drive-between-the-lines/src
dejvino 9eaa05d7ef Districts that remember you, and roads worth staying on
Area heat. Road heat alone rewarded a strange kind of play: work one part of
town hard but take a different street every time, and nothing ever got hot. A
second, coarser pool now accrues from being inside a district at all — on-road
or off — and bleeds into every road running through it, including ones never
driven. Deliberately capped below the barricade threshold: a hot district gets
roads patrolled, but concrete still takes somebody actually using that road. It
also decays slower than road heat, because one patrol re-secures a road while a
district's reputation lingers.

Surfaces. Off the route the car now makes about 40% of its road top speed, loses
grip and scrubs momentum in a fifth of the distance, so the road hierarchy is
something you feel rather than something the map merely claims. A first tuning
made off-road a 12 km/h crawl, which removed the choice instead of pricing it —
going round a checkpoint cross-country has to stay a legitimate move.

Speed. Heat scales with how fast you were going, not just how far, and stops
rewarding ever-higher speed past a point so the answer is never one exact number
on the clock. With the road classes, that makes the routing decision real: the
trunk fast and noticed, or the lanes slow and ignored.

Save format goes to v2 for the district pool; older saves are refused rather
than half-restored. Also fixes a population test that hardcoded densities since
tuned, and README claims about patrols and AI that Phase 6 made untrue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 12:06:59 +02:00
..
audio Phase 7: sound, synthesised from the simulation 2026-08-07 21:31:49 +02:00
core Phase 7: sound, synthesised from the simulation 2026-08-07 21:31:49 +02:00
physics Districts that remember you, and roads worth staying on 2026-08-08 12:06:59 +02:00
render Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
sim Districts that remember you, and roads worth staying on 2026-08-08 12:06:59 +02:00
ui Districts that remember you, and roads worth staying on 2026-08-08 12:06:59 +02:00
carSpec.ts Phase 1: road network and heat 2026-08-07 07:47:19 +02:00
debug.ts Phase 6: an inhabited world, and a war to drive through 2026-08-07 15:49:11 +02:00
heatProps.test.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
heatProps.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
main.ts Districts that remember you, and roads worth staying on 2026-08-08 12:06:59 +02:00
persistence.ts Districts that remember you, and roads worth staying on 2026-08-08 12:06:59 +02:00
unitBodies.test.ts Sharper steering, solid traffic, and a map that is mostly war 2026-08-07 21:42:17 +02:00
unitBodies.ts Sharper steering, solid traffic, and a map that is mostly war 2026-08-07 21:42:17 +02:00