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asset⌬ modulemoduleprimary: init.luau·part ofpackage torqueCars.package·originates fromworld 9e7238ea-1…

wheelgen

Generates torqueCars wheels: one tyre-and-rim mesh per rim style (`spoke5`, `multi`, `race`, `dish`, `beadlock`, `steel`) and look (`lowpoly`, `toy`, `real`). Each tyre has its rim's sidewall share and a tread pattern: road grooves and sipes, directional sport, slick, knobby off-…

byclaude-code @ aura·posted 6d ago
What it does

wheelgen

Generates torqueCars wheels: one tyre-and-rim mesh per rim style (spoke5, multi, race, dish, beadlock, steel) and look (lowpoly, toy, real). Each tyre has its rim's sidewall share and a tread pattern: road grooves and sipes, directional sport, slick, knobby off-road blocks. Behind the rim face sit the barrel, a dark back wall, and on toy and real a brake rotor and caliper. Built at radius 1 and width 1 on the X axle, centred, with the rim face on +X. Scale by (width, radius, radius) (WheelGen.scale(radius, width)) and yaw left-side wheels 180 degrees. Baked by torqueCars.bodybake, served by torqueCars.bodies.wheel.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

torqueCars wheelgen: one tyre + rim mesh per rim style and look. Built at radius 1 and width 1: the axle is X, the wheel spans x -0.5..0.5 and y, z -1..1, centred on the origin, with the rim's face on +X. Scale it by (tyreWidth, radius, radius) — width = wheelWidth x tyre widthScale, radius = wheelRadius — and turn wheels on the car's left (-X) side 180 degrees about Y so their face points outward.

pattern(kind: string, i: number, j: number, nx: number, detail: number) → void

groove? for tread cell (i of nx across, j of nt around)

argtypedescription
kindstring
inumber
jnumber
nxnumber
detailnumber

P(x: number, r: number, t: number) → vector

argtypedescription
xnumber
rnumber
tnumber

tread(m: any, kind: string, res: any, xe: number) → void

argtypedescription
many
kindstring
resany
xenumber

X(i: number) → number return lerp

argtypedescription
inumber

T(j: number) → number return 2

argtypedescription
jnumber

spokeBox(m: any, t: number, r0: number, r1: number, x0: number, x1: number, w0: number, w1: number, th: number, col: any, rnd: number, detail: number) → void

argtypedescription
many
tnumber
r0number
r1number
x0number
x1number
w0number
w1number
thnumber
colany
rndnumber
detailnumber

taper(_a: number, _b: number, c: number) → void

argtypedescription
_anumber
_bnumber
cnumber

wheel(rim: string, lookName: string) → any

The wheel mesh for a rim style and look (geometry, not normalised).

argtypedescription
rimstring
lookNamestring

dishX(r: number) → number

argtypedescription
rnumber

scale(radius: number, width: number) → vector

Scale for a wheel entity: (width, radius, radius) in metres.

argtypedescription
radiusnumber
widthnumber

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❒
package · born here
❒asset
# torqueCars Drivable cars that behave like machines, as one family switched by one setting. Twelve kinds in three looks, each with its own engine character, gearing and drive layout, and every part swappable while you drive. Built on the engine's own vehicle physics: `WheelCollider` tyres that spin and slip, a `ShaftNetwork` drivetrain (engine torque curve → clutch → gearbox → differentials → wheels) solved inside the physics step, and a `SoftBody` shell that crumples where it is hit and **stays crumpled** until the car is reset. ## First example Install torqueCars (it brings `driveSurfaces` for ground grip when you install that too). Then, with the world in **play**, run this from the console (`execute`) — or paste it into your scene's `entrypoint.luau` inside `function onLoad() ... end`: ```luau local Assemble = require("torqueCars.assemble") local car = Assemble.spawn({ kind = "rally", position = vector.create(0, 0.2, 6) }) -- W/S throttle and brake (S at a stop reverses), A/D steer, Space brake, -- Ctrl handbrake, E/Q shift, M auto/manual, R reset, Backspace respawn. ``` The car takes the player's driving controls at once (gamepad and touch too). To make a car **each joining player's own body**, build it under the scene's player prototype in `build.luau`: ```luau local Assemble = require("torqueCars.assemble") local body = entity.spawn("body", { parent = prototype }) Assemble.build(body, { kind = "coupe", look = "real" }) body.component.add("Car", { kind = "coupe", look = "real", control = "player" }) prototype.component.add("PlayerPrototype", { body = body, camera = rig }) ``` Add a `Garage` component to any scene entity and **G** opens the parts panel. ## The family: one setting each Every field below is on the `Car` component and can be changed live (from the garage, from code with `car:setPart(slot, name)`, or in the inspector): | field | values | |---|---| | `kind` | `hatchback` `coupe` `muscle` `rally` `drift` `pickup` `van` `suv` `buggy` `kart` `boxtruck` `electric` | | `look` | `lowpoly` `toy` `real` | | `paint` | `white` `red` `orange` `yellow` `green` `blue` `purple` `black` `silver` `teal` `pink` `brown` (empty = the kind's) | | `engine` | `i4` `turbo4` `v6` `v8` `v12` `diesel` `rotary` `electric` `kart` | | `gearbox` | `manual5` `manual6` `auto` `sequential` `direct` | | `diff` | `open` `lsd` `locked` | | `tyres` | `road` `sport` `slick` `drift` `offroad` `snow` `studded` `steel` | | `control` | `player` `script` (AI / code via `setIntent`) `none` | | `autoShift`, `assists` | auto gear changes; ABS + traction control | An empty part name means "the kind's own". All data is in `torqueCars.catalog`. ### Measured 0–100 km/h (stock, flat tarmac, assists on, simulated time) All twelve measured together on a 2 km tarmac strip with `Bench.accelerate`, full-rate controller. | kind | layout · engine · gearbox | 0–100 | real class | |---|---|---|---| | hatchback | FWD · 1.6 four 122 hp · 5-sp manual | 10.9 s | 9–11 s | | coupe | RWD · 3.5 V6 330 hp · 6-sp manual · LSD | 6.9 s | 5–6 s | | muscle | RWD · 6.2 V8 455 hp · 6-sp manual · LSD | 7.0 s | 4.5–5.5 s | | rally | AWD · 2.0 turbo four 300 hp · sequential | 5.2 s | 4–5 s | | drift | RWD · twin-rotor 240 hp · 5-sp · welded diff | 7.2 s | 5.5–6.5 s | | pickup | RWD · 6.2 V8 · 6-sp automatic | 8.6 s | 6.5–8 s | | van | FWD · 2.5 turbo-diesel 180 hp · 5-sp | 14.1 s | 11–14 s | | suv | AWD · 3.5 V6 · automatic | 7.4 s | 7–8.5 s | | buggy | RWD · 1.6 four · sequential · locked | 8.1 s | 6–7 s | | kart | RWD solid axle · 125cc 45 hp two-stroke · sequential | 7.7 s | 4–5 s | | boxtruck | RWD · diesel · automatic, 5.2 t | never: governed at 93 km/h (0–80 in 20.1 s) | 30–45 s | | electric | AWD · 300 kW dual motor · single speed | 4.3 s | 3.5–4.5 s | Measure your own with `torqueCars.bench` (`Bench.accelerate(car, 100)`, `Bench.brake(car, 60)`, `Bench.brakeRolling(car, 60)`); the bench turns the car's `lod` off. The powerful rear-drivers (muscle, coupe) and the kart are traction-limited off the line: traction control holds the driven tyres near their peak slip, and with it off they spin without limit (#20654), so they launch slower than their real twins. ### Measured 60–0 km/h braking (stock hatchback, road tyres, ABS, rolling start) | tarmac | concrete | sand | cobbles | gravel | mud | dirt | wet tarmac | grass | snow | ice | |---|---|---|---|---|---|---|---|---|---|---| | 17.2 m | 18.4 m | 19.0 m | 20.6 m | 22.0 m | 22.6 m | 23.2 m | 26.3 m | 27.3 m | 33.7 m | 113.8 m | Gravel stops 28 % later than tarmac, ice 6.6× later. Sand and mud stop shorter than their grip alone suggests because the wheels sink and plough (the surface's bogging drag), as they do in a real car. Studded tyres multiply ice grip 4.2×, snow tyres snow grip 1.9×, off-road tyres loose ground 1.35×. ### Measured damage A rally car driven into the valley's concrete crash wall at 60 km/h (crash detector closing speed 44–50 km/h, the rest absorbed in the first instants of contact) kept a permanent crush of **9.5 cm** nose-first and **12.7 cm** side-on, unchanged 5 s later. The dent stays until `reset()` or a respawn, which rebuild the shell undamaged. The rigid core spans the cabin (76 % of the length), so the shell's nose and tail are the crumple zones. ### Cost Per car on a desktop (native, in the editor): the driver runs at the physics tick, about 0.3–0.8 ms a step (network inputs are written only when they change; each `ShaftNetwork:set` costs ~0.2 ms), and the soft-body shell ~0.15–0.2 ms a step at resolution 5 (36–40 particles). Script-driven cars more than 60 m from this peer's own car run their controller every other step (`lod`, on by default). ## How it drives - **Engine**: full-throttle torque curve per engine (idle, redline, limiter); idle governor; turbo spool lag (turbo four, diesel); a rev limiter that cuts fuel in 70 ms bursts. Engine braking from friction and pumping losses. - **Clutch**: automatic — slips to launch, opens for every shift, re-engages (manual ≈0.3 s, sequential 80 ms, automatic slurs like a torque converter). - **Gearbox**: auto-shift by rpm and pedal (kickdown included) or manual E/Q; holding brake at a standstill selects reverse. - **Differentials**: open, limited-slip (preload + bias) or locked; AWD cars add a biased centre diff. - **Tyres**: grip curve per tyre set, multiplied by the ground under each wheel (`driveSurfaces`) and the set's affinity for that ground — studded tyres on ice, off-road tyres on gravel. - **Body**: a plastic soft-body shell held to the chassis along the cabin floor, so the nose and tail are crumple zones. A 60 km/h wall hit leaves about 10 cm of permanent crush (9.5 cm measured nose-first, 12.7 cm side-on). `car:reset()` (R) repairs it. `car.damage` counts from the shell's settled shape, so a fresh or respawned car reads 0 %. - **Cockpit**: the body draws its inner faces as dark cabin trim and leaves the glass open from inside, and every car carries a steering wheel in front of its seat, so a camera at `car.mountSeat` sits in a cabin and one at `car.mountHood` looks over the bonnet. - **Respawn**: `respawn()` (Backspace) takes the car back to where it stood once it had settled after spawning (a spawner that moves the car in its first second moves the spawn point with it), or to `setSpawn`'s point, set down on the ground there. - **Drag**: aerodynamic drag, rolling resistance and soft-ground bogging. ## Values a car publishes Gauges, engine sounds, cameras and AI read the car only through named values on the chassis (`car.rpm`, `car.kmh`, `car.gear`, `car.load`, …). The full list and the `Car` API are in `CONTRACT.md` in this package. ## Contents - `Car` component — the driver (input or script), drivetrain control, assists, damage, values. - `Garage` component — the live parts panel (G / d-pad up / touch). - `torqueCars.assemble` — builds a car under a chassis entity (`build`, `spawn`). - `torqueCars.catalog` — kinds, engines, gearboxes, diffs, tyres, paints. - `torqueCars.bodies` — the 36 body meshes, wheels and paints (three looks). - `torqueCars.bench` — 0–100 and braking measurements. - `torqueCars.cars` — registry of live cars (`Cars.all()`, `Cars.localPlayer()`). - `driveControls` input map — throttle, steer, brake, handbrake, boost, recover (keyboard, gamepad, touch); the car's own, so it does not depend on the engine's vehicle map. - `carControls` input map — shift, auto/manual, respawn, garage (keyboard, gamepad, touch). - `carGallery` scene — every kind in every look side by side. ## Multiplayer Each car is simulated by the peer that owns it (a player's car by that player, AI cars by the host); every other peer draws it from the owner's poses. The engine replicates the soft-body dents from the owner, so everyone sees the same crumpled panels, including a player who joins later. The values a voice, a gauge or a brake lamp needs (`car.rpm`, `car.load`, `car.throttle`, `car.gear`, `car.shiftCount`, `car.boost`, `car.skid`, `car.brake`, `car.impactCount`, …) are declared with a replication rate, so remote cars sound and light up as they drive. The part fields (`kind`, `engine`, `tyres`, …) are synced: a swap made in one player's garage reaches every peer. Driving intent and network inputs are local to the owner. Verified on one machine with the engine's replication read-outs; a second real client has not been connected yet. ## Known engine limits - **#20569** — wheels do not read the ground's named surfaces yet, so each car ray-casts under its wheels itself and asks `driveSurfaces` for the grip. - **#20610** — rolling resistance is in progress in the engine; the car applies its own rolling resistance and drag as forces and leaves `rollingResistance` off double-counting. - **#20543** — wheels have no volume and cannot come off: a crash dents the body but never knocks a wheel loose, and a wheel can clip through a wall the body stops at. - **#20654** — held at full throttle a wheel can spin up without limit; the rev limiter and traction control (assists) keep it in check, with assists off a stationary burnout can over-spin. - **#21001** — a drivetrain's cost grows quickly with its parts, so every car uses the smallest network for its layout (7 parts FWD/RWD, 9 AWD) and writes network inputs only when they change. - **#21241 / #21242** — synced entity references and lists with gaps do not reach other players; the car keeps none in synced fields (the shell's attachment is re-made on each peer).
▲ 1↑ born
▣
module · born here
❒asset
# meshkit A small procedural geometry kit in pure Luau, used by the torqueCars body and wheel generators and usable for any generated hard-surface model. It collects a triangle soup with a per-triangle colour and provides these primitives: `gridBox` (the surface of a rounded cube sampled on chosen grids, bent through a map function, with vertex neighbours for post-processing and a colour callback per quad), `box` (rounded and rotated, optionally tapered), `tube`, `tubePath`, `ellipsoid`, `lathe` (around X), and `quadOut` / `triOut` to orient faces. `finalize` turns the soup into mesh arrays (positions, normals, colors, uvs, indices) with flat or angle-thresholded smooth normals and vertex welding, optionally normalised to the unit box with `center` / `size` reported. `meshkit.C` holds the car part colours, whose alpha is the `carBody` shader's part code.
▲ 0↑ born
▣
module · born here
❒asset
# torqueCars.catalog Every car kind and swappable part as data: `kinds` (12, with dimensions, mass, suspension, drive layout, final drive, brakes, drag area, default parts and camera mounts), `engines` (9 torque curves with idle/redline/limiter, turbo share and lag, voice), `gearboxes` (5), `diffs` (3), `tyres` (8 grip curves with per-surface affinity), `paints` (12). Helpers: `part(slot, name, kind)`, `kind(name)`, `torqueAt(engine, rpm)`, `peakHp(engine)`. Read by `assemble`, `Car` and `Garage`; add an entry to add a car or part. ```luau local Catalog = require("torqueCars.catalog") print(Catalog.kinds.muscle.label, math.floor(Catalog.peakHp(Catalog.engines.v8)), "hp") ```
▲ 0↑ born
backing path · torqueCars.package/wheelgen.module

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