The repair game grows its 3D half (src/wrench.gd): flat tyre, oil
change and dead battery are done on the player's actual car model,
parked in the actual shed level, through five mouse verbs on projected
3D anchor points:
GRAB part follows the cursor on a ray-plane, drop at the target
TWIST circle the mouse around the anchor; torque steps have a seat
window (release inside = clean) and blowing past it STRIPS
the thread -- quality hit plus an extraction step inserted
PUMP rhythm clicks (jack up, jack down)
YANK press and flick (pop the wheel, bonnet up)
STEADY keep the cursor inside a wandering ring (line up the studs,
pour the oil)
Camera presets per step (wheel / under-car / bonnet), a screen-space
ring overlay with a live torque arc, and props spawned per job (spare,
tray, bottle, batteries). The battery job enforces RED THEN BLACK --
backwards earns a spark shower and commentary.
Workmanship is a stat: every job scores 0-100, and an 85+ fix BUFFS the
car through Garage.apply (tyres +0.2 grip, oil +3% power, battery +0.15
boost) until that fault recurs -- add_fault clears its quality entry, so
your last good fix is exactly as durable as your driving.
Faults now have gameplay sources: a red light at the tree flat-spots
the fronts, every 4th wreck rattles the sump loose (oil light, not in
junctions where wrecking is the game), and getting busted kills the
battery. All three are suite-inert by construction. New faults route to
the wrench scene via FAULTS[id].scene; gearbox/gasket keep the 2D panel
until phase 2. Wounds: flat -0.35 grip, oil -7% power, battery -0.3
boost (boost floor clamped at 0.4 -- the old ba>0 guard never subtracted).
Smoke plays a clean flat-tyre job through the API (7 steps, quality
90+, grip buff verified on the next boot) and a sabotaged oil job (blown
torque window -> stripped thread -> extraction step appears). The same
Variant-inference parse trap struck a third time (Dictionary index this
time); the suite caught it before it cost anything.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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|---|---|---|
| assets | ||
| cars | ||
| docs | ||
| levels | ||
| src | ||
| tests | ||
| tools | ||
| .gitignore | ||
| project.godot | ||
| push16.log | ||
| push17.log | ||
| push18.log | ||
| push19.log | ||
| push20.log | ||
| README.md | ||
Shitbox Infinity
Shitbox Infinity (nee 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, plus two rivals lapping the circuit. Pull alongside one at speed and it's an Outrun (NFSU2 rules, our code): first to gap the other by 250 m wins. Straight-line distance decides when it ends — so ducking down a side street is a real escape — but path order decides who won, so reversing away from the circuit is a loss. Winning pays takedown-tier boost. R mid-duel is a forfeit.
-
Crash Mode — 60 seconds, rack up damage dollars ramming traffic and parked cars.
-
Crash Junctions — pick a "CRASH JCT" entry in the level list: launch into scripted cross-traffic convoys at a real intersection, then Aftertouch-steer your wreck (arrows) and detonate the Crashbreaker (space). Damage tally + bronze/silver/gold. Events live in
levels/<id>/junctions.json, regenerated in one go by tools/build_all_junctions.sh — which is also the only record of which two streets each event is, so keep the spec list in it current.Medal targets come from tools/tune_junctions.gd, which plays every event headless with varied launches and sets bronze/silver/gold at the 35th/65th/88th percentile of what was actually achieved. They were previously one uniform 15/35/60k guess across every event, which measurement showed was nonsense — achievable damage ranges from a couple of thousand to nearly $100k depending on the intersection. Percentiles rather than the max, so gold is a good run and not a freak one.
Godot --headless --path . --script tools/tune_junctions.gd -- runs=14Two traps worth knowing. It reloads the level for every run, so a full pass is slow — budget tens of minutes. And nothing else may touch Godot or the levels while it runs: a second Godot instance contends for the
.godotimport lock, and a level rebuild mid-flight silently feeds it half-written levels, which reads as "this event scores zero" rather than as an error.The tuner is also the event validator. An event that scores nothing across every run isn't badly tuned, it's unplayable, and it prints
!!for exactly that. Three separate causes turned up that way, none visible by reading the generator: convoy streams clipped so wide that you thread the intersection through a 20 m gap; a launch point on the street centreline threading cleanly between the two convoy lanes; andint(L / headway)flooring to one car on a short stream, leaving nine convoy cars where the working events have twenty. Re-run it after any change to the generator, the launch geometry, or convoy spacing — all three feed the numbers.Read the spread it prints, not just the targets. Cliffs Corner and Bridge Approach both show median == max at a low ceiling (~$4.7k), which means the run reliably ends on the first thing you hit and the convoy is never reached — they're winnable and honestly tuned, but they're scenery crashes rather than pile-ups. Both sit on curved approaches where the launch street bends away from the intersection. Worth hand-picking better crossings for those two.
-
Race — 3 laps vs 3 rubber-banded rivals on the level's
RacePath. The proper venue is Queensland Raceway (levels/qld_raceway) — "the Paperclip", the National Circuit digitised from the official track map and scaled to its real 3126 m lap: three tilted parallel straights, the T2 hairpin, the inner loop, the T6 fishhook, kerbs and gravel traps derived automatically from curvature, sponsor hoardings down the straights, the pond, and the red pit complex. The road is one generated quad strip with trimesh collision (wound clockwise: Godot culls CCW faces, and the first cut of the ribbon was invisible from above while colliding perfectly). -
Road Rage — Burnout 3's headline mode: 90 seconds, wreck as many rivals as you can. They recover and keep driving so the supply never dries up, and a leash teleports strays back into play. Bronze/silver/gold at 4/8/12.
-
Oncoming — in Cruise, Race and Road Rage, driving against the traffic flow while actually on the road earns boost. The oldest deal in Burnout.
-
Drag — NFSU2's event, our code: a straight-line run down the level's longest genuinely straight stretch of wide road (the builder finds it and drops
DragStart/DragEndmarkers, so no level needs hand-authored coordinates). The gearbox is the game — revs climb, space shifts, and shifting inside the window pays while an early shift or sitting on the limiter bogs you.The proper venue is Willowbank Dragway (
levels/willowbank_dragway, built in code like the carpark): a real 402 m with a concrete launch pad, rubbered lanes, crowd grandstand, red control tower, sand trap and tyre wall — and a working christmas tree. Every drag now stages at the tree: three ambers half a second apart, launch on the green. Roll more than 2 m early and it's a RED LIGHT — you launch bogged while the tree makes sure everyone saw.The opposition is a ladder of six preset locals, weakest first: NANNA'S SHOPPING RUN, P-PLATE PEPPER, MULLET MERV, TORQUE'N TEZZA, a SELF-DESCRIBED BATHURST LEGEND and THE WILLOWBANK WIDOWMAKER. Each has its own car, power and reaction time (Nanna sits at the green for most of a second; the Widowmaker leaves with you). Beat your current rung to climb and collect the purse ($250 up to $1600, and the top dog repeats). Crossing at all pays $50, and every car keeps a persistent personal best ET — beating it pays $150 and is recorded in the garage save. Losing doesn't end the run early: you still get to cross for your ET.
-
Derby — Destruction Derby in the Woolies carpark: five opponents, last one running wins. They use the pursuit AI, each hunting a different car so it's a brawl rather than a mob, and leaving the ring for 8 s forfeits.
-
Pursuit — not a menu mode; it happens to you in Cruise. Smashing things fills a heat meter, and at full heat the police turn up and hunt you. Open 250 m for 6 s to lose them, or get pinned for 4 s and you're busted. Heat decays if you behave, so picking a fight is a choice rather than a timer.
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, crumple the bodywork and trigger Impact Time slow-mo.
The Garage
Earn bucks playing (takedowns $150, outrun wins $400, escapes $500, derby kills $100, medals up to $1000, plus a cut of crash-mode damage) and spend them in the GARAGE on performance parts of deeply questionable provenance: the K-MART MEGA WING, GO-FASTER STRIPES, the SERVO FLAME KIT, BLINGY MAGS, SERVO NEONS, the BUNNINGS DRAINPIPE and the TURBO THRU THE BONNET. Every part gives a real stat bump AND bolts a procedural eyesore onto the car -- progression you can see from across the carpark. Fully kitted is roughly +35% power, +1.1 grip and +0.55 boost.
The Shed is the second path: workshop tools bought once, globally -- SUPERCHEAP WHEEL RAMPS, the CASHIES CODE READER (one previous owner, screen cracked), an ALDI SOCKET SET, a BUNNINGS AIR COMPRESSOR, the CASHIES CHAIN HOIST (on wheels, definitely not stolen) and a SERVO ADDITIVE CRATE. Each tool unlocks a per-car tune-up at labour prices: dodgy wheel alignment, check engine delete ("the light WAS the problem"), 60 PSI in every tyre, a head skim and lumpy cam, an octane booster habit -- and RETORQUE EVERYTHING, which is the one thing parts can't buy: panels that hang on through bigger hits (it raises the car's shed-a-panel and wreck thresholds). Parts buy bling; the shed buys labour.
Faults and the repair minigame. What you break follows the car home:
grenading the gearbox (three blown shifts in one drag run) or blowing the head
gasket (cooking the engine on the limiter) records a persistent fault, and
the car boots WOUNDED — down on power, leaking oil patches or steaming — until
it's fixed. The garage screen offers two routes: pay the shop's
"someone else's problem" rate, or GET UNDER IT in the shed for free. That
opens the repair minigame (src/repair_ui.gd): diagnose off
the dash warning lights first (the CASHIES CODE READER names the fault through
its cracked screen — "D!IV!TR!IN" — and points at the right light; without it
you're on vibes, and a wrong guess adds penalty turns to every nut), then work
through drag / click / twist steps — hold-and-circle the mouse to spin nuts
(righty-tighty enforced; a full turn the wrong way earns "OTHER WAY."), pump
the jack by clicking, drag the dead box to the bench. Owning the right shed
tool shortens the job: sockets halve every nut, ramps halve the jacking, the
hoist deletes the 60 kg gearbox-drag step entirely, and finishing without the
right tools leaves three bolts over. The whole minigame routes through a
testable API (pick_light/twist/pump/drop_at), so the smoke suite plays
a complete toolless gearbox swap headless.
Purchases are per-car (tools are global) and persist in user://garage.save,
which also carries the drag ladder rung, per-car quarter-mile PBs and
outstanding faults.
The wrench minigame (src/wrench.gd) is the 3D half of
repairs, phase 1: flat tyre, oil change and dead battery happen on YOUR car,
parked in YOUR shed, through five mouse verbs on 3D anchor points -- GRAB
(part follows the cursor, drop it at the target), TWIST (circle the mouse;
torque steps have a seat window and blowing past it STRIPS the thread, adding
an extraction step), PUMP (rhythm clicks), YANK (flick), and STEADY (keep the
cursor in a wandering ring). Every job scores 0-100 for workmanship; finish at
85+ and the fix is a live buff via Garage.apply (grip for tyres, power for
oil, boost for battery) until that fault recurs -- your hands are the tune.
Faults have gameplay sources: a red light at the tree flat-spots the fronts,
every 4th wreck rattles the sump loose (oil light), and getting busted kills
the battery, because the divvy van jump-starts it wrong out of spite. The
whole thing routes through an API (twist/pump/grab/drop_at/yank_ok/ steady_tick/clamp_on), so the smoke suite plays a clean flat-tyre job
(quality 90+, buff verified on next boot) and a sabotaged oil job (stripped
thread, extraction step) headless. Gearbox and gasket still use the 2D panel
(FAULTS[id].scene routes each fault to its minigame) -- porting them to 3D
plus tool tiers and driveway customers is phases 2 and 3.
The Shed is also a place (levels/the_shed): a drivable suburban home base
— brick house, paling fence, hills hoist mid-spin with the washing still on it,
wheelie bins at the gate, and the corrugated double shed on its slab. The tools
you own stand in it as the real TRELLIS'd cashies models (unowned tools leave
an oil-stained outline where they'll go), the rest of the library is permanent
clutter, and the pegboard is FLUX. Roll into the painted bay in Cruise and hold
still a beat — the garage opens. No RacePath, no traffic: the one quiet level
in the game, on purpose.
Upgrades apply to a duplicate of the CarStats resource -- the .tres is shared
with traffic and parked spawns of the same model, and tuning your Lazza must
not secretly tune every Lazza in the city. Bolt-ons attach after the deformer
snapshots the mesh, so the wing survives every crash, as is right and proper.
Crash deformation and damage
src/deform.gd implements the control-hull model from the design
PDF: a 3×3×5 lattice of control points encloses the car, an impact shoves the
nearby ones inward, and every mesh vertex follows by an inverse-distance-weighted
blend (W_i = 1/‖p_j − c_i‖^α, α = 2).
The trick that makes it free: those weights depend only on original positions,
so they're precomputed once per car and each impact is a plain weighted sum —
0.3 ms, no distance maths, no per-frame cost. Panel travel is clamped
(MAX_PULL) per the PDF's bounding-box safety limits so bodywork crumples
instead of folding through itself. Only the player and rivals carry a deformer;
traffic and parked cars are plain bodies.
Paint damage rides the same numbers: total control-point travel drives the albedo dulling toward dirty grey, the roughness climbing, and (past 35% damage) a scratch detail layer switching on — so the scuffs and the crumple can never disagree. Meshes and materials are deep-copied per car; share either and denting one Kingswood dents every Kingswood in the level.
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: 30 shitboxes, from the Datto 120Y to the FLOORED LAZZA 1.5 ('82 Laser hatch, rear louvres that shed slat-by-slat — John's actual first car, built from his photos). 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.
Area JSONs are cached in ~/.cache/burnout_osm (override with $OSM_CACHE);
tools/build_all_levels.sh rebuilds every level from them.
What the builder makes of the OSM data
Beyond the street grid and building footprints, it uses the furniture OSM already carries — street lamps, benches, bins, bollards, bus stops and the whole footway network — so most of the detail is real Brisbane, not invented:
- Buildings extrude with a glazed shopfront band at street level, a cantilevered awning over the footpath (three canvas colours, varied heights, ~70% of buildings — a whole street at one height in one colour reads as a painted stripe), a roof parapet, and a plant room on anything tall.
- Footpaths come from the OSM footway ways, raised 14 cm with a chamfered kerb. The chamfer is deliberate: a hard vertical edge at 120 km/h reads as a crash to the jolt detector in car.gd.
- Roads get dashed centre lines;
footway=crossingbecomes zebra bars laid flat on the road instead of a raised strip you'd launch off. - Trees are a trunk plus three offset welded spheres (figs) or radiating fronds (palms), scattered along kerbs on top of the ones OSM maps — Brisbane has far more street trees than are tagged.
- Smashables: the builder drops marker empties and game.gd fills them at
load with RigidBodies —
PP_kerbside/carpark parking spots become shuntable fleet cars, andSL_/BO_/WB_(OSM street lamps, bollards, bins) become topple-able street furniture with a low centre of mass so a clipped lamp post goes over rather than helicoptering. All asleep until rammed, and skipped entirely in junction mode to keep those puzzles deterministic. Lamps and bollards are deliberately not baked into the level mesh — a static pole you drive through is worse than no pole. - Brisbane colour: red busway asphalt, jacaranda-purple canopy on ~1 in 5
street trees, Queenslander weatherboard + corrugated iron on
building=housefootprints, fictional shop-fascia signs above awnings and rooftop billboards in three designs (FLUX gibberish lettering on purpose — no real brands). - Traffic signals from
highway=traffic_signals— pole, mast arm and two lantern heads, with emissive lenses so they read as lit in a shaded canyon. - Power poles + sagging wires down one side of residential streets, the single most Australian thing a suburban street can have.
- Southbank landmarks (hardcoded per level id): the Wheel of Brisbane placed off its mapped ticket office, and the Grand Arbour's curling steel tendrils + bougainvillea following the actual mapped footway.
- Queen Street Mall's winged canopies grow along pedestrian ways whose name
starts with the
canopyargument. Note OSM splits the mall into a 15 m stub named "Queen Street Mall" plus the 438 m pedestrian way named just "Queen Street", hence prefix matching.
Variation is seeded off OSM ids, so rebuilds are reproducible.
Textures
assets/textures/ is FLUX-generated. Regenerate the whole set with
tools/gen_textures.sh or one with tools/gen_textures.sh <name>; creds are
read from .env, never printed.
Cloudflare Workers AI first, then the local MODELBEAST farm as an automatic
fallback (flux_local.py, operator flux_local). This is
not optional nicety: Cloudflare's free tier is 10,000 neurons/day and one full
set regen exhausts it, after which every call 429s. The fallback is transparent
— gen_textures.sh output looks identical either way.
Two things worth knowing before you re-prompt:
- FLUX returns a near-white blank sheet for anything described as pale ("off white metal panel" came back at 240/255 however it was worded), and a blown-out albedo renders as a featureless void in game. The spec table's last column is a target mean luma that clamps this deterministically.
tools/check_textures.pyreports mean/contrast for the set and flags the duds. Run it after regenerating.
The builder box-projects UVs at a per-material metres-per-tile scale; facades pick glass/brick/concrete/heritage/sandstone by height, building tag and id hash.
Cashies tool props (dealgod → TRELLIS)
assets/tools/*.glb are real secondhand-shop stock: photos pulled from the
dealgod.pro products database (~82k tool listings with images), curated one
clean shot per class, then run through the MODELBEAST farm with
tools/cc_to_glb.py — bg_remove_local cutout first
(the farm's own docs call that the big quality jump), then trellis_mac
image→3D (1024 tier, 1024 texture ≈ prop-grade, a few MB each). The dragway
paddock strews the whole library as shuntable RigidBodies via
TOOL_SPECS in dragway.gd — real-world
size per class (TRELLIS output is unit-ish) and honest masses, so clipping the
70 kg engine crane at speed is a different event to punting a grease gun.
The library is deliberately game-agnostic: photo in, scaled GLB out — reusable
for every future project. Textures inherit whatever branding was in the source
photo (they're secondhand listings), which is fine for props but don't promote
one to hero-asset status without checking what's written on it.
woolies_carpark is the one level still built in GDScript rather than as a GLB
(carpark.gd) — its parked shitboxes have to
stay shuntable RigidBodies, which a static GLB can't carry. It picks its parked
cars at random from the real fleet. Its Trolley Run junction runs convoys along
the aisles at z = 15/12 and z = -21/-24, so keep those lanes clear.
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
Covers all seven modes (cruise, crash, junction, outrun, pursuit, drag, derby,
race) in about 30 s, printing a .. stage line as it enters each one.
Failures go through _check(), never bare assert(). A failed assert in a
headless SceneTree script halts the script but leaves the tree running, so the
process spins forever at 100% CPU instead of failing — it looks exactly like a
slow test. That cost 53 minutes of wall clock to spot once; the stage lines and
_check() exist so it can't happen twice.
Only one Godot instance may touch the project at a time: a second contends for
the .godot import lock and can kill the first mid-run.
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
Sound
Every WAV in assets/sounds/ is synthesized from maths by
tools/gen_sounds.py — sines, noise and envelopes, no
recordings, so the whole kit is licence-free by construction and reproducible
from its seed like everything else in this repo. (Run it through Blender: it's
only there for the bundled numpy, no bpy involved.)
Loop discipline: anything the game loops (engine, skid, boost, siren) is built from integer-Hz components over exactly 1 s so the seam is mathematically silent; noise beds get a crossfaded seam. Loop flags are set in code (sfx.gd), not per-file import settings, so a regenerated wav never silently loses its loop.
Wiring: every car runs a pitch-tracked engine loop (the arcade law: idle burble at rest, screaming near top speed, a bump while boosting) plus a skid loop off the slip value; the player adds a boost whoosh. Crashes pick small/big by jolt strength with glass on a wreck, pursuit cops wail a two-tone siren (derby brawlers don't), the Crashbreaker booms, the gearbox clunks or bogs, and event results sting up or down.
If the kit ever wants sweetening beyond synthesis, use CC0 sources only (kenney.nl, OpenGameArt filtered to CC0) — CC-BY means shipping attribution forever and NC-licensed audio doesn't belong in this repo at all.
Design doc
docs/BurnoutInfinityShitbox.pdf — research report on the original game. Still to come:
a DEM elevation pass (so the Story Bridge deck actually rises), hand-picked crossings
for the two scenery-crash junctions, and splitting wheel meshes out of the 13 imported
cars so they spin like the procedural fleet's do.