9844bee7ab
2 Commits
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65da434678 |
Real terrain: DEM elevation under every level
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> |
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0c13c82eac |
Pursuit, drag and derby modes; crash-damage paint; junction fixes
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> |