The pane this build runs in does not composite, so requestAnimationFrame never
fires, the loop stalls, and nothing can be screenshotted from outside. Adds a
`?debug=1` handle that steps the simulation by hand and renders on demand, plus
a dev-only endpoint that takes a POSTed frame and writes it to shots/. Moving
the image as bytes rather than a pasted data URL matters: a truncated base64
string decodes to nothing.
Looking at the result immediately found a real problem. Base beacons were wide
translucent cylinders — legible from a distance, a solid green wall from inside,
and the car parks in the middle of one. Now a slim pillar plus a ring on the
ground that marks where to stop. Also raised the sky and fog brightness, which
was dark enough to read as night.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Vite + TypeScript + three.js + Rapier raycast vehicle, fixed 60 Hz step.
Flat plate, seeded obstacle scatter, chase camera, debug HUD. Car condition
(engine/tires/chassis) degrades permanently and is derived into handling
numbers, so decline is felt through the wheel rather than read off a meter.
src/sim/ is kept free of three.js and Rapier imports — the later heat, region
and front-line systems all live there, and staying engine-free is what makes
them unit-testable without a browser.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>