Consume Lane 2's pre-fractured props in the Godot game. Smashable.shatter() now prefers a <name>.fractured.glb sibling: it instances the fractured template and turns each chunk_00…chunk_NN mesh into its own debris RigidBody3D that inherits the intact body's velocity + the smash impulse (box collider per chunk, debris group so the HUD count + Juice keep working), falling back to primitive shards when no fractured sibling exists. _glb_piece auto-wires the sibling, so every GLB prop upgrades for free. Smashable gains hits_to_break + is_boss: the office PRINTER is the level boss — it sits on a desk, soaks 5 hits (rocking with each), then bursts in a bigger juice cloud into its 16 GLB chunks. Six more Lane 2 props (crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable, office-desk) are scattered as smashable furniture; the store crate/rack also pick up real 8-chunk shatter from their mirrored fractured GLBs. Assets pulled into game/assets/store/ (intact + .fractured.glb): office-printer, office-desk, crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable + record/crate/rack fractured siblings (generated via meshgod's Voronoi fracture CLI). Verified headless: smoke test clean (0 script errors), printer boss soaks 4 hits then spawns 16 chunk bodies, a crate spawns 8 — both real GLB chunks, not primitive shards. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| game | ||
| LANES | ||
| web | ||
| .gitignore | ||
| destroyulater.txt | ||
| README.md | ||
DESTROYULATOR
Clock out. Smash everything.
A comedic, non-violent, first-person workplace-destruction game from Monster Robot Party. Level 01 is our actual record store. Nobody gets hurt but the furniture.
Monorepo layout — one lane per directory
| Dir | Lane | What |
|---|---|---|
game/ |
Lane 1 — the game | Godot 4.7 (Jolt physics, Mac-native). The shippable build. |
web/ |
Lane 3 — web toy | Three.js dig-and-destroy demo (planned; thriftgod-adjacent). |
LANES/ |
coordination | Execution specs for parallel Claude/Opus work sessions. |
3D-STORE/ |
not in git | 700MB Blender/Unreal source-asset vault (see .gitignore). |
destroyulater.txt |
lore | The founding chat where the idea happened. |
Asset generation lives in its own repo: ~/Documents/meshgod (text→GLB factory).
Rules for parallel work sessions
- A lane session writes ONLY inside its own directory. Cross-lane contracts
(asset formats, file drops) are specified in
LANES/*.md. - Every change to
game/must pass the headless smoke test before commit:Godot --headless --path game --quit-after 180with zero script errors. - GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.