The Sir Leo Hielscher Bridges and their industrial hinterland, from OSM
+ DEM like everything else -- but a 64.5 m concrete box girder split
across 13 OSM ways and twin carriageways broke every bridge assumption
the builder had, three different ways, before the right abstraction
appeared:
- Per-way sine humps (the Story Bridge recipe) turned each short
approach span into a 52 m wall.
- A whole-bridge axis projection lifted named segments 3 km from the
water and cliffed at every segment seam.
- The fix: deck height is a CONTINUOUS FIELD of distance-to-river --
smoothstep from terrain to +57 m over the water. The river is the
thing being bridged; let it set the profile. Seams are geometrically
impossible because the field doesn't know what a segment is.
The bridge arg grew to Name:hump:style. Style "box" adds concrete
piers under every bridge-tagged span (28 of them), collision guardrails
chasing both deck edges (a 64 m deck with open edges is a cliff with
lane markings -- the first playtest fell off it), and puts Spawn,
DragStart/End and the RacePath on the deck field. Story Bridge keeps
its 16 m truss unchanged.
The payoff mode: a 1,422 m drag strip -- the longest in the game --
running up and over the bridge, verified in-shot racing Nanna's Morry
between the steel rails with the deck climbing ahead. Race mode's
auto-traced loop weaves interchange ramps and is honestly chaotic;
README flags the hand-authored-loop fix if bridge racing matters.
Plus the trace stitcher's loose-join pass (carriageways within 60 m
merge), a FLUX river-industrial sky, and the loose-join is what future
divided-road levels will lean on.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>