tools/fetch_dem.py pulls the open AWS terrarium elevation tiles for each
level's bbox (derived from the OSM geometry itself -- the fetch bboxes were
never recorded) and writes an f32 heightmap. The builder bilinear-samples it:
roads/footpaths/crossings drape (subdivided to ~8 m so long OSM segments stop
chording across curved ground), buildings lift rigidly to the lowest terrain
under their footprint with a 2 m foundation skirt, trees/props/planters ride
their own base heights, and the flat ground slab becomes a real terrain mesh.
Bridges get an explicit deck profile (lerp between end heights plus a hump)
instead of draping down into the river, the truss follows the deck, and the
Bradfield Highway now genuinely flies over Kemp Place -- the game has an
underpass. Kangaroo Point's cliffs are an actual 20 m drop, Edward Street
climbs to 55 m at Spring Hill.
Junction events bake spawn/convoy heights (osm_junction.py grew a pure-python
DEM sampler); the game respects marker heights everywhere it used to hardcode
ground=0.
Bugs the terrain surfaced, all found by measurement:
- Long road segments chorded across curved ground: the car visually sank to
its windows mid-block. Fixed by subdividing draped ribbons.
- The 9 m terrain grid aliases cliff edges and bulged metres ABOVE the finely
draped roads: a car spawning there was inside the terrain sheet and got
depenetrated through the floor into the void (y = -710). Fixed by giving
roads real collision and carving the terrain grid down wherever a draped
road sample lands (11k+ carve samples on Kangaroo Point alone).
- The junction validator and tuner drove throttle-only, which cross-slope
drift turned into 40-86 m misses; they now hold aim like a player would.
- Edward x Elizabeth launched down a 17% grade, went airborne at the crest
and wedged off-street: unwinnable geometry, not a bug. Swapped for
Elizabeth x George on the flat lower CBD. All 9 junctions validate.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
18 kg of chrome chaos each: procedural basket + handle + castors on a
low-friction RigidBody, so they roll away when nudged and FLY when hit at
speed. Four strays around every trolley bay plus five rogues claiming
parking spots, as is tradition.
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>
Four new archetypes, all one spec dict each:
- HARDON WB UTE: builder grows ute=True support -- cab glass ends behind the
seats, open tray with visible floor, bulkhead and a det_ tailgate. The most
load-bearing vehicle shape in Australian culture.
- HARDON WAGGO HJ: the roof refuses to end; vinyl cap, tan over brown.
- FALCODORE 351 GT-OH-NO: black bonnet, ducktail, and per the reversed-stats
rule the worst grip in the game (4.6) under the most bark (1710 kg).
- BUBBLA 600: a jellybean with delusions. 640 kg, grip 8.2, second-quickest
car in the game behind the Excel.
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>
Skin pass (build_cars.py, whole procedural fleet rebuilt):
- warp_obj() kills the slab: plan taper (nose/tail pull in), tumblehome (the
glasshouse leans inward above the belt) and rocker tuck, applied to
world-space verts so det_ panels stay flush with the body.
- Beveled body edges catch light instead of vanishing into flat shading.
- Wheels are tyre + rim with the mesh centred on the hub and the OBJECT at the
hub -- the old wheels baked position into their verts, so a spinning wheel
would have orbited the car's origin. Chrome det_hub hubcaps on every corner,
dark arch shrouds so wheels sit in wells rather than under a slab.
- B-pillars over the one-piece glasshouse, licence plates, exhaust, door
handles. Mirrors anchored to where the tapered flank actually ends up.
Destruction feel:
- Visual wheels spin with road speed and the fronts steer (rotation order YXZ:
yaw then roll, so steered wheels roll about the steered axle).
- Shed panels burst outward with lift instead of just detaching; light hits
ping a hubcap off first, saving doors for crashes that deserve them.
- Sparks on every impact, soft-puff smoke on wrecks and heavy damage, tyre
smoke while drifting (src/fx.gd -- procedural particles, radial-gradient
billboards, no textures). Camera shake on player crashes, applied after
look_at so it reads as the camera being knocked, not re-aimed.
- Crumple strength up ~40% now that scratches and dulling ride on it.
Traffic and parked cars inherit all of it via the shared fleet GLBs.
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>
Medal targets are no longer one uniform 15/35/60k guess across every event.
tools/tune_junctions.gd plays each junction 12 times with varied launches and
sets bronze/silver/gold at the 35th/65th/88th percentile of actual damage, so
they now range from $4k at Cliffs Corner to $73k gold at Melbourne x Merivale.
The old numbers made half the events impossible and the other half trivial.
Grey x Glenelg scored $0 in 12/12 runs and took three fixes, each found by
measuring rather than reading:
- The launch sat on the street centreline, so the car drove cleanly BETWEEN the
two convoy lanes -- closest pass 2.9 m, almost exactly the 2.7 m lane offset.
It now launches in a lane. (The first attempt offset the wrong way and widened
the pass to 5.5 m, which is how the sign error announced itself.)
- int(L / headway) floors to one car on a short clipped stream, so that junction
fielded 9 convoy cars against the usual 20-25. Minimum 3 per stream, evenly
spaced to fit.
Result: $0 -> $91k, convoy 9 -> 18, and 0 of 9 junctions now unplayable.
The tuner has turned out to be the event validator as much as a balance tool --
"scores nothing in every run" is an unplayable event, not a tuning problem.
Also from the review: the deformer no longer crumples det_* panels after they've
been shed onto their own body, and notes that rebuilding an ArrayMesh drops any
imported LODs.
Honest gap: Cliffs Corner and Bridge Approach show median == max at ~$4.7k --
winnable and correctly tuned, but the run ends on scenery before the convoy is
reached. Both are curved approaches; they want better crossings picked by hand.
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>
Implements the algorithm the README has listed as "still to come" since v0.
A 3x3x5 lattice of control points encloses the car; an impact shoves nearby
points inward and mesh vertices follow via inverse-distance weighting
(W_i = 1/||p_j - c_i||^alpha, alpha=2), clamped to the PDF's bounding-box
safety limit so panels crumple rather than fold through themselves.
The weights depend only on original positions, so they're precomputed once per
car at setup -- each impact is then a plain weighted sum at 0.3 ms, with no
per-frame cost at all. Meshes are deep-copied per car so deforming one Kingswood
doesn't dent every other Kingswood sharing the GLB.
Measured on the Lazza: a hard nose-on hit displaces 11.9 cm, accumulating to
18.2 cm over repeat hits, well inside the 42 cm clamp. Only the player and
rivals carry a deformer; traffic and parked cars stay plain bodies.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Street lamps, bollards and bins are no longer baked scenery. The builder emits
SL_/BO_/WB_ markers off the OSM nodes and game.gd spawns them as RigidBodies
with a low centre of mass, so clipping a lamp at 100 topples it instead of
driving through a painted pole. ~206 physics bodies per level (58 parked cars,
60 lamps, 88 bollards/bins), all asleep until hit. Verified by ramming one:
23.6 deg tilt, launched at 18 m/s.
Fixes a self-inflicted trap from the last commit: level_*.jpg are Godot's
extraction of the GLB's embedded textures, NOT Blender output. build_all
cleared them to avoid orphans but left level.glb.import, so Godot's cache
decided nothing had changed and never re-extracted -- queen_st_mall shipped
with 0 of its 31 textures, loading fine but rendering untextured. The .import
now goes with them.
Also confirmed the Wheel of Brisbane pivot really does turn (0.086 rad over
120 frames, 0.000 m centre drift) -- it was previously untested.
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>
Built from his photos: white 5-door wedge, black bumpers + belt-line rubbing
strip, amber corner indicators, wide dark grille bezel (pale headlights vanish
on white paint without it), and the crown jewel -- rear hatch louvres, five
slats that shed one by one on impact like a dropped pie. New optional spec
keys: louvres, indicators, side_strip, wide_grille; build_cars.py now takes
`-- <id>` to rebuild a single car; screenshot harness gains cam=rear.
Reversed-stats rule applied: 54 kW carby IRL -> 21.0 power / 860 kg / 7.8 grip
here. Second-quickest thing in the game behind the Excel, and the chuckable-est.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two rivals now lap the RacePath in free roam. Pull alongside one at speed and
the duel arms: first to gap the other by 250 m wins. Straight-line distance
decides when it ends (side-street escapes are real); path order decides who
won (reversing away is a loss). Rubber-banded chase, takedown-tier boost
payout, R mid-duel forfeits, 8 s re-arm cooldown. Mechanics only -- no assets
from anywhere near an EA disk. Smoke test arms a duel and settles the win path.
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>
9 junction events across 6 levels, auto-generated from real OSM intersections
(tools/osm_junction.py): each crossing street's ways become lane-offset convoy
streams, deterministic speeds/intervals/models -- learnable puzzles, not dice.
Menu lists CRASH JCT entries; crash -> 9s settle with camera-relative
aftertouch on the wreck and a one-shot crashbreaker shockwave (blast() on
traffic, radial impulse on debris, orange boom). Damage tally vs
bronze/silver/gold targets. Fixed zero-normal UV projection that striped
roads. Smoke test drives a full junction run to tally (k, gold).
Co-Authored-By: Claude Fable 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>
tools/build_level_osm.py extrudes OSM buildings (-col), lays road strips,
Spawn + RacePath empties; osm_level_args.py computes a building-clear spawn on
a named way and race-loop corners from street intersection nodes. game.gd
builds Path3D from GLB RacePath empties, sanitizes spawn bases, and places
bodies BEFORE add_child. Three real bugs fixed: mall canopies (building=roof)
extruded as solid blocks, underground busways rendered at surface, and the
km-wide ground trimesh breaking suspension raycasts (now -convcol). Cars get
continuous_cd for thin building shells. tests/probe.gd is the physics
raycast debugger that found it.
Data (c) OpenStreetMap contributors, ODbL.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FX/EH/HR Holdens, Kingswood HZ, both Excel imports, 240Z, AE86, KE80, both
Minis, Minicab, Delica coach, Leyland bus (untextured ghost bus, still
menacing). import_shitbox.py grows pitch axis, 1K texture cap and 150k-tri
decimation (cars/ went 501MB -> 146MB). tools/import_all.sh is the rerunnable
manifest with per-pack orientation fixes. Cutlass pack was junk, skipped.
Co-Authored-By: Claude Fable 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>
Excel X1 boxy '86 sedan, X2 rounder '90s hatch; existing X3 renamed into the
family. Camira in head-gasket cream with black plastic bumpers.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New moke body style: open slab tub, no doors, exposed seats, windscreen,
rip-off det_roof canopy on posts, optional extra visual axles (physics stays
4-ray). New van style: cargo box from cab to tail with det_tailgate. Smoke
test ram made deterministic (re-aim loop instead of blind throttle).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Builder learns 2-door coupes, two-tone accent bonnets, vinyl roof caps and boot
spoilers. Datto repainted orange with vinyl roof per reference. Screenshot
harness gains cam=front for front three-quarter checks.
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>