Commit Graph

2 Commits

Author SHA1 Message Date
dejvino
506d07be5d Phase 1: road network and heat
Roads are a jittered 7x7 grid with ~a quarter of the edges thinned out, kept
connected. The loops are the point: "take a different road" is not a decision
without alternative routes.

Every metre driven adds heat to that segment; all roads shed it slowly. Crossing
a threshold escalates Clear -> Patrol -> Barricade -> Turret, each of which puts
real obstructions on the tarmac. Hysteresis stops a road on a boundary from
rebuilding its barricade every few seconds.

Level changes are deferred while the car is on the segment. Building a barricade
around the player would spawn a static collider inside the chassis, and the
player is meant to discover escalation by returning to a road, not by watching
it assemble behind them.

Checkpoint positions are seeded from the segment id, so a stretch of road always
fortifies in the same place — recognising it is part of learning the map.

Scenery now avoids the tarmac and the car spawns at a junction.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 07:47:19 +02:00
dejvino
a66032674d Phase 0: drivable car with persistent wear
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>
2026-08-07 07:39:05 +02:00