# Burnout Infinity: Shitbox Burnout 3-style arcade racer, Aussie shitboxes, Woolies carparks. Godot 4.6 + Blender, native Apple Silicon. ## Run ``` /Applications/Godot.app/Contents/MacOS/Godot --path . ``` Controls: WASD/arrows drive, Shift drift, Space boost (earn it by drifting), R reset, Esc menu. ## Add a car Make a folder `cars//` containing `stats.tres`: ``` [gd_resource type="Resource" script_class="CarStats" load_steps=2 format=3] [ext_resource type="Script" path="res://src/car_stats.gd" id="1"] [resource] script = ExtResource("1") display_name = "Datto 120Y" model_path = "res://cars/datto_120y/car.glb" engine_power = 12.0 mass = 900.0 grip = 6.5 ``` Model is optional — no `car.glb` means you drive the placeholder box. Export the GLB from Blender with the car facing **-Y** (Blender forward), roughly 1.8 x 1.4 x 4.2 m, origin at the centre, wheels-bottom around z = -0.5. ## Add a level Make a folder `levels//` containing `level.glb` (or `level.tscn`). Blender convention: - Objects that should be solid: suffix the object name with `-col` (Godot generates collision on import). - Add an Empty named `Spawn` where the car starts (its -Y/forward axis = drive direction). - Export scene as glTF Binary to `levels//level.glb`. Done — it appears in the menu. ## Tests ``` /Applications/Godot.app/Contents/MacOS/Godot --headless --path . --import /Applications/Godot.app/Contents/MacOS/Godot --headless --path . --script tests/smoke.gd ``` ## Design doc `docs/BurnoutInfinityShitbox.pdf` — research report on the original game. The build order the report implies: 1) handling + boost loop (done, tune forever), 2) crash/damage + takedowns, 3) traffic, 4) Crash Mode in the carpark, 5) race modes + AI.