ShitboxInfinity/README.md
m3ultra e9717326f4 Smashable street furniture; fix levels losing every texture on rebuild
Street lamps, bollards and bins are no longer baked scenery. The builder emits
SL_/BO_/WB_ markers off the OSM nodes and game.gd spawns them as RigidBodies
with a low centre of mass, so clipping a lamp at 100 topples it instead of
driving through a painted pole. ~206 physics bodies per level (58 parked cars,
60 lamps, 88 bollards/bins), all asleep until hit. Verified by ramming one:
23.6 deg tilt, launched at 18 m/s.

Fixes a self-inflicted trap from the last commit: level_*.jpg are Godot's
extraction of the GLB's embedded textures, NOT Blender output. build_all
cleared them to avoid orphans but left level.glb.import, so Godot's cache
decided nothing had changed and never re-extracted -- queen_st_mall shipped
with 0 of its 31 textures, loading fine but rendering untextured. The .import
now goes with them.

Also confirmed the Wheel of Brisbane pivot really does turn (0.086 rad over
120 frames, 0.000 m centre drift) -- it was previously untested.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 18:53:05 +10:00

190 lines
9.4 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: 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=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.
- **Smashables**: the builder drops marker empties and game.gd fills them at
load with RigidBodies — `PP_` kerbside/carpark parking spots become shuntable
fleet cars, and `SL_`/`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=house`
footprints, 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 `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. 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](tools/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.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.