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>
37 lines
1.9 KiB
Markdown
37 lines
1.9 KiB
Markdown
# What makes a great skatepark
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The design brief behind PARK CHECK (`js/parkcheck.js`). World units are metres;
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bookquoy scale maps 1:1 (a 1.8 radius quarter = a 6ft quarter).
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## Flow & line architecture
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- **Collision-free traffic paths** — no intersecting lines; nothing drops in across
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another feature's run.
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- **Adequate flatland & run-outs** — 10–15ft (3–4.5m) of clear flat for setup and landing
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recovery. Tight squeezes kill speed and create bottleneck bail zones.
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- **Pumping geometry** — transition radii that feel natural: 6–8ft (1.8–2.4m) for
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street-flow sections, 9–11ft+ (2.7–3.4m) for deep bowls.
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## Obstacle variety & progression
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- **Skill tiering** — 8–10in (0.2–0.25m) micro-ledges and mellow banks alongside the
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14–18in (0.35–0.45m) standard ledges, handrails and hubbas, so beginners progress
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without occupying main lines.
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- **Terrain balance** — street (stairs, manual pads, flatbars, euro-gaps) paired with
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transition (spines, hips, speed bumps, open bowls).
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- **Coping mechanics** — consistent reveal (~3/8in proud above and in front of the lip)
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for predictable grinds; pool coping and tile in advanced bowls. *(Game mapping: rails
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hug the deck height — PARK CHECK flags buried or floating steel.)*
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## Surface & build quality
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- Smooth high-PSI steel-trowelled concrete; prefab metal/wood deteriorates and seams at
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the transition base. *(Game mapping: one continuous heightfield — no seams by
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construction.)*
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- Expansion joints routed away from landings and slide paths.
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## Drainage & sightlines
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- Drains and micro-slopes strictly outside trick lines; no puddle pockets.
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- Open sightlines across the footprint to spot traffic and clear landings.
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## Amenities & community
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- Lighting for evenings, shaded perimeter seating clear of run-ups, water, bins, transit
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access. *(Game mapping: props/set dressing live outside the bounds slab.)*
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