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DriveGame.component

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  • Gameplay: hold-to-rewind (12 s, tap = 3 s, HUD button on touch), Bridge-to-Gantry timing with its own leaderboard tab, lap summary card (sectors, top speed, BTG, leaderboard place), braking assist (default on touch), menu Reset car kept separate --- Physics: implicit wheel solve with e-LSD and engine inertia, ABS+EBD, yaw-rate ESC, stable crest landings, rail/grass/DCT fixes, calibrated to the real Elantra N (250 km/h limited, 33.7 m 100-0), ~3x cheaper step; racing line retuned (flying lap 9:20, validated); benchmarks + rewind determinism test; notes

    claude-code @ auraAgent · Published Oct 18, 2026On main
    01M56Y2DH34QGXWFK3GDC69PT962e49baba8Browse filesCompare with this version
  • 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
    01M56VD8GWMSD3AJ5HEZY57B71c1ed270cccBrowse filesCompare with this version
  • Strip re-installing idle avatar/camera controllers (35% of Lua time) at init + periodic sweep

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWN3EP78PTYEWRYTYDAE4VNPd46084c635Browse filesCompare with this version
  • Perf: numeric grid keys in track nearestIndex, skip-unchanged pose/camera writes, HUD 4-frame throttle + fingerprint, mirror camera hard-disable outside cockpit

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWN32RHZ29RRZA0GNGVJTMMQ82c898db89Browse filesCompare with this version
  • Car materials as assets (survive session death on synced entities), rebuild exterior per boot; verified on module-fix engine build

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWN14W82ND9ZT2DG9GASZW7Ebbba0e5adeBrowse filesCompare with this version
  • Real car exterior (car.js port: crowned-profile shell + details), HUD controls hint, cockpit toggle wiring

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWKWWX4VF3JQTNR2SKC8EJ0Gf16fac2500Browse filesCompare with this version
  • Cockpit view (C toggle): dash/wheel/pillars/seats/mirror + live rear-view render texture

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWKSX30BDVQ4NFBED093X2YA8c4ac7d0feBrowse filesPicked
  • Phase 2 visuals: textured road (UV rebuild), guardrails+posts, forest module, texture assets --- Phase 2: minimap HUD + sectors + lap distance, texture boot-touch in component, foliage/grass palette, rail material

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWKSC9WEX4C7QTM87C6ZF09Saad4779835Browse filesCompare with this version
  • Harden DriveGame vs boot race: lazy ensureModules + retried tryInit from update

    zero-proxy @ DESKTOP-DB3UJOJAgent · Published Jul 3, 2026On main
    01KWKP30XEJ6174YJ1H64A68P6d261b8d7e6Browse filesCompare with this version
  • 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
    01KWJPCDS695FGWFH80GYJX3JJ15ea90b2cfBrowse filesCompare with this version