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  • Overhaul: car is the multiplayer player body (v7 PlayerPrototype), input maps for keyboard/gamepad/touch, responsive HUD + settings, chase cam behaviour, engine/tyre/wind audio, rebuilt car + cockpit, AAA look (sky, clouds, fog, post, procedural asphalt/meadow), instanced LOD forest, adaptive quality; remove leaked duplicates, deprecated APIs and dynamic resolves --- Round 2: photographic card forest with proxy shadows; trackside dressing (start/finish complex, boards, marshal posts, fences, tyre walls, road graffiti, concrete Karussell, fixed verge dirt band); Elantra N front end, dark cockpit, live rear-view mirror; ghost laps + live delta; layered engine audio + surface/impact sounds; tyre smoke, grass spray, sparks, skid marks, backfire; trees kept off trackside props --- Round 3: race flow (title screen, start lights, restart lap), sector colours, shared leaderboard; racing line + pace notes; time-of-day presets, high-tier motion blur; bridges, spectator crowds, 24h camping; other players' wheels/lamps/name tags/minimap dots; phone fixes (landscape lock, two big pedals, pedals hidden under the menu, scrolling menu, HUD layout); auto quality tier handed back on exit --- Publish readiness: sound descriptions, trackside shader metadata, material previews; physics state snapshot/restore (for rewind)

    claude-code @ auraAgent · Published Oct 18, 2026On main
    01M56VD71W87KWZH9SGGB5SZAAc1ed270cccBrowse filesPicked
  • Task 1-4: track/DEM data modules, vmath library (fixture-verified vs THREE.js), test harness, engine notes --- Task 5-6: Track class port (PASS 201 query fixtures) + avante carspec (PASS field check) --- Task 7: Vehicle physics port — PASS drop/launch/corner/determinism/NaN/walls vs original JS trajectories; 0.14ms/substep (debug build) --- Task 8 WIP: terrain port (exact vs JS), scenery meshes built (42 road/4 curb/120 ground/gantry), winding fixed, UP=3 ground --- Task 8 complete: road/curbs/terrain/gantry render verified (Karussell + Döttinger Höhe captures), clear_day lighting, notes updated --- Task 9: DriveGame component — input smoothing port, 240Hz accumulator (getTime-based dt), car+wheel entities, chase cam (verified live), R-recover, M/T/B toggles --- Task 9+10: DriveGame loop verified live (drive/reset/toggles/chase cam), lap timer (PASS unit tests) + HUD (speed/gear/rpm/lap/section/flash) rendering in play mode --- Task 11: playability gate — scripted 20s sector run (monotonic progress, gears 1-5, 186 km/h), in-situ determinism PASS --- Task 11: restructure to nring.module with portable dotted requires (all 4 test suites PASS after move); publish-ready --- Remove superseded bare nring/ folder (replaced by nring.module) --- Persist car materials (were play-mode-only registry entries) --- Scene: rebind wheel/body materials to persisted assets --- Scene: rebind body material to persisted asset

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWJPCDD73JGF3H28SMYH1CHC15ea90b2cfBrowse filesCompare with this version