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.)*