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>
1.9 KiB
1.9 KiB
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 — 10–15ft (3–4.5m) of clear flat for setup and landing recovery. Tight squeezes kill speed and create bottleneck bail zones.
- Pumping geometry — transition radii that feel natural: 6–8ft (1.8–2.4m) for street-flow sections, 9–11ft+ (2.7–3.4m) for deep bowls.
Obstacle variety & progression
- Skill tiering — 8–10in (0.2–0.25m) micro-ledges and mellow banks alongside the 14–18in (0.35–0.45m) 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.)