Two proper venues off the real Ipswich pair, both built in code.
Willowbank Dragway (levels/willowbank_dragway): a true 402 m dual-lane
strip -- concrete launch pad, FLUX-rubbered lanes, crowd grandstand with
canopy, red control tower, distance boards at 60ft/eighth/1000ft,
checkered finish under a scoreboard gantry, sand trap and tyre wall,
smashable SL_ light towers and a staging paddock of parked fleet cars.
Between the lanes: a working christmas tree, six bulbs driven by game.gd
through material_override emission.
Drag mode grew the event around it. Every drag now stages at the tree
(three ambers, green at 2.7 s); rolling >2 m early is a RED LIGHT that
bogs your launch. The opposition is a six-rung ladder of preset locals
(Nanna's Shopping Run through The Willowbank Widowmaker), each with its
own fleet car, power and reaction time. Beating your current rung climbs
the ladder and pays an escalating purse ($250-$1600, top dog repeats);
crossing at all pays $50; and every car keeps a persistent quarter-mile
PB worth $150 when beaten. Losing no longer ends the run early -- you
still cross for your ET, with a 10 s grace if you dawdle. Ladder rung
and PBs persist in the garage save (schema extended compatibly).
Queensland Raceway (levels/qld_raceway): the National Circuit digitised
from the official track map and scaled to its exact 3126 m lap. The road
is one generated quad strip with trimesh collision; kerbs, gravel traps
and tyre stacks derive automatically from centreline curvature, sponsor
hoardings space themselves down the straights, and the SF straight gets
the checkered line, gantry, pit wall and the mandatory red pit complex.
Plus the pond. Race/cruise/rage all run on its RacePath.
Trap for the diary: Godot front faces wind CLOCKWISE. The first cut of
the road ribbon wound CCW and rendered invisible from above while
colliding perfectly -- the smoke suite passed and the screenshot showed
four cars gridded on open grass.
Three new FLUX textures (crowd, dragstrip, sand; the sand prompt tripped
Cloudflare's NSFW filter, of all things, and fell back to local). Smoke
suite covers tree staging, the held rival, rung-0 identity, green-bulb
emission, red-light innocence, PB/rung persistence and the 3126 m lap.
Also swept stale shot_*.png.import debris and ignored the pattern.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Builder now uses the furniture OSM already carries (footways, lamps, benches,
bins, bollards, bus stops, crossings): raised chamfered footpaths, shopfront
bands, awnings in three fabrics, parapets, layered fig/palm trees, zebra bars,
dashed centre lines, Queen St Mall winged canopies. ACES tonemap + SSAO + fog
in game.gd. flux_texture.sh gains size/luma clamping (FLUX renders "pale" as
blown-out white); gen_textures.sh + check_textures.py manage the set. Woolies
carpark rebuilt textured, parking the real fleet. Fixes: fractional OSM layer
tag crash, zero-length-normal UV projection, blood-red mall pavers.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Stats quietly inverted: shitboxier IRL = better in game. Excel X3 is now the
fastest car; TURDRUNNER is the slowest. tools/import_shitbox.py converts
downloaded models (glb/gltf/fbx/obj/blend) to game GLBs -- normalizes scale,
yaw, ride-height origin. First two imports: Corolla mk7 and Morris Mini.
shitboxes/ stash gitignored + .gdignore'd (its .blend files broke Godot's
headless import scan).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Modes: Cruise / Crash Mode (60s damage dollars) / Race (3 laps, rubber-banded
rivals). Burnout loop: boost earned by drift, near miss, smash; takedowns refill
and grow the meter to 4x; hard crashes shed det_* panels and trigger Impact Time
slow-mo. Traffic follows the level RacePath frozen-kinematic and goes dynamic
when whacked. tools/build_cars.py builds six Aussie shitbox GLBs (profile
extrusion + detachable doors/mirrors/bumpers/bonnet/boot). Smoke test covers
all three modes headless.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Drop-in content: cars/<id>/stats.tres (+optional car.glb), levels/<id>/level.glb
or .tscn with a Spawn marker. Raycast arcade car (boost, drift, drift-earns-boost),
chase cam, HUD, menu built from registry scan. Placeholder Woolies carpark with
shuntable parked cars. Headless smoke test + windowed screenshot harness.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>