A shareable one-click web toy (not a port of the Godot game): walk a record store first-person, pull a record, and wreck the place in the browser. Built on thriftgod's pointer-lock FP-interior patterns, zero build step (three r0.175 + @dimforge/rapier3d-compat over an importmap). - physics.js: Rapier WASM world, one body per prop, support-graph cascade (smash a rack → its crates pancake), pre-fractured swap (chunk_* bodies) with generative-shard fallback until Lane 2 ships fractured GLBs, capped debris pool. - props.js: GLTFLoader/DRACOLoader; loads props live from the 3GOD depot (/a/<file>, CORS-open) with a local web/assets/ mirror fallback so it never hard-fails offline. Read-only against the depot. - juice.js: camera-trauma screenshake, hitstop, per-material particle bursts and procedural Web-Audio smash voices (wood/cardboard/vinyl/glass/steel), combo HUD. - main.js: FP controller, record-store room, grab/smash raycasting, record ritual (pull → held → throw → shatter), "share your mess" canvas screenshot. Assets mirrored offline: record/crate/rack (from the Godot lane) + cashbot/ council-bin (from 3GOD). Verified in-browser: props load, smashing spawns shards + particles + combo, rack cascade pancakes its crates, record ritual and share work. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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| juice.js | ||
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| props.js | ||
| README.md | ||
DESTROYULATOR — web smash toy (Lane 3)
A shareable, one-click browser toy: walk a record store first-person, pull a record, and wreck the place. Not a port of the Godot game — a different product in the same universe, built on thriftgod's proven FP-interior patterns and wired to the same 3GOD prop depot.
Zero build step. Three.js + Rapier load over an importmap, exactly like thriftgod.
Run it
cd web && python3 -m http.server 8099
# then open http://localhost:8099
Chrome and Safari both work (Safari is the weakest WASM target — it's tested).
Append ?debug to expose a window.DESTROY handle for driving the sim without
Pointer Lock (embedded frames / smoke tests).
Controls
- WASD / arrows — move · mouse — look (click to grab pointer lock)
- click — smash whatever you're looking at
- E (or click) on a record — pull it out of the bin; click again to throw it
- Esc — pause · 📸 share your mess — screenshot + smash-count caption
Architecture
| File | Role |
|---|---|
index.html |
Importmap (three r0.175 + @dimforge/rapier3d-compat), HUD, boot |
main.js |
FP controller, room, prop placement, interaction, record ritual, share, loop |
physics.js |
Rapier world, one body per prop, support-graph cascade, pre-fractured swap, debris pooling |
props.js |
GLTFLoader/DRACOLoader; loads props live from 3GOD /a/<file> with a assets/ mirror fallback |
juice.js |
Screenshake, hitstop, particle bursts, per-material Web-Audio smash voices, combo counter |
assets/ |
Offline mirror: record/crate/rack (from the Godot lane) + cashbot/council-bin (from 3GOD) |
Shared contracts (see ../LANES/PLAN.md)
- Props load from the 3GOD depot at runtime (
GET /api/list, GLB at/a/<slug>), falling back to the localassets/mirror so the demo never hard-fails offline. The depot servesAccess-Control-Allow-Origin: *, so cross-origin loading works. - Fracture format (contract #2): a smashable with a sibling
<name>.fractured.glb(root children namedchunk_*) is swapped in on smash — each chunk becomes a short-lived dynamic body. Until Lane 2 ships those, brittle props use generative shards.props.loadFractured()already probes for them. - Read-only against the depot. No write calls (the depot's open-mode/SSRF issue is a write-side concern — see PLAN.md).
Notes
- Rapier is
-compat(WASM inlined as base64) soawait RAPIER.init()needs no extra fetch and no COOP/COEP headers. - Active physics bodies are capped and settled debris is despawned, so a long smashing session stays bounded (JS GC is the ceiling).