Nürburgring Drive
Commits
Every published commit of this world, on every branch, newest first.
62e49baba8Gameplay: 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
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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; notesc1ed270cccOverhaul: 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
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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
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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
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Publish readiness: sound descriptions, trackside shader metadata, material previews; physics state snapshot/restore (for rewind)7e432773a3Bake live scene state (trees/rails/textured road/posts) + commit phase-2 scenery meshes and materials
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Persist play-mode car/cockpit materials as source assets; canonical scene save (trees/rails/textured road/posts)
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Complete persisted car material asset folders (README + .metadata)
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Persist per-boot car materials/meshes as source assets; prune dead cockpit rows; publish complete scened46084c635Strip re-installing idle avatar/camera controllers (35% of Lua time) at init + periodic sweep82c898db89Perf: numeric grid keys in track nearestIndex, skip-unchanged pose/camera writes, HUD 4-frame throttle + fingerprint, mirror camera hard-disable outside cockpitbbba0e5adeCar materials as assets (survive session death on synced entities), rebuild exterior per boot; verified on module-fix engine buildf16fac2500Real car exterior (car.js port: crowned-profile shell + details), HUD controls hint, cockpit toggle wiring8c4ac7d0feCockpit view (C toggle): dash/wheel/pillars/seats/mirror + live rear-view render texture5232e67cbaPhase 2: minimap HUD + sectors + lap distance, texture boot-touch, palette + rail tuningaad4779835Phase 2 visuals: textured road (UV rebuild), guardrails+posts, forest module, texture assets
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Phase 2: minimap HUD + sectors + lap distance, texture boot-touch in component, foliage/grass palette, rail materiald261b8d7e6Harden DriveGame vs boot race: lazy ensureModules + retried tryInit from update266cedfca4Task 11 complete: PUBLISHED — notes updated, car Models rebuilt with persisted materials15ea90b2cfTask 1-4: track/DEM data modules, vmath library (fixture-verified vs THREE.js), test harness, engine notes
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Task 5-6: Track class port (PASS 201 query fixtures) + avante carspec (PASS field check)
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Task 7: Vehicle physics port — PASS drop/launch/corner/determinism/NaN/walls vs original JS trajectories; 0.14ms/substep (debug build)
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Task 8 WIP: terrain port (exact vs JS), scenery meshes built (42 road/4 curb/120 ground/gantry), winding fixed, UP=3 ground
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Task 8 complete: road/curbs/terrain/gantry render verified (Karussell + Döttinger Höhe captures), clear_day lighting, notes updated
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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
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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
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Task 11: playability gate — scripted 20s sector run (monotonic progress, gears 1-5, 186 km/h), in-situ determinism PASS
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Task 11: restructure to nring.module with portable dotted requires (all 4 test suites PASS after move); publish-ready
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Remove superseded bare nring/ folder (replaced by nring.module)
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Persist car materials (were play-mode-only registry entries)
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Scene: rebind wheel/body materials to persisted assets
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Scene: rebind body material to persisted asset