js/grass.js: reusable single-file grass module for all our games — GPU-instanced
blades (33k+ in one draw call), vertex-shader wind hashed per blade, root->tip
fake-AO gradient x per-instance tint, alpha-test pixel style (nearest-filter
16x24 canvas cards, stepped sway), deterministic seed, player-push uniform.
docs/GRASS.md records the technique ladder (clump maps, shell texturing,
billboard LOD, MB atlas gen) for future tiers. Auto-grows on parkland + islands,
PARK panel style/density, included in exported levels via buildParkScene.
Test ride: grind physics — falling onto any flattened steel (rails, ledge caps,
pool coping) locks a slide along the segment, pop off with Space or ride off the
end; grass parts around the rider.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Data-driven parks: one heightAt(x,z) evaluated from element JSON drives the
editor viewport, collision, test ride, and exported game levels. Ships with
Paddo ported from bookquoy, a MODELBEAST panel (gen images, cut bg, image->3D,
place farm GLBs as props), image decals + reference underlay tracing, a park
design linter (docs/DESIGN_PRINCIPLES.md), THPS-style instant test ride, and
a level.js codegen that drops straight into bookquoy.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>