodies The hill's bodies in the physics world, made as the runner nears them: a ground body of the footing on a half-metre lattice for each chunk, a box for each log, gate and wall, a trigger for each crevice, coin and jewel, and a mesh of the walls of a tunnel; the runner walks through the barriers and the tunnel, since the rules judge a hit, and the coins meet them, and the camera's sweep meets the tunnel and none of the barriers
spill The coins a hit throws: dynamic bodies that fall on the ground, settle and are removed after 4 s; the rules never read them
session One run advanced a frame at a time: the pilot's commands before the physics frame, and the events, the hill's bodies and the camera after it
tunnel, portal The tunnel of a cave (the arch swept along the trail, the rock cut into it, the floor) and the ground tessellated out to the rim of each opening
scenery, look, tiles The hill as meshes and materials, and the tile generator; where one country gives way to another the second ground is blended over the first
groundcover The grass, grown tall, and the other plants of the forest demo's art as two nodes, with where each grows
woods The forest demo's trees, planted a stretch of hill at a time, clear of the trails
treasure, hud, menu, credits, sound Coins and jewels in view, the HUD, the screens, the credits shown at start and in the menu, the sounds played through context.audio
app, run The window and the command

Tests

pip install -e ".[dev]"
pytest

The render smoke test skips where there is no display.

Assets

Audio and the character are CC0. The music is Medieval: Market Day by RandomMind. The forest demo's tree models are CC-BY 4.0 and credited on launch. ASSET-LICENSES lists each file. The character's Slide clip is made by grass-clumps/slide.py in the OpenGL-dev workspace.

The runner, the music and the sounds (2.7 MB) are a content pack, openglcontext-hill-runner/assets, attached to a GitHub release and not carried in the wheel. The first run lists the pack's size and terms and asks before it fetches it; a checkout runs from its own copy and asks nothing. release-assets.py builds the pack and writes the registry the game ships (packs.json); tools/publish-content.py in the workspace attaches it to its release.

Metadata

Release files for openglcontext-hill-runner 0.1.0a4

For a detailed explanation of source distributions (sdists) and built distributions (wheels), please see the package formats documentation.

Source distribution (sdist)

Source distribution for openglcontext-hill-runner 0.1.0a4
File Size Uploaded Provenance Actions
openglcontext_hill_runner-0.1.0a4.tar.gz 179.7 kB With provenance Details for openglcontext_hill_runner-0.1.0a4.tar.gz

Built distribution (wheel)

Table of built distributions (wheels) for openglcontext-hill-runner 0.1.0a4
File Interpreter ABI Platform Actions
openglcontext_hill_runner-0.1.0a4-py3-none-any.whl Python 3 none any Details for openglcontext_hill_runner-0.1.0a4-py3-none-any.whl

Total release size: 296.0 kB

Release files / openglcontext_hill_runner-0.1.0a4.tar.gz

Download URL openglcontext_hill_runner-0.1.0a4.tar.gz
Size 179.7 kB
Tags Source
SHA-256 checksum
How to use checksums
38901f9443741e67d159ccd7c2ce14abd4c8fdc7b252e57c81a14519e8362203
BLAKE2b-256 checksum
How to use checksums
4b1f37c2c4ca0d9271abb9d096fd466ea9db4d8335064c341da985b395d5913b
Upload date
Uploaded using Trusted Publishing?
What is trusted publishing?
Yes
Uploaded via twine/7.0.0 CPython/3.13.16

Provenance

Provenance describes where a file came from. On PyPI, provenance is shared via attestations, which provide a verifiable record of the build or publishing details. View details, limitations and caveats.

PyPI Publish Attestation

PyPI verified that this artifact, at this checksum, originated from the publisher listed below.

Signed by GitHub Actions, verified by PyPI on Nov 4, 2026.

Transparency log

Release files / openglcontext_hill_runner-0.1.0a4-py3-none-any.whl

Download URL openglcontext_hill_runner-0.1.0a4-py3-none-any.whl
Size 116.3 kB
Tags Python 3
SHA-256 checksum
How to use checksums
73febaaa2bddba8b8c5a633b08fc0a86424fd37e689a58269fe3399cf7802d34
BLAKE2b-256 checksum
How to use checksums
46135e27424a78b7f869d1467ef7e598d98ad8a7d56f2050a7c02211e586cb65
Upload date
Uploaded using Trusted Publishing?
What is trusted publishing?
Yes
Uploaded via twine/7.0.0 CPython/3.13.16

Provenance

Provenance describes where a file came from. On PyPI, provenance is shared via attestations, which provide a verifiable record of the build or publishing details. View details, limitations and caveats.

PyPI Publish Attestation

PyPI verified that this artifact, at this checksum, originated from the publisher listed below.

Signed by GitHub Actions, verified by PyPI on Nov 4, 2026.

Transparency log

Security for openglcontext-hill-runner 0.1.0a4

Provenance

Provenance describes where a file came from. On PyPI, provenance is shared via attestations, which provide a verifiable record of the build or publishing details. View details, limitations and caveats.

Full provenance

Both files in this release have been uploaded with provenance metadata.

Select from 2 files

Attestation for openglcontext_hill_runner-0.1.0a4.tar.gz

PyPI Publish Attestation

PyPI verified that this artifact, at this checksum, originated from the publisher listed below.

Signed by GitHub Actions, verified by PyPI on Nov 4, 2026.

Transparency log

A note on package security

PyPI is a repository for distributing packages, not a service for auditing them. While third-party security researchers and our staff do their best to detect and remove malicious packages, PyPI cannot guarantee the quality, security or suitability of any given package.

To learn more about protecting yourself from malicious actors, visit our package security documentation.

Anthropic, PBC Visionary sponsor Bloomberg Visionary sponsor Hudson River Trading Visionary sponsor Meta Visionary sponsor NVIDIA Visionary sponsor Microsoft Sustainability sponsor Depot Continuous Integration AWS Cloud computing and Security Sponsor Datadog Monitoring Fastly CDN Google Download Analytics Sentry Error logging StatusPage Status page