ShitboxInfinity/README.md
m3ultra da63829e9e Outrun mode: NFSU2-style roaming 1v1 duels in cruise
Two rivals now lap the RacePath in free roam. Pull alongside one at speed and
the duel arms: first to gap the other by 250 m wins. Straight-line distance
decides when it ends (side-street escapes are real); path order decides who
won (reversing away is a loss). Rubber-banded chase, takedown-tier boost
payout, R mid-duel forfeits, 8 s re-arm cooldown. Mechanics only -- no assets
from anywhere near an EA disk. Smoke test arms a duel and settles the win path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 14:18:20 +10:00

163 lines
7.6 KiB
Markdown

# 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`; generate more from real intersections with
`tools/osm_junction.py <area.json> <out.json> <lat0> <lon0> "Name|Street A|Street B"`.
- **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](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> $ARGS
```
Don't reconstruct from Street View imagery (ToS + melted collision). Use photos as
reference to hand-detail hero landmarks on the OSM base.
Levels so far: woolies_carpark, queen_st_mall, southbank, albert_parklands,
story_bridge (procedural steel truss along Bradfield Highway), kangaroo_point.
Area JSONs are cached in `~/.cache/burnout_osm` (override with `$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=crossing` becomes 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.
- **Queen Street Mall's winged canopies** grow along pedestrian ways whose name
starts with the `canopy` argument. 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 (Cloudflare Workers AI). Regenerate the
whole set with `tools/gen_textures.sh` or one with
`tools/gen_textures.sh <name>`; creds are read from `.env`, never printed.
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.py` reports 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.
`woolies_carpark` is the one level still built in GDScript rather than as a GLB
([carpark.gd](levels/woolies_carpark/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 `Spawn` where 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.