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>
71 lines
2.7 KiB
Markdown
71 lines
2.7 KiB
Markdown
# Drive Between the Lines — Phase 0 prototype
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Endless driving survival game. This is the **Phase 0** skeleton from the roadmap:
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a drivable car on a flat plate with scattered obstacles, plus the persistent wear
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system that makes condition felt through the wheel.
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## Running
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```bash
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npm run dev
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```
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Then open http://localhost:5173. Append `?seed=anything` to regenerate the world —
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seeds may be numbers or words.
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| | |
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|---|---|
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| `W` / `S` | throttle / brake-reverse |
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| `A` / `D` | steer |
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| `Space` | handbrake (rear wheels only) |
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| `R` | respawn the car — **does not** repair it |
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```bash
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npm test # sim + headless physics
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npm run build # typecheck + production bundle
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```
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## Layout
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The one rule worth keeping: **`src/sim/` imports neither three.js nor Rapier.**
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Phases 1–4 (heat, regions, front lines, quests) are all simulation, and keeping
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them engine-free is what makes them unit-testable and fast-forwardable — you can
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run a hundred simulated days in milliseconds to tune an escalation curve without
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ever opening a browser.
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```
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src/
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sim/ pure model — world generation, car condition → handling
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physics/ Rapier world, raycast vehicle, input → wheel forces
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render/ three.js scene, chase camera
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core/ fixed-timestep loop, seeded RNG, keyboard
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ui/ debug HUD
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carSpec.ts shared car dimensions, so body and mesh cannot drift apart
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```
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Data flows one way: `sim` → `physics` → `render`. Condition reaches the physics
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layer already digested into a `Handling` by `deriveHandling`, so there is exactly
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one place where "how broken the car is" turns into "how it drives".
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## Notes on the state of it
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- **The car handles like a placeholder.** Suspension, grip, and engine numbers in
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`physics/physics.ts` and `sim/car.ts` are first guesses that pass a smoke test,
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not something tuned by feel. That tuning *is* Phase 0's verification gate.
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- **Wear rates are deliberately aggressive** so decline is visible in minutes
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rather than hours. Turn them down in `applyWear` once the curve reads right.
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- **No interpolation** between physics steps. Fine at 60 Hz; revisit if the step
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rate changes.
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- **Condition is not yet persisted** across reloads. IndexedDB comes with the
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campaign layer.
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- **Bundle:** ~2.7 MB raw / ~945 KB gzipped, dominated by Rapier's WASM, which
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`rapier3d-compat` inlines as base64. Switching to the non-compat `@dimforge/rapier3d`
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package serves the WASM as a separate file (~570 KB gzipped, compiled in
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parallel with the JS) at the cost of extra Vite plugin config. Worth doing
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before anyone but you plays it; not worth doing now.
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## Next
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Phase 0's gate: drive for 15–20 minutes, feel the condition changing how the car
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handles, and want to keep driving anyway. Everything else waits on that.
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