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>
4.3 KiB
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, R reset (or retry after Crash Mode), Esc menu.
Modes
- Cruise — free roam with traffic.
- Crash Mode — 60 seconds, rack up damage dollars ramming traffic and parked cars.
- Race — 3 laps vs 3 rubber-banded rivals on the level's
RacePath.
The boost loop is Burnout 3's: earn boost by drifting, near-missing traffic, and smashing things. Wrecking a rival near you = TAKEDOWN — refills the meter and grows it (up to 4x). Hard crashes shed body panels and trigger Impact Time slow-mo.
Cars
A car is a folder: cars/<id>/stats.tres + optional car.glb. Models are built
procedurally — specs live in tools/build_cars.py, one dict per car
(silhouette profile, dimensions, paint). Rebuild all GLBs with:
/Applications/Blender.app/Contents/MacOS/Blender -b -P tools/build_cars.py
Model convention (any GLB works, hand-modelled or generated):
- Nose faces +Y in Blender (imports as Godot -Z forward).
- Node origin 0.75 m above ground level (the controller's ride height).
- Objects named
det_*are detachable — the game rips them off on impact (doors, mirrors, bumpers, bonnet, boot). - Current fleet: Datto 120Y, Gemmy TX, Kingswood HQ, VL Terbo, XF Fungoon, Excel Hilton. Piss-take names on purpose: real model names and badges are trademarks.
To improve a silhouette: supply a side-on photo + front three-quarter photo, tweak the profile points in the spec, rebuild, screenshot.
Stats are low-key reversed: the shitboxier the car was in real life, the better it performs here. The Excel X3 is the fastest car in the game; the muscle cars are all bark.
Downloaded models (from shitboxes/, gitignored + .gdignore'd) convert via:
/Applications/Blender.app/Contents/MacOS/Blender -b -P tools/import_shitbox.py -- "<file>" <car_id> <length_m> [yaw_deg]
Imported cars don't shed det_* panels until someone cuts their doors out in Blender.
Real-world levels from OpenStreetMap
Real street grids, our art style, clean collision, ODbL-licensed. Fetch a bbox from the OSM API, convert, build (queen_st_mall was made exactly like this):
curl -A 'BurnoutShitbox/1.0' 'https://api.openstreetmap.org/api/0.6/map?bbox=<minlon>,<minlat>,<maxlon>,<maxlat>' -o area.xml
python3 tools/osm_xml_to_json.py area.xml area.json # see git history / osm_level_args.py
ARGS=$(python3 tools/osm_level_args.py area.json "<spawn way name>" "<loop street 1,2,3,4>")
Blender -b -P tools/build_level_osm.py -- area.json <level_id> <origin_lat> <origin_lon> $ARGS
Don't reconstruct from Street View imagery (ToS + melted collision). Use photos as reference to hand-detail hero landmarks on the OSM base.
Levels so far: woolies_carpark, queen_st_mall, southbank, albert_parklands, story_bridge (procedural steel truss along Bradfield Highway), kangaroo_point. Textures in assets/textures/ are FLUX-generated (Cloudflare Workers AI) -- regenerate or add with tools/flux_texture.sh "" assets/textures/.jpg (creds read from .env, never printed). The builder box-projects UVs; facades pick glass/brick/concrete/heritage by height and id hash.
Add a level
Make a folder levels/<id>/ containing level.glb (or level.tscn). Blender convention:
- Solid objects: suffix the name with
-col(Godot generates collision on import). - An Empty named
Spawnwhere the car starts. - A curve/path named
RacePath(loop) enables Race mode and traffic. - Export glTF Binary to
levels/<id>/level.glb. 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
Visual check (opens a window, saves a PNG):
/Applications/Godot.app/Contents/MacOS/Godot --path . --script tests/screenshot.gd -- car=datto_120y mode=crash frames=280 out=shot.png
Design doc
docs/BurnoutInfinityShitbox.pdf — research report on the original game. Still to come:
crash deformation (control-hull vertex displacement, equations in the PDF), oncoming-lane
boost, Road Rage mode, sound, real level GLBs from Blender.