skatemakerpro/docs/DESIGN_PRINCIPLES.md
type-two db40f433fe SKATEMAKER PRO v1 — stand-alone park builder/editor for BOOKQUOY
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>
2026-08-03 19:34:45 +10:00

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What makes a great skatepark

The design brief behind PARK CHECK (js/parkcheck.js). World units are metres; bookquoy scale maps 1:1 (a 1.8 radius quarter = a 6ft quarter).

Flow & line architecture

  • Collision-free traffic paths — no intersecting lines; nothing drops in across another feature's run.
  • Adequate flatland & run-outs — 1015ft (34.5m) of clear flat for setup and landing recovery. Tight squeezes kill speed and create bottleneck bail zones.
  • Pumping geometry — transition radii that feel natural: 68ft (1.82.4m) for street-flow sections, 911ft+ (2.73.4m) for deep bowls.

Obstacle variety & progression

  • Skill tiering — 810in (0.20.25m) micro-ledges and mellow banks alongside the 1418in (0.350.45m) standard ledges, handrails and hubbas, so beginners progress without occupying main lines.
  • Terrain balance — street (stairs, manual pads, flatbars, euro-gaps) paired with transition (spines, hips, speed bumps, open bowls).
  • Coping mechanics — consistent reveal (~3/8in proud above and in front of the lip) for predictable grinds; pool coping and tile in advanced bowls. (Game mapping: rails hug the deck height — PARK CHECK flags buried or floating steel.)

Surface & build quality

  • Smooth high-PSI steel-trowelled concrete; prefab metal/wood deteriorates and seams at the transition base. (Game mapping: one continuous heightfield — no seams by construction.)
  • Expansion joints routed away from landings and slide paths.

Drainage & sightlines

  • Drains and micro-slopes strictly outside trick lines; no puddle pockets.
  • Open sightlines across the footprint to spot traffic and clear landings.

Amenities & community

  • Lighting for evenings, shaded perimeter seating clear of run-ups, water, bins, transit access. (Game mapping: props/set dressing live outside the bounds slab.)