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driveSurfaces

The ground a tyre stands on. Fourteen surfaces in a fixed order, each with what it does to a tyre (grip, slide grip, stiffness, rolling resistance, bogging drag, roughness, dust colour, skid sound, tyre class) and what it looks like; one call that answers which surface a wheel is…

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

driveSurfaces

The ground a tyre stands on. Fourteen surfaces in a fixed order, each with what it does to a tyre (grip, slide grip, stiffness, rolling resistance, bogging drag, roughness, dust colour, skid sound, tyre class) and what it looks like; one call that answers which surface a wheel is on; a Surface component that paints any entity with a surface; and a SurfacePatch component that lays a puddle, an oil spill or a rumble strip over whatever ground is under it.

Paved looks are procedural and texture-free (drivePavement shader): aged asphalt with aggregate stones, repair patches and hairline cracks; wet asphalt with standing water; sawn concrete slabs; granite setts in running bond; red/white ribbed kerbs; still puddle water with faint ripples; black oil with a thin-film rainbow sheen. They show at real scale on any box, plane or mesh. Natural grounds wear the installed groundMaterials (Terra Firma) surfaces.

First example

Paste this into the console (execute) of a fresh world that has driveSurfaces and groundMaterials installed. It lays four 8 m pads and an oil spill in front of the spawn, then asks which surface a wheel would read on each:

local Surfaces = require("driveSurfaces.surfaces")

local pads = {}
for i, kind in { "tarmac", "gravel", "grass", "ice" } do
    -- an 8 x 8 m pad whose top is at y = 0.05: material, BoxCollider and Surface component
    pads[kind] = Surfaces.pad(kind, { (i - 2.5) * 9, 0.05, -12 }, { synced = true })
end
-- a 3 x 5 m oil spill lying on the tarmac pad (a zone: it wins over the pad under it)
Surfaces.patch("oil", { -13.5, 0.05, -12 }, { size = { 3, 5 }, yaw = 30, synced = true })

-- what a wheel resting at a point reads (normally: the WheelCollider's hit entity and point)
print(Surfaces.sample(pads.gravel.id, vector.create(-4.5, 0.05, -12)).name)   --> gravel
print(Surfaces.sample(pads.tarmac.id, vector.create(-13.5, 0.05, -12)).name)  --> oil
print(Surfaces.sample(nil, nil).name)                                        --> tarmac

To remove it: for _, e in pads do entity.despawn(e.id) end and despawn patch_oil. To see every surface at once, load the gallery: zero scene load driveSurfaces.surfacesGallery in the shell (edit mode; it bakes on its first load).

API (require("driveSurfaces.surfaces"))

CallAnswers
Surfaces.names()surface names in their fixed order: the car.surfaceId order of the driving contract
Surfaces.list()every definition, in order
Surfaces.get(name) / Surfaces.byId(id)one definition, or nil
Surfaces.default()tarmac
Surfaces.sample(hitEntityId, position)the surface at a wheel contact: a patch zone at position first, else the Surface on the hit entity or its nearest ancestor that has one, else tarmac. Takes an id string or entity proxy (or nil), and a vector, a position proxy or {x, y, z}
Surfaces.ofEntity(entity)the entity's own / nearest ancestor's surface, else tarmac
Surfaces.patchAt(position)the patch zone surface at a point, or nil
Surfaces.material(name)the material a surface wears (an AssetRef for Model.material)
Surfaces.paint(entity, kind)gives an entity the surface's material (adding a cube Model if it has none) and a Surface component
Surfaces.pad(kind, position, opts?)spawns a drivable pad (opts.size {x,y,z}, default 8 x 0.2 x 8, top at position.y; parent, name, synced, yaw)
Surfaces.patch(kind, position, opts?)spawns a patch zone lying on the ground at position (opts.size {x, z}, default 4 x 4)
Surfaces.gallery(parent?)lays out every surface as a labelled pad
Surfaces.invalidate(), registerPatch, unregisterPatch, patchCount()what the components call; patchCount for debugging

A definition is { name, label, id, class, grip, slide, stiffness, rolling, drag, bump, dust: vector, skid, material, patchOnly }:

  • class: paved | wet | loose | soft | snow | ice, the keys of a tyre's affinity table in torqueCars.
  • grip: peak grip multiplier (tarmac 1). slide: multiplier on the tyre's sliding grip. stiffness: multiplier on tyre stiffness.
  • rolling: rolling resistance coefficient. drag: extra speed drag in s^-1 (bogging). bump: 0..1 roughness felt through the suspension.
  • dust: colour of the dust or spray a sliding tyre throws. skid: tarmac | gravel | soft | none (which skid sound).
idnameclassgripslidestiffrollingdragbumpskidlook
1tarmacpaved1.001.001.000.01200.03tarmacaged asphalt (drivePavement)
2wetTarmacwet0.700.620.900.01400.03tarmacwet asphalt, standing water
3concretepaved0.950.951.000.01300.06tarmac4 m sawn slabs
4cobblespaved0.800.800.950.01800.35tarmacgranite setts
5gravelloose0.600.750.600.03000.30gravelgroundMaterials gravel
6dirtloose0.650.700.700.02500.20gravelgroundMaterials dirt
7mudsoft0.400.450.500.0600.200.25softgroundMaterials mud
8grasssoft0.500.550.600.03500.15softgroundMaterials shortGrass
9sandsoft0.450.550.450.0800.250.10softgroundMaterials drySand
10snowsnow0.350.400.500.0300.050.08softgroundMaterials packedSnow
11iceice0.100.120.900.01000.01nonegroundMaterials ice
12rumblepaved0.900.901.000.02000.85tarmacred/white ribbed kerb
13puddlewet0.450.400.800.02000.02nonestill dark water
14oilwet0.150.150.900.01200noneblack film, rainbow sheen

The order is fixed: new surfaces are appended, never inserted, because car.surfaceId is an index into it.

Components

  • Surface (kind, synced): this entity, and every descendant without a Surface of its own, is that ground. Surfaces.paint adds it.
  • SurfacePatch (kind, showLook, synced): a zone of one surface over other ground. The zone is the entity's unit box times its world scale, turned with the entity; the entity's origin sits ON the ground, and the zone reaches half its Y scale up and down plus 0.35 m of slack. It registers itself into the module's flat patch list on awake (and moves with its entity, checked every 0.25 s) and unregisters on destroy. Its look sits flush on the ground at the origin: water (puddle) and oil are 1.5–2 cm films cut to an irregular blob, rumble is a 3 cm red/white slab whose stripes run along local Z, any other kind a 2 cm slab of its material.

How a car uses it

torqueCars calls Surfaces.sample(hit.entityId, hit.point) for each wheel's ground contact, multiplies the tyre's own grip fields by grip / slide / stiffness and its affinity[class], adds rolling and drag to its resistance, shakes the suspension by bump, and publishes the result's id as car.surfaceId. sample is two table lookups for an entity it has seen (cached per entity id, invalidated when a Surface appears, changes or goes) plus one oriented-box test per patch zone, about 0.25 µs per call.

Known limits

  • #20569: the engine's named terrain surfaces exist, but WheelCollider wheels do not read them yet. Grip per surface therefore comes from this package's sample(), which the car calls per wheel and applies to its WheelCollider grip fields. When the engine reads surfaces itself, the same table can drive it.
  • #20610: the engine's rolling resistance is in progress. rolling is a coefficient the car applies itself (as a resisting torque/force) until the WheelCollider takes one.
  • Thin films: puddle and oil looks are planes 1.5–2 cm above the ground they lie on (a decal projector stamps base colour only, so it cannot carry glossy water). They read cleanly in lit frames, and the engine's z-fighting diagnostic flags them from far away by its distance-relative tolerance.
  • Patch zones are boxes: a puddle's look is an irregular blob, but its zone is the whole box.

Multiplayer

Surface and SurfacePatch fields are synced, so a patch or paint applied to a synced entity reaches every player; every peer registers its own patch zones from its own entities, so sample() answers the same everywhere. Script-made pads in edit mode are local unless spawned synced.

Files

surfaces.module (the table and sample), Surface.component, SurfacePatch.component, shaders/pavementLib.shaderModule (procedural asphalt, concrete, setts, kerb, blob, thin-film, bump), shaders/drivePavement.shader, materials/ (tarmac, wetTarmac, concrete, cobbles, rumble, puddle, oil), surfacesGallery.scene.

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# Surface Says which driving surface an entity is (`kind`: tarmac, wetTarmac, concrete, cobbles, gravel, dirt, mud, grass, sand, snow, ice, rumble, puddle or oil; synced). Every descendant without a Surface of its own reads the same, so a road's deck, a car park or a field needs it once on its root. `driveSurfaces.surfaces.sample` reads it for a wheel's hit entity; `Surfaces.paint(entity, kind)` adds it together with the surface's material. Needs no sibling component; a collider somewhere in the hierarchy is what wheels actually hit.
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# SurfacePatch A zone of one driving surface laid over whatever ground is under it: a puddle, an oil spill, a rumble strip, a patch of mud on tarmac. The zone is the entity's unit box times its world scale, turned with the entity, with the entity's origin on the ground; wheels inside it read this surface before anything they hit. It registers itself into driveSurfaces' flat patch list on awake, follows its entity, and unregisters on destroy. It also draws its own look flush on the ground (`showLook`): dark glossy water for a puddle, a black film with a thin-film rainbow sheen for oil, raised red/white ribbed kerb stripes along local Z for rumble, a thin slab of the surface's material for anything else. Fields `kind` and `showLook` are synced. Needs no sibling component and no collider.
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# drivePavement Procedural, texture-free paved ground for driving worlds, at real scale on any box, plane or mesh: aged tarmac (dark bitumen with 2-8 mm aggregate stones, darker repair patches and hairline cracks), wet tarmac (darkened, glossy, standing water in the hollows), sawn concrete slabs, granite setts in running bond, red/white ribbed kerb stripes, a still puddle with faint ripples and a black oil spill with a thin-film rainbow sheen. `pattern` (0..6) picks the look; `slab_size`, `stripe_len`, `wear`, `seed`, `tint` and `bump_strength` tune it, and `use_uv` = 1 places it by mesh UV in metres (roadPieces' kerbs). Used by every driveSurfaces paved material (tarmac, wetTarmac, concrete, cobbles, rumble, puddle, oil).
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shadermodule · born here
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# pavementLib WGSL library of procedural, real-scale paved ground for driving games: aged asphalt with aggregate stones, repair patches and hairline cracks (`dp_asphalt`), wet asphalt with standing water (`dp_wet`), sawn concrete slabs (`dp_concrete`), granite setts in running bond (`dp_cobbles`), red/white ribbed kerb paint (`dp_rumble`), an irregular puddle/spill blob mask (`dp_blob`), thin-film oil colour (`dp_thinfilm`) and a screen-space bump helper (`dp_bump`). Every pattern takes metres plus the pixel footprint and fades sub-pixel detail to its mean, so it holds still at distance. Used by driveSurfaces' `drivePavement` shader and roadPieces' `roadSurface` shader.
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# surfaces (driveSurfaces.surfaces) The table of driving surfaces and the per-wheel lookup. Fourteen surfaces in a fixed order (tarmac, wetTarmac, concrete, cobbles, gravel, dirt, mud, grass, sand, snow, ice, rumble, puddle, oil; the index is the driving contract's `car.surfaceId`), each with grip, slide grip, stiffness, rolling resistance, bogging drag, roughness, dust colour, skid sound, tyre class and the material it wears. `sample(hitEntityId, position)` answers the surface under a wheel contact: a SurfacePatch zone there first, else the Surface component on the hit entity or its nearest ancestor, else tarmac, cached per entity id so it costs about 0.25 µs. Also `names`, `list`, `get`, `byId`, `ofEntity`, `patchAt`, `material`, and authoring helpers `paint(entity, kind)`, `pad(kind, position, opts)`, `patch(kind, position, opts)` and `gallery(parent)`. Called by torqueCars' cars per wheel per physics tick, and by anything that wants to know the ground (skid sounds, dust, AI caution).
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# surfacesGallery The driveSurfaces gallery: all 14 surfaces (tarmac, wet tarmac, concrete, cobbles, gravel, dirt, mud, grass, sand, snow, ice, rumble strip, puddle, oil) as labelled 6 x 6 m pads with concrete borders, in `car.surfaceId` order with their grip and tyre class, on a long-grass meadow in afternoon light, with the default player so they can be walked and driven over. Built by `build.luau` through `Surfaces.gallery()`.
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testsuite · born here
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# driveSurfaces Checks `driveSurfaces.surfaces` and its two components: - **Table**: `names()` / `list()` hold the 14 surfaces in the fixed `car.surfaceId` order. `get` / `byId` / `default` agree, unknown names and ids answer nil, and the definitions are frozen and well formed (class, skid sound, grip, slide, stiffness, rolling, roughness, dust). - **Grip ordering**: tarmac > concrete > wet tarmac > gravel > snow > ice, with puddles below wet tarmac and oil the slipperiest after ice. - **Materials**: every surface's material resolves, and an unknown surface raises. - **Patch zones**: inside/outside tests with the vertical pad, overlapping zones (the later one wins), rotated zones and unregistering. - **Sampling**: a pad's own `Surface`, an ancestor's `Surface`, the tarmac default (bare entity or nil) and a patch zone winning over the ground under it. - **Authoring**: `paint()` sets the Model material and the `Surface` kind. A `SurfacePatch` component registers its zone and removes it on despawn. It leaves alone how a car's tyres use the numbers (torqueCars' grip, rolling and bogging), the look of the materials and shaders, and the gallery scene. Zones are registered under `tests_driveSurfaces_*` keys and entities are spawned far from the play area. Both are removed after each test. Run it in edit mode: ```luau return asset.resolve("driveSurfaces", "testSuite"):run() ```
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backing path · driveSurfaces.package

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