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Monster Robot Party 7c88e8371d Bring in real store art: Monster Robot Party racks, crates, records
- game/assets/store/{rack,crate,record}.glb from the 3D-STORE library
- _glb_piece(): instances a GLB as a Smashable's visual, auto-fits a box
  collider to the mesh AABB, and drops it flush to the floor (no hardcoded dims)
- _build_rack now assembles two smashable racks + crates of records on the floor
- cascade preserved: smashing a crate spills the records stacked on it

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-04 00:39:46 +10:00
assets/store Bring in real store art: Monster Robot Party racks, crates, records 2026-07-04 00:39:46 +10:00
scripts Bring in real store art: Monster Robot Party racks, crates, records 2026-07-04 00:39:46 +10:00
.gitignore Destroyulator prototype: first-person cascade smasher (Godot 4.7) 2026-07-04 00:25:35 +10:00
main.tscn Destroyulator prototype: first-person cascade smasher (Godot 4.7) 2026-07-04 00:25:35 +10:00
project.godot Destroyulator prototype: first-person cascade smasher (Godot 4.7) 2026-07-04 00:25:35 +10:00
README.md Destroyulator prototype: first-person cascade smasher (Godot 4.7) 2026-07-04 00:25:35 +10:00

Destroyulator — Cascade Prototype

Mac-first (Apple Silicon / Metal), Godot 4.7, Jolt physics. Built to prove two things on the M3 before committing: the destruction feels good, and the frame rate holds.

Run it

Editor (easiest): open /Applications/Godot.app, import this folder (game/), press F5 / ▶.

CLI:

/Applications/Godot.app/Contents/MacOS/Godot --path /Users/m3ultra/Documents/Destroyulater/game

Controls

Input Does
Left-click Swing the (nerf) hammer at whatever's under the cursor
S Rain 500 rigid bodies — the Day-0 stress gate. Watch the FPS counter hold.
R Reset the rack

Top-left HUD shows FPS · live body count · things smashed.

What it's proving — the cascade

The rack is nested the same way your store's DB is (rack → shelf → crate → jacket → record):

  • Frame + shelves start frozen (act static, hold everything up).
  • Smash a shelf → it bursts into shards and vanishes → the crates on it fall → the cardboard jackets spill → the vinyl records tumble out →
  • records are brittle (brittle_speed in Smashable.gd) → they crack a beat later when they smack the floor. A record that lands flat survives — there's your comedy/score beat.

No scripted "release" logic — gravity reads the hierarchy. That's the whole point.

Files

  • scripts/Smashable.gd — one component for every breakable piece. The PROFILES table is where material identity is authored (color · shard count · brittleness · bounce). Swap wood/cardboard/vinyl/glass/steel behaviours here.
  • scripts/Main.gd — builds the world + rack from primitives, hammer raycast, stress test, HUD.

Next step: real art (one function)

Everything is grey primitives so it runs with zero import deps. To use your actual assets, change _piece() in Main.gd to load a GLB instead of building a BoxMesh, e.g. load("res://assets/wooden-rack-type-long.glb").instantiate() for the visual, keep the convex collider. Your 3D-STORE/clean_glbs/*.glb are ready to copy into game/assets/.