Log inGet started
World

Banana 2077

Branchmain
Branchesmain
Commit49a1306fab

README.md

game.city.metro

The rest of Banana City around the Peel Kabuki street, built on the curving plan in game.city.map: Banana Crescent's ring round the old town, Gold Row's diagonal to its roundabout, the winding Mikan and Kiwi streets, Cliffside Way, Neon Boulevard and the outer avenues. Every road becomes a strip that follows its curve: asphalt, curb, sidewalk, edge lines, centre and lane dashes, crosswalks at junctions, puddles and staggered lamps. Lots line each road turned to face it (shops, flats, offices, low warehouses and Gold Row's gold towers, chosen by the map's styleAt), back lots fill the ground between, and each building's faces are dressed by what they look onto: storefronts, neon, signs and billboards on the street, fire escapes on alleys, plain walls where they are buried. It also builds the elevated highway's run south and east over the Undercroft along its spline, the cliffside promenade with its railings, barriers where a road runs off the city, edge walls, the water off the docks, and a ring of towers on the horizon that leaves every road's vista open.

Placed once by scenes/main.scene/build.luau under mount_city, beside game.city.district. It builds the plan in game.city.map with the materials in game.city.look (shared with the district), and needs nothing else from the scene.

Static geometry is batched per material per 130 m tile and written as one mesh per batch under metro_geometry. Collision (curbs, sidewalks, buildings, pillars, railings, barriers) is batched the same way into static triangle-mesh colliders (MeshCollider, fit = "exact") under metro_colliders, beside a ground box. Lights stand under metro_lights, kept within the renderer's light cap by the district's LightBudget.