Commit Graph

4 Commits

Author SHA1 Message Date
type-two
7fd11f3806 Four more Brisbane levels + FLUX textures: these scenes pop
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>
2026-07-27 23:48:55 +10:00
type-two
d9b69e688e Brisbane: Queen Street Mall crash-run level from OpenStreetMap
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>
2026-07-27 23:33:51 +10:00
type-two
eb7c189c9f Gameplay systems + procedural Blender car fleet
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>
2026-07-27 21:29:42 +10:00
type-two
1c0b7efb32 Engine v0: Godot 4.6 data-driven arcade racer scaffold
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>
2026-07-27 21:03:45 +10:00