New bowlpoly element: the rim is a polygon, every vertex a draggable handle with its own depth slider. Inside/outside corners, hips, shallow-to-deep escalators and waterfall drops all come from the same continuous carve (IDW floor blend, quarter-pipe wall transition) — no seams by construction. Auto pool coping (bullnose tube, exported as grindable ledge segments per rim edge) and tile band baked into the ground texture. Ships parks/pool_demo.json (THE POOLROOM) as a premade showcase; ridden end-to-end in test mode. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
77 lines
4.3 KiB
Markdown
77 lines
4.3 KiB
Markdown
# 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.
|
|
- **▶ 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.
|
|
|
|
## 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
|