What it is
The game starts with a simple job: get behind the flock and move it where it needs to go. The sheep are not scripted props. They stay together, avoid obstacles, react to pressure from the dog, and make mistakes that create new problems.
Just Play is quiet. Classic is the leaderboard run. Extreme, Insane, and Chaos scale the flock until the flock itself becomes the main obstacle. Multiplayer lets 2-4 players herd together or compete over the same live simulation.
Where it came from
Sheep Dog Sim started as a Three.js game-jam entry and turned into an ongoing production experiment: how far can a small browser game push pastoral scale, readable animal behavior, and web-native deployment without turning into a tech demo?
The answer so far is a playable game with WebGL fallback, progressive WebGPU where a real device is available, native-shell proofs, and the same deterministic simulation shared by browser and server.
Stack
- Three.js rendering with WebGL fallback and progressive WebGPU.
- React 19 UI, Vite 7, and a browser-first asset pipeline.
- Cloudflare Workers, Durable Objects, and D1 for multiplayer and scores.
shared/simulation modules imported byte-identically by client and worker.
Current proof
- The web game is live at sheepdogsim.com.
- Windows Electron WebGL and true production WebGPU proofs are green.
- Capacitor Android WebGL proof is green; true mobile WebGPU is not claimed yet.
- Repo gates cover Vitest, ESLint, Playwright E2E, and build output.
Source and license
Current source code is AGPL-3.0-or-later. Current non-code assets are CC BY-SA 4.0. Earlier releases retain the terms recorded in their historical release artifacts.
Hosted or modified versions must preserve visible source and attribution notices and publish corresponding source.