skatemakerpro/README.md
type-two a5c8765776 GODVERSE grass system + test-ride grinds
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>
2026-08-03 20:39:45 +10:00

4.7 KiB

SKATEMAKER PRO — stand-alone park builder

The park editor for BOOKQUOY (and whatever comes after it). Born from bookquoy's one rule: heightAt(x,z) is the single source of truth — the same element data drives the editor viewport, the collision, the test ride, and the exported game level. Shape it in the editor and it is the real thing.

Run it

python3 serve.py            # http://localhost:8093

serve.py is static hosting plus the MODELBEAST proxy (token read from ~/Documents/backnforth/.env server-side — never shipped to the browser) and park/asset persistence (parks/, assets/uploads/).

The editor

  • TRANSITION — quarter (escalating radius, lump, vert extension), hip/corner quarter, bank, kicker (tunable concavity), spine, roller/pump bump, mogul, volcano, bowl (square pool or round), and the CUSTOM BOWL: a polygon pool where every rim vertex is a draggable ball with its own depth slider. Inside corners = drag a vertex in, hips = out, shallow-to-deep escalator = ramp the depths, waterfall = two close vertices with different depths — one continuous carve, no seams by construction. Auto pool coping (bullnose tube, exported as grindable ledge segments) and a tile band baked into the ground texture. STREET — funbox, pyramid, ledge, wedge/manny pad (inclined), stairs, island. Click a piece, click the ground. Drag to move, [ ] rotate, D dupe, delete, ⌘Z undo, optional 0.5m grid snap (THPS style).
  • STEEL — rails are polylines: flatbar, square bar, down rail, kink, double-kink, rainbow, A-frame, pole jam, donkey kick — or draw your own (RAIL, two clicks) and + POINT for kinks. Round pipe (with posts) or square angle-iron profile; every node is a draggable ball. Exports flatten to straight segments so bookquoy's grind detection needs zero changes.
  • PROPS — parametric street furniture: jersey barrier, picnic table, parking block, bench, trash can, hydrant, chain-link fence, floodlight, bleachers, shade sail, fountain, drain grate, fig tree. Make any prop grindable by drawing a ledge rail along its edge. (Overhangs — cradles, capsules, over-vert — aren't heightfield-able; those arrive as MODELBEAST GLB props.)
  • SPOTS — named score gaps, B·O·O·K·Q·U·O·Y letters, spawn point.
  • SURFACE — paint zones (rect/ellipse, any color), image decals (drop any image on the window, or generate one on the farm), and a reference underlay for tracing a real park from an aerial photo.
  • MODELBEAST panel — browse farm assets, one-click PLACE any GLB as a park prop, use any farm image as a decal, GEN IMAGE (flux_local, ~9s), MAKE 3D (hunyuan3d_mlx image→GLB). Everything free and local on the m3ultra queue.
  • PARK CHECK — live design linter encoding docs/DESIGN_PRINCIPLES.md: pumping geometry, run-out clearance, crossing lines, skill tiering, buried/floating steel.
  • GRASS — reusable GODVERSE grass system (js/grass.js + docs/GRASS.md): GPU-instanced blades, vertex-shader wind, root→tip fake-AO gradient, player-push. Styles: lush, dry, pixel (nearest-filter PS1 cards). Auto-grows on the parkland ring + islands; style/density in the PARK panel. Lift the single file into any game.
  • ▶ TEST RIDE (Enter) — instant Create-A-Park-style build↔skate toggle with bookquoy's physics constants over the live data. W push, A/D steer, Space ollie, land on any steel to grind (rails, ledges, pool coping — pop off with Space), and the grass parts around you.

Park format

parks/*.json — bounds, spawn, elements (parametric primitives evaluated by js/parkmath.js), rails (polylines), gaps, letters, zones, decals, props, optional underlay. Premade parks: parks/paddo.json (Paddington Skatepark ported from bookquoy) and parks/pool_demo.json (THE POOLROOM — custom-bowl showcase, passes PARK CHECK clean). Load them, ride them, remix them.

Export → BOOKQUOY

⬇ LEVEL.JS generates level.<name>.js exporting bookquoy's exact level.js contract (heightAt, normalAt, BOUNDS, RAILS, GAPS, LETTERS, SPAWN, buildLevel). To ship a park:

  1. copy js/parkmath.js + js/parkbuild.js + the generated level.<name>.js into bookquoy/js/, and any assets/uploads/ files it references
  2. point the two imports (main.js, player.js) at the new level file

⬇ JSON downloads the raw park data; SAVE/LOAD… persist to parks/ on disk.

Lineage

  • bookquoy (../bookquoy) — the game this feeds; level 01 PADDO
  • ~/Documents/thwk/THPS_STUDY.md — Neversoft architecture study (technique only, no extracted assets ever ship)
  • THPS Create-A-Park — inspiration for the palette/test-loop/themes/premade-parks shape