The dealgod.pro products database holds ~82k secondhand tool listings
with photos (69k cached on the VPS). This turns the good ones into game
assets: 15 tool classes curated from 45 candidates (socket set, air
compressor, chain block, car ramp, OBD reader, trolley jack, engine
crane, engine stand, toolbox, angle grinder, welder, jerry can, battery
charger, jack stands, grease gun), each run through the MODELBEAST farm
by the new tools/cc_to_glb.py: bg_remove_local cutout, then trellis_mac
image->3D (1024 tier). Retries with backoff after a transient queue 401;
the jerry can made trellis_mac exit 2 on two different photos and went
through hunyuan3d_mlx instead (--operator flag), which ate it happily.
Raw TRELLIS output is ~20MB per prop, so tools/slim_glb.py (headless
Blender) decimates to 18k tris and re-exports with 1024 JPEG textures:
the library lands at 27MB total for 15 props instead of ~300MB.
The Willowbank paddock strews the whole library as RigidBodies --
TOOL_SPECS in dragway.gd gives each class its real-world size (TRELLIS
output is unit-ish; the AABB is measured live and scaled) and an honest
mass, so clipping the 70kg engine crane is a different event to punting
the grease gun. The loader is directory-driven: drop a new GLB into
assets/tools/ and it appears in the paddock next boot.
Textures inherit whatever branding was in the source photos -- fine for
secondhand background clutter, flagged in the README for anything that
gets promoted to hero status. Smoke suite asserts every GLB in the
library spawns as a prop.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
A Time column in the menu picks day / dusk / night per run:
- Dusk: low orange sun under a FLUX-generated equirectangular panorama (golden
hour rakes the heritage facades -- best light in the game).
- Night: dim blue moonlight, city-glow panorama, headlight spotlights on the
player, and every street lamp gets a real OmniLight under its lantern.
Because the light is parented to the lamp's physics body, toppling the lamp
takes its pool of light with it.
Panorama seams are wrap-blended in post (PanoramaSky tiles horizontally and
FLUX edges never match on their own); flux_local.py learned non-square
generation (1024x512) for exactly this.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The last two design-doc gameplay items land:
- Road Rage: 90 s, wreck as many rivals as you can. They recover on their own
(no hold_wreck) so the supply never dries up, and a 220 m leash teleports
strays back to the road ahead of the player. Bronze/silver/gold at 4/8/12.
- Oncoming: driving against the RacePath tangent while actually on the road
(within 7 m of the line, above 12 m/s, heading dot < -0.55) trickles boost
with a periodic toast. Runs in cruise, race and rage.
Crashbreaker finally looks the part: layered Fx.explosion (70-particle additive
fire bloom, rising smoke, 60-spark shower) inside a thin additive shockwave
shell -- the old opaque orange bubble drowned the fire out completely, so it
became a fast-fading front-culled dome instead. Plus a 0.8 camera shake.
Menu is a title screen: FLUX-generated key art (battered sedan, flying hubcap,
bridge, jacarandas -- the hubcap is canon now) behind a scrim, outlined golden
title. Art prompt asks for no lettering; the plate gibberish is FLUX being FLUX.
Smoke coverage for both mechanics. The oncoming test taught a harness lesson:
setting global_position on a continuous_cd body SWEEPS it there, wrecking the
car before the test began -- teleport via PhysicsServer3D.body_set_state.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every WAV is synthesized from maths by tools/gen_sounds.py (run through Blender
for its bundled numpy) -- sines, noise and envelopes, seeded and reproducible,
licence-free by construction. Loops (engine, skid, boost, siren) are built from
integer-Hz components over exactly 1 s so the seam is mathematically silent;
noise beds get a crossfaded seam. Seam continuity is verified numerically.
Wiring: pitch-tracked engine loop on every car (idle burble to top-end scream,
bump while boosting), skid loop off slip, player boost whoosh, small/big crash
by jolt with glass on wrecks, two-tone siren on pursuit cops (derby brawlers
stay silent), Crashbreaker boom, gearbox clunk/bog, win/lose stings on
takedowns, outruns, escapes, busts and derby eliminations.
Loop flags live in code (sfx.gd), not per-file .import settings, so a
regenerated wav never silently loses its loop.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three new modes, all our own code:
- Pursuit (Simpsons Hit & Run's meter): smashing in cruise fills heat, at full
the police hunt you. Open 250 m for 6 s to escape, get pinned 4 s to be busted.
Heat decays, so picking a fight is a choice not a timer.
- Drag (NFSU2's): the gearbox IS the event. The builder finds each level's
longest genuinely straight run of wide road (442-628 m across the five OSM
levels) and drops DragStart/DragEnd, so no level needs hand-authored coords.
- Derby: five opponents in the carpark, last one running. Reuses the pursuit AI,
each hunting a different car so it's a brawl not a mob.
Crash damage now shows: total control-point travel drives paint dulling,
roughness and a scratch layer, so scuffs and crumple can never disagree.
Junction generator fixes, all found by measurement rather than inspection:
- streams[:6] truncated after street A's ways, so junctions where A yielded 3+
usable ways shipped with ZERO cross traffic. Interleaved before capping;
every event now has 2-4 crossing streams.
- RADIUS 170 -> 95 spread the convoy over a 340 m window, so you threaded the
intersection through a 20 m gap. Margaret x Edward was unwinnable: 27 convoy
cars alive, zero collisions, $0.
- Launch points now walk the street to exactly SPAWN_DIST and pick the busiest
shared node, and _clear_spawn() unblocks a buried start. Albert x Adelaide
went from $0 (drove 1 m into a building) to $91k.
- build_all_junctions.sh records the street pairs, which existed nowhere before.
Fixes from an adversarial review (23 confirmed findings), the worst being:
- Derby could only ever be LOST: wrecked opponents un-wrecked 2.2 s later via
Car._recover, so "last one running" was unreachable and the kill bounty could
be farmed to the boost cap off one revived car. They now hold their wreck.
- Drag reported WON to a beaten player: the AI's lookahead wrapped on a 2-point
path, U-turning before the line so its distance-to-finish grew again.
- The scratch layer used BLEND_MODE_MIX, whose mask defaults to white -- it
replaced the paint entirely rather than scuffing it. Now MUL.
- Drag on a level with no strip left the car at the origin, half-buried, unable
to end. Cop spawns used an unflattened basis. Stale "WANTED" HUD text.
Test harness: smoke covers all seven modes, and failures now exit instead of
hanging -- a failed assert in a headless SceneTree halts the script but leaves
the tree spinning, which cost 53 minutes of wall clock to notice.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Taps the last big unused seam in the OSM data: 140 highway=traffic_signals per
CBD level become pole + mast arm + two lantern heads with emissive lenses.
Timber power poles with catenary-sagging wires run down one side of every
residential street. Billboards now cycle three fictional ad designs.
Cloudflare's free tier (10k neurons/day) ran out mid-session, so flux_texture.sh
now falls back to the local MODELBEAST farm automatically -- transparent, same
output contract. tools/crop_poster.py trims generated billboards to the poster
face by saturation, since FLUX renders them in situ with sky and support pole
however the prompt is worded.
Fixed: signal lenses were built as 0.04 m beams and beam() bails under 0.05 m,
so they silently never existed -- caught by inspecting the exported GLB, not
the screenshot.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every OSM level now spawns 50 shuntable parked fleet cars + 40 wheelie bins
from builder-emitted PP_/WB_ markers (kerbside + real amenity=parking rows;
asleep until rammed, absent in junctions to keep the puzzles deterministic).
Traffic bumped in cruise/crash.
Brisbane pass: red busway asphalt, jacaranda canopies on a fifth of the street
trees, Queenslander weatherboard + corro on building=house, art deco + glass
apartment facade variants, fictional shop-fascia signs above awnings, rooftop
billboards. Southbank gets the Wheel of Brisbane (by its mapped ticket office)
and the Grand Arbour's bougainvillea tendrils along the mapped footway.
Verified: smoke green, 50+40 smashables counted on southbank, screenshots of
the wheel, arbour trail, red busway, and one authentic parked-car rear-ending.
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>
southbank, albert_parklands, story_bridge, kangaroo_point + queen_st_mall
rebuilt textured. Level builder now does: FLUX facade/road/grass/water/rock/
steel materials with box-projected UVs (roofs split to plain grey), parks,
multipolygon river water (solid, cars skim it), tree nodes as low-poly cones,
natural=cliff walls, and a procedural steel cantilever truss along a named
bridge way (Story Bridge / Bradfield Highway, 338m). osm_xml_to_json.py
assembles water relations; osm_level_args.py gains trace: mode for race paths
that follow one iconic road. 11 textures via Cloudflare Workers AI
flux-1-schnell (tools/flux_texture.sh, creds from .env never printed).
Data (c) OpenStreetMap contributors, ODbL.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>