048-coasterworks
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Let me explore the existing demos to see what's been done already.
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The task is "Wake up and do as you please." — so I should create a new Three.js demo. Looking at the previous demos, they're numbered 001-047. The last one was 047-primordial (Lenia Life Laboratory). I should create demo 048 with something new and impressive.
Let me look at what themes have been done so I don't duplicate:
- Spinning cube
- Nebula galaxy
- Mandelbulb explorer
- Fluid dynamics
- Gravity sandbox
- Event horizon (black hole)
- Sonic reactor (audio)
- Void runner (game)
- Azure odyssey
- Abyssal bloom
- Physarum garden
- Powder alchemy (falling sand)
- Clockwork nebula
- Neon rain
- Aurora borealis
- Skitter
- Coral resonance
- Threshold
- Attractorium (strange attractors)
- Murmuration (flocking)
- Terraforge (terrain)
- Cloudsea (volumetric clouds)
- Frostline
- Koi pond
- Ferrofluid
- Synchrony (coupled oscillators?)
- Cymatics
- Teslasphere
- Pyrosymphony
- Morphogenesis (reaction-diffusion?)
- Galton cascade
- Wavefront
- Gossamer (cloth/webs?)
- Magnetosphere
- Cloud chamber (particle physics)
- Wavefunction (quantum)
- Epicycle (orbits)
- Sandpile (abelian)
- Kinetic theory (gas)
- Lumen lab (optics?)
- Squish lab (soft body)
- Neon tilt (pinball/tilt game?)
- Hyperfold (4D?)
- Photon garden
- Critical point (phase transition / Ising?)
- Bridge works (bridge builder)
- Primordial (Lenia)
Ideas for demo 048:
- Reaction-diffusion 3D / Turing patterns on surfaces — might overlap with morphogenesis
- Voronoi shatter / destruction
- L-system fractal garden / procedural trees with wind
- Ocean waves with FFT (Gerstner/Phillips spectrum) — could be cool, "Waterworld" — but cloudsea and koi pond exist... An FFT ocean is still distinct
- Rope/cable physics with verlet — gossamer might overlap
- Ray-marched fractal kaleidoscope
- Double pendulum chaos sculpture
- Quantum double-slit interference — wavefunction might overlap
- Electric field line visualizer
- Solar system orbital mechanics with real ephemeris
- Terrain erosion simulator (hydraulic + thermal) — terraforge exists but erosion is different
- City generator / procedural city flythrough at night — that could be really cool! Procedural night city with buildings, lights, traffic particles, rain... but neon rain exists
- WFC (wave function collapse) tile-based world generator
- Spirograph / harmonograph 3D — epicycle exists
- DLA (diffusion-limited aggregation) crystal growth in 3D
- Chladni plate / cymatics — done
- Iso-surface metaballs marching cubes — ferrofluid probably overlaps
- Fire sim — pyrosymphony
- Boids — murmuration
- Laser/mirror puzzle game — "Lumen lab" is optics?
- Spring-lattice jelly — squish lab
- Maze generator + solver visualization in 3D
- Space elevator / orbital ring
- Tornado / hurricane simulator with particles
- Lightning storm / Lichtenberg figures — teslasphere might overlap
- Golf / mini-golf game
- Marble run physics — kinetic? galton?
- Planet factory: procedural planets with atmospheres
- Ant colony simulation
- Firefly swarm synchronization — synchrony probably overlaps
- Geodesic dome builder
- Ink in water (dye advection) — fluid dynamics overlaps
- Kaleidoscope raymarching
- Aurora — done
- Snow globe — frostline?
- Voronoi diagram interactive
- Electric circuit simulator visual
- Origami folding simulation
- DNA helix / molecular dynamics
- Tensegrity structures
- Digit recognition neural network visualization — neural net training visualized in 3D could be cool
- Kuramoto on a sphere — synchrony
- Icelandic volcanic / lava lamp
- Rain on window glass shader — neon rain overlaps
- Pendulum wave machine — a classic physics toy, but synchrony might cover coupled oscillators. A pendulum wave is distinct visually!
- Galaxy collision simulator — gravity sandbox overlaps
- Fractal ferns / L-systems with seasonal wind — "Fractal forest"
Let me think about what would be visually stunning and distinct:
Option A: "Stormfront" — volumetric thunderstorm with lightning, procedural Lichtenberg lightning bolts, rain particle system, camera shake... teslasphere does electricity.
Option B: "Erosion" — hydraulic erosion terrain simulator, watch water carve canyons in real-time. Terraforge exists but that's probably terrain generation. Erosion sim with water flow visualization is distinct and impressive.
Option C: "Nocturne City" — procedural infinite night city flythrough with glowing windows, traffic light trails, neon signs, fog. This is a classic impressive demo. Neon rain is rain-focused. This could be gorgeous with bloom.
Option D: "Marble Machine" — kinetic marble run with procedurally generated tracks. Physics-based, fun.
Option E: "Pendulum Wave" — a giant pendulum wave kinetic sculpture in a gallery setting with dramatic lighting. Mesmerizing but maybe too simple.
Option F: "Crystal Cave" — ray-marched cave with crystals, reflective refractive crystals. Photon garden may overlap (photon = light).
Option G: "Deep Space Telemetry" — Voyager-style... eh.
Option H: "Mycelium Network" — fungal network growth — physarum overlaps heavily.
Option I: "Origami" — folding paper simulation — hard.
Option J: "Tides" — FFT ocean with foam, floating buoyancy objects, day/night cycle. Very impressive. Phillips spectrum ocean with Gerstner waves, a boat or buoys bobbing, god rays... Koi pond is a pond, cloudsea is clouds above water maybe. An open ocean with big waves and interactive storm control would be distinct and gorgeous.
Option K: "Circuitry" — self-growing circuit board traces with signals flowing. Interesting but niche.
Option L: "Voronoi Cells" — interactive 3D voronoi fracture.
Option M: "Harmonograph Table" — sand pendulum drawing on a table — epicycle might overlap.
Option N: "Bloom" — procedural flower garden with L-systems, flowers blooming in time-lapse, wind, bees/particles. Very pretty. Coral resonance is underwater corals maybe. A procedural flower bloom time-lapse with physically-based growth could be gorgeous with bloom post-processing.
Option O: "Thunderdome" — physics demolition derby? eh.
Option P: "Wireframe Synthwave Drive" — neon, outrun style. Neon tilt and neon rain are neon-themed.
Option Q: "Saturn's Rings" — ring particle dynamics, shepherd moons, Cassini division forming. Distinct from gravity sandbox? It's a specific n-body simulation of ring formation with thousands of instanced rocks + a shader-lit gas giant. Could be gorgeous: "Ringforge". Gravity sandbox is general n-body. Ring formation is a nice specific phenomenon.
Option R: "Karesansui" — zen garden sand raking with ripple simulation. Koi pond is adjacent (Japanese garden).
Option S: "Bioluminescent tide" — plankton glow where you move through water. Abyssal bloom is deep sea?
Option T: "Spinning Top / gyroscope physics" — niche.
Option U: "Tessellation Tiles" — Escher-like?
Option V: "Ant Mill / termite cathedral" — procedural.
Option W: "Supernova / stellar lifecycle" — event horizon, nebula galaxy overlap.
Option X: "Windmills / dandelion seeds blowing" — seeds floating with fluid wind, interactive blowing. Pretty but maybe thin.
Option Y: "Rainstick / music sequencer 3D" — sonic reactor, pyrosymphony, cymatics cover audio.
Option Z: "Topology playground — Möbius strips, Klein bottles with flowing textures" — "hyperfold" is 4D probably. A Klein bottle with fluid flowing on it could be neat.
Let me think about what's most impressive + distinct. I really like the FFT ocean storm idea: huge swell, whitecaps, a procedurally-generated buoy field or a sailboat, lightning, rain, day-night cycle slider, wireframe debug, foam. Interactive: drag to orbit, slider for storm intensity, time of day. With bloom and nice tone mapping it could be gorgeous.
Alternatively procedural night city — infinite city generation with building variety, window emissive textures via shader, car light trails, elevated trains, fog, bloom. Also gorgeous.
Let me check what 022-cloudsea actually is to avoid ocean overlap. And check a couple others quickly.
Actually let me look at a few demo index files' titles/descriptions to gauge themes.
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The task is open-ended ("Wake up and do as you please"), so I'll create a new advanced Three.js demo. Let me first check the existing demos to avoid theme overlap.
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Notable: 014-neon-rain is already a "Cyberpunk City in a Thunderstorm" — so a night city demo would overlap significantly. Ocean is somewhat covered by koi pond (pond water) and cloudsea (clouds + maybe ocean below).
Let me check more titles to understand the full catalog.
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Full catalog understood. Now pick a distinct, impressive theme. Avoided overlaps: - City/neon/rain: 014
- Water garden: 024; ripple tank: 032; clouds: 022
- Flocking: 020; Lenia: 047; physarum: 011
- Soft body: 041; truss: 046
- Ising: 045; sandpile: 038
- 4D: 043; attractors: 019; Fourier: 037
- Portals: 018; path tracing: 044; optics: 040
- Fireworks: 029; plasma: 028; aurora: 015
- Terrain: 021
Fresh ideas that would be visually stunning and advanced:
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"Ringforge" — Saturn ring dynamics with shepherd moons. Instanced rocks (50k+), real orbital mechanics at 2D plane, planet shader with bands, shadow on rings, Cassini division. GORGEOUS with bloom. Distinct from gravity sandbox (general purpose).
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"Emberworks" / "Glassblower" — nah.
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"Mycelia" — overlaps physarum.
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"Tornado Alley" — volumetric tornado over procedural farmland, debris particles, lightning. Could be cool. Weather not done except aurora/neon rain. A tornado with debris cloud + funnel raymarched = impressive.
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"Karesansui / Zen" — koi pond adjacent.
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"Wave interference / double slit" — wavefunction/wavefront cover.
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"Tensegrity" — niche.
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"DLA Crystal growth" — frostline is winter window (frost crystals?). Check 023-frostline — "interactive winter window" — probably frost on glass. DLA in 3D might be distinct: "Dendrite" — growing copper crystals in an electrolytic bath, with marching cubes or point splatting. Could be gorgeous but slow.
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"Orbital Foundry / Stellar Forge" — stellar lifecycle overlap with clockwork nebula/event horizon.
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"Inflatables / balloon dynamics" — soft body covered.
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"Rope bridge / suspension" — bridge works covered.
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"Marble machine / Rube Goldberg" — a physics marble machine with procedurally assembled tracks, lifts, spirals. Very fun, "kinetic sculpture". Distinct: Galton cascade is a probability board (pegs + bins). A marble run would be tracks, funnels, jumps. I could do a fixed delightful machine with verlet/sphere physics... Actually a "marble run" with many marbles flowing continuously through loops and spirals, with nice wood/metal materials and bloom, is mesmerizing. Physics needs to be robust though — could fake it with parametric tracks (marbles follow spline paths with speed from gravity = energy conservation along track). That's very robust: define track network as splines, marbles advect along with v = sqrt(2g(h0-y)), junctions randomly switch. Add funnel (conical spiral), loop-the-loop... This is "parametric marble run" — no physics engine needed, always stable, looks amazing. Add sound clicks? Generative plinks when marbles pass points → musical marble machine! Like Wintergatan! "Marble Machine" — a musical kinetic sculpture: marbles drop through a xylophone of tuned bars generating generative music, with tracks, funnels, gears. That is VERY cool and distinct. Audio + visual + physics-ish.
Hmm, but complexity: building a nice-looking parametric track network + marbles + audio mapping. Doable in a single file.
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"Sakura / wind blossoms" — petal particles + tree. Pretty but maybe thin.
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"Wind Chimes / kinetic sound sculpture" — niche.
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"Ink bleed / watercolor sim" — 2D-ish.
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"Paper planes / flight sim" — flight: azure odyssey? "Azure Odyssey" — probably sky flying. Check it: title just "Azure Odyssey". Possibly ocean/sky journey. Avoid.
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"Superconductor levitation / maglev" — niche.
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"Perpetual motion gallery" — eh.
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"Tidal pool / starfish" — overlaps water.
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"Lava lamp metaballs" — ferrofluid overlap.
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"Volcanic eruption with lava flows" — "Caldera": procedural volcano, lava particle sim, glowing embers, ash plume, lava flowing down channels carving glowing paths, night scene with bloom. Pyrosymphony is fireworks; this is distinct. Could be spectacular!
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"Ring oscillator / analog synth patch bay" — audio covered.
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"Origami crane folding" — hard.
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"Sundial / ancient observatory" — epicycle adjacent.
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"Kelp forest underwater with light rays" — abyssal bloom / coral resonance are underwater. Avoid.
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"Comet / meteor shower interactive" — space covered a lot.
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"Bacterial colony / petri" — primordial adjacent.
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"Springs & gears clockwork" — clockwork nebula has gears.
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"Wind tunnel visualizer" — streamlines around airfoils with smoke particles! "Wind Tunnel" — interactive aerodynamics lab: place shapes (airfoil, circle, car), adjust angle of attack, particle streamlines, lift/drag readouts. Physics-lite (potential flow or just heuristic). Distinct from fluid dynamics (which is 2D dye sim probably). Could be educational + pretty. But not "wow" spectacular.
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"Tornado of fire / fire whirl" — niche.
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"Orrery / solar system with real proportions" — epicycle/clockwork adjacent.
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"Neon sushi train" — lol.
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"Dune: sandworm" — no.
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"Avalanche / granular flow" — sandpile adjacent.
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"Roller coaster designer" — draw a coaster in 3D with spline editor, then ride it in first person with correct physics (g-forces shown). FUN + interactive + impressive! "Coasterforge". Physics on a spline is robust (energy conservation + banking). Editor: click to add control points, drag handles, preset layouts. Ride cam with loops, corkscrews. Bloom + sunset sky = gorgeous. Distinct from all demos. This could be the one!
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"Ferris wheel / amusement park at night" — pretty but thin.
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"Balloon pop / carnival" — no.
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"Magnetic field line sculptor" — magnetosphere covered.
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"Supercollider / particle accelerator" — cloud chamber covered.
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"Glider / soaring sim with thermals" — flight overlaps azure?
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"Trebuchet / siege physics" — fun: destruction + physics. "Siege" — launch projectiles at a procedurally built castle wall, verlet-based block destruction. Wow factor: crumbling towers! Physics: simple rigid bodies (boxes) with impulse + sleep. Might be heavy to implement robustly without a physics engine... I could use a tiny custom verlet-box engine or use cannon-es from CDN! cannon-es is available on unpkg. Physics engines are allowed (only Three.js mandated from CDN; other libs fine). With cannon-es, a destruction sandbox becomes very doable and super fun: stack stone blocks into a keep, fire different projectiles (stone, bomb, cluster), slow-mo, bloom, dust particles. "Siege Engine — Castle Destruction Sandbox". Hmm, sounds fun and impressive, distinct.
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"Rocket launch / space program" — eh.
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"Drone racing through neon gates" — neon tilt/void runner are games. Void runner is a game already.
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"Fishing / deep sea" — water covered.
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"Zen rock balancing / cairn" — with physics! Stacking stones. Related to destruction idea but calm.
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"Kite flying" — cloth + wind. Gossamer is a spiderweb (cloth-ish verlet). Kite might overlap cloth tech.
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"Hot air balloon festival at dusk" — pretty scene, many balloons rising over valley with burners glowing. Kind of static though.
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"Labyrinth — marble tilt maze" — neon tilt is pinball, but a classic wooden labyrinth tilt maze is a game too. Overlap pinball-ish.
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"Skeeball / arcade" — no.
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"Oil & water / lava" — covered.
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"Fractal tree grower with seasons" — "Arboretum": procedural L-system trees, growth timelapse, wind sway, leaves falling, season slider, fireflies at night. Pretty + procedural generation + particles. Distinct. Could be gorgeous with bloom and nice ground. Advanced: instanced leaves (thousands), skeletal sway in vertex shader, day/night cycle.
Hmm. Top contenders:
A. Ringforge (Saturn rings) — space theme heavy already (002, 005, 006, 013, 019, 034, 036, 043...). Lots of space. Maybe skip.
B. Marble Machine (musical kinetic sculpture) — unique, mesmerizing, generative audio (fits 007 sonic reactor family but visual-first). Complexity moderate. Parametric spline marbles = stable. Generative pluck audio when marbles hit tuned bars = delightful. I love this one. It's like a "Marble Machine X" Wintergatan vibe.
C. Roller coaster designer/rider — fun, interactive, wow. Editor complexity moderate-high.
D. Siege destruction sandbox — fun + wow, needs cannon-es; risk: CDN dependency beyond three. It's fine (unpkg serves cannon-es). Destruction with hundreds of boxes = great with dust + slow-mo.
E. Arboretum (procedural seasons) — pretty but calmer.
F. Volcano "Caldera" — spectacular: GPU lava particles, glowing flow shader, ash plume, embers, lightning in ash (volcanic lightning!). Volcanic lightning is a wow factor. Terrain procedural, lava flow via particle rivers with bloom... Actually could combine: night eruption, bloom heavy. Distinct from pyrosymphony (fireworks). Hmm, terrain + particles.
Let me weigh "wow per implementation risk":
- Marble machine: risk = making it look good requires care (tracks, supports, funnels). Audio mapping fun. Deterministic-stable motion.
- Coaster: risk = editor UX is the hard part; riding is easy. Could skip editor: "Coaster" with procedural coaster generator + ride button + multiple seats? Simpler: procedural coaster each "regenerate" → new layout; ride with g-force meter, speed, banking; scenic alpine environment at golden hour. That's very doable and thrilling!
- Siege: cannon-es physics, destroy castle. Fun factor high, robust with engine. Dust + slow-mo + bloom.
- Caldera: mostly shaders/particles, medium risk, high spectacle.
The "do as you please" instruction means I pick. Let me pick something with great visuals + interactivity + audio + not covered:
"Coaster — Procedural Roller Coaster Generator & Ride":
- Generate closed-loop coaster layouts (seeded random): station, lift hill with chain-lift sound, drops, loops, corkscrews, airtime hills, helix.
- Frenet-frame track construction with proper banking (compute banking from curvature + speed to keep lateral g comfortable, or classic coaster style).
- Physics: energy conservation + friction, chain lift, gravity, g-force computation (vertical/lateral), speed readout HUD.
- Ride in first-person (with head sway) or chase cam or free orbit.
- Environment: golden-hour sky, sun, procedural terrain hills, trees (instanced cones/spheres... maybe simple low-poly pines), a lake with reflection? Keep moderate.
- Post: bloom, vignette, motion blur-ish (skip), god rays maybe too much.
- Audio: generative wind whoosh scaling with speed, chain clack on lift, rumble. WebAudio noise-based.
- UI: regenerate seed, ride/pause, camera mode, speed overlay, g-force graph maybe.
Track building is the tricky part: generating a smooth closed 3D spline with loops requires care. Approach: define control points in 3D with a CatmullRomCurve3 closed loop; loops/corkscrews added by explicitly inserting "feature" control point sequences (parametric loop shape: circle tilted...). Classic approach: build layout as sequence of elements: straight, turn, hill, loop, corkscrew, helix — each defined parametrically with entry/exit position+direction; concatenate. This guarantees feasibility. Implement an "element" builder returning array of points; feed all points into CatmullRom for smoothness, or sample each element densely with its own analytic curve and stitch (Hermite continuity). Stitching analytic elements with matching tangents gives C1 continuity — good enough for visuals + ride.
Simpler robust approach: generate control points via parametric elements, then fit a single closed CatmullRom through all points (centripetal), then resample uniformly by arc length; compute frames with parallel transport to avoid twist popping; banking via physics; loop elements produce control points forming a vertical loop — CatmullRom will smooth it fine.
Roller coaster loops are clothoid (teardrop) — control points can approximate: entry, bottom, sides, top, exit. Fine.
Banking: target lateral g = 0 → bank angle = atan(v²/(g·R)) for turns; on loops, banking ~ 0. Compute from curvature vector. Use parallel-transport frames then roll towards desired up vector smoothly.
Physics: v from energy: v = sqrt(max(0.5, v0² + 2g(h0 - h))) — but must respect chain lift (on lift segment, constant speed) and friction: simulate properly: dv/dt = g·(-dh/ds) - μv²... simpler: integrate along path with forces: a_t = -g·(dy/ds) - c·v (+ lift drive on lift section). Step dt with fixed s-step... use velocity verlet along arclength. On lift hill section, override speed = 1.5 m/s (chain). Start at station with small push; need enough energy to complete — generator ensures first drop is tallest point; subsequent elements below energy line. Guarantee: compute max height of later elements < lift height - margin.
That's very tractable! Wow factor: riding a coaster in first person at sunset with bloom, terrain, trees, lake. HUD: speed, g-force, height. Camera modes. Generative wind audio. Regenerate seed.
Name: "Coasterforge" or "Aurora Coaster"... Let me go with "Skyline Coaster"? Or "G-Force"? "Terminus"? I like "Velocirail"... or "Sunset Coaster"... "APEX — procedural coaster". Let me choose "Zenith — Procedural Coaster Observatory"? Hmm. Simply: "Coasterworks — Procedural Roller Coaster Foundry".
Wait — is there overlap? 046-bridge-works is engineering sandbox; 042 neon tilt is pinball. No coaster.
Alternatively the marble machine... The coaster is more thrilling. Let me commit: 048-coasterworks.
Plan the scene:
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Renderer: WebGLRenderer, ACESFilmicToneMapping, shadows (PCFSoft), sRGB. EffectComposer: RenderPass, UnrealBloomPass (low strength), custom vignette+grain shader pass (like previous demos), maybe FXAA/SMAA.
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Environment:
- Sky: big sphere with gradient shader (golden hour → dusk), sun disc, few clouds via noise in shader, stars fade in at night? Keep golden hour fixed for simplicity but add subtle time slider? Fixed golden hour is fine; maybe add "time of day" slider cycling golden→dusk→night. Sky shader can handle.
- Terrain: procedural heightmap plane (simplex noise), gentle hills, green/gold grass color by height with fog; a lake plane with reflection? Reflection via Reflector is costly but a small circular lake could be nice. Simpler: glossy water plane with sun specular in custom shader (fake). Let's do a big ground with heightfield and a water plane at low elevation areas — a water plane at y = waterLevel with animated normal ripples + sun glint.
- Trees: instanced low-poly pines (cone + trunk) scattered on hills, ~600 instances, sway in vertex shader (cheap wind).
- Rocks maybe. Skip.
- Fog: exponential fog matching sky horizon color.
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Coaster generation (seeded RNG - mulberry32):
- Elements list built sequentially: station straight, lift hill (chain), first drop (with slight turn), then random sequence: airtime hill, banked turn (90–180°), loop (clothoid approx), corkscrew, helix, zero-g roll, final brake run into station.
- Each element appends control points with positions; maintain current pos/dir/height. Ensure closure: design layout as closed curve — approach: generate the layout in "plan view" loosely around a circle so it returns near start; then final element connects back to station. To guarantee closure: after elements, compute remaining displacement and add a "return" element that curves back to start position with matching direction. Might be imperfect; alternative: generate layout parametrically as deformed circle: angle parameter t 0..2π, radius modulated by noise, height profile designed as sum of features at chosen angles (lift at start, drops/hills after). Loops: at chosen angle ranges, override height to make a vertical loop (y goes up and over while x barely advances) — a loop is hard to express as y(θ) with r(θ)...
Better: sequential element construction with analytic pieces, then force closure by "homing" algorithm: choose elements that keep the path within a bounded area (turns alternate), then final "return home": compute needed turn to face start, add S-curve to align, then straight to start. Matching direction at the end: use a large-radius 180+ turn... This can self-intersect but that's FINE for coasters (they cross over themselves all the time — looks awesome with supports!). Self-intersection is a feature here. Only need pos/dir match at closure.
Simpler robust plan: Build layout as sequence of elements with a heading-based state machine (like turtle graphics in 3D). End with "homing sequence":
- while heading not toward home within tolerance: add gentle turn element toward home direction.
- then descend/ascend to station height with gentle hill(s).
- then straight to home, final points exactly at station start with station direction. Then CatmullRom closed through all control points. CatmullRom smoothing will slightly alter end tangents but closed=true handles wrap; the last straight into station ensures smoothness.
Energy feasibility: track max height must be the lift top minus drop margin; compute total energy: after lift top (h_lift, v_chain), every subsequent point height must be < h_lift - v_chain²/2g - friction margin. When generating each element, clamp heights: available = h_lift - margin - losses estimate. If a hill would exceed, clamp its height. The homing descent brings us back to station height (station at h0, lift starts at h0... top at h_lift; end must come down to h0 — plenty of energy; final brake section: strong friction zone reduces speed to station crawl. Physics sim handles brakes as high-friction segment. Good.
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Loop element: parametric: enter with speed v; loop radius R < v²/(2g) constraints... visual only — just build geometry: loop as circle in vertical plane along current heading, with entry/exit at bottom, going forward. Control points: bottom entry, up-back, top (upside down), down-forward, exit. Use ~10 points around circle with slight forward offset (clothoid-ish, offset makes it teardrop and prevents zero-length). CatmullRom will smooth. Rider goes upside down — camera roll handles via track frames (up vector flips). Need consistent frames: use parallel transport from station start (up=+Y) around the whole closed curve — parallel transport naturally handles the loop flip and returns... for a closed curve, PT frames have a holonomy mismatch at closure. Fix: compute total twist mismatch and distribute correction along the curve (standard technique).
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Supports: procedural supports! For each support point along track every N meters where height above ground > 3m: vertical cylinder (lattice look via 2 crossed beams?) down to terrain, plus horizontal connector. Use InstancedMesh of cylinders: compute per-instance matrix (position midpoint, orient Y to direction, scale to length). Thousands of instances fine. Also lift hill gets denser supports. Foundations: small cylinder feet. This will look legit.
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Track: two rails + crossties (sleepers). Rails: TubeGeometry along offset curves (offset along frame x-axis by ±gauge/2). Tube radius ~0.06. 1000+ tubular segments — TubeGeometry with 8 radial segments, maybe 1200 length segments → 120082*2 tris ≈ 38k tris fine. Ties: InstancedMesh box every ~0.6m → ~2000 instances. Rail material: metallic red/white? Classic: rails white/steel, ties colored (e.g., crimson). Spine? Add center spine tube for style. Also station platform: simple platform box + roof on pillars + queue fence? Keep station simple: platform + canopy.
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Ride simulation:
- Car: simple sleek train (1 car for first person; add 3 trailing cars in chase mode — trailing cars follow the spline at arclength offsets with their own frames — easy since we have s-parameterization!). Train of 5 cars looks great.
- Physics: state (s, v). Forces: gravity along tangent, friction (a = -μ g cosθ? simplify -c1 v - c2 v²), chain lift on lift segment (v = const), brakes on brake segment (extra friction). Integration: semi-implicit Euler, substeps for stability.
- G-forces: vertical g = (v²·k_n + g·cos(angle between up and world up))/g... compute properly: a = dv/dt along T + v²κ N (curve normal). Specific force (what you feel) = a - g_vector; vertical g = dot(specific, up_frame)/g + 1? Standard: n = (a_centripetal + g·up_component)/g. I'll compute: felt accel vector f = a_tangentT + v²κN - g_vec; then vertical g = dot(f, frame.up)/g, lateral = dot(f, frame.right)/g. Display + a subtle camera shake at high g and "greyout" vignette at >4.5g (fun!). Also airtime (negative g) → slight camera float.
- Cameras:
- Ride cam: front seat, position = frame pos + up*1.1, lookAt = pos + tangent (+ slight look-ahead), roll with frame. Add subtle head bob/lag.
- Chase cam: behind/above train.
- Orbit: free OrbitControls (default at start).
- HUD: speed km/h, vertical g bar, lateral g, height, layout name/seed, element name? Maybe current element label ("Loop!", "Airtime!") fun touch. Track progress bar.
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Audio (WebAudio, start on first interaction):
- Wind noise: filtered noise, cutoff ∝ speed.
- Track rumble: lowpassed brown noise ∝ speed, plus clatter via short noise bursts at tie intervals (s crosses tie spacing → click) — actually ties pass ~1.7Hz·v → clicking like real coaster! Do:每当 s mod tieSpacing crosses, trigger tiny click; at speed it's a roar — maybe just amplitude-modulate noise at that frequency. Simpler: periodic click when floor(s/tieSpacing) changes, with low volume.
- Chain lift: ratchet clack loop when on lift.
- Screams? No. Maybe ambient birds when idle. Keep: wind + rumble + clacks + lift clatter + brake screech (filtered sawtooth descending when in brake zone with speed).
- Whoosh at high speed / in loop.
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Post-processing: UnrealBloom (strength ~0.35, threshold ~0.85), custom final pass: vignette + film grain + slight chromatic aberration + speed-based radial blur? Radial blur in shader ∝ speed for thrill — subtle. Also greyout at high positive g: desaturate + darken edges ∝ g.
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UI/Controls panel:
- Buttons: Ride / Leave ride, Camera mode (Ride/Chase/Orbit), Regenerate (dice + seed input?), Time of day slider, Quality auto.
- Sliders: maybe friction? Not needed. Time of day (golden → dusk → night with track lights!). NIGHT MODE with lit supports/headlights = gorgeous: car headlight (spotlight), station lights, light strips along lift. Do a simple day/dusk/night slider affecting sky shader, sun position, fog color, exposure, and turning on emissive track-side lamps (instanced small emissive spheres + bloom does the rest).
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Layout name generator: fun — random coaster names ("Crimson Vortex", "Velvet Comet"...). Display in HUD.
Performance: keep instancing everywhere, moderate geometry. Auto-quality: reduce pixelRatio + bloom res if FPS low (like previous demo pattern).
File: /space/demos/048-coasterworks/index.html single file, import map from unpkg (match previous demos — check what version a recent demo uses). Let me check 047's import map quickly.
Also: previous demos seem to have a common style (dark UI panels). Let me peek at one recent demo briefly for conventions (e.g., 046 or 047) to match quality bar and check CDN URLs that worked before (offline? I have network access it seems — the previous run used unpkg CDNs; fine).
Let me inspect 047 briefly for import map + structure, then write the new demo.
Actually, let me reconsider marble machine vs coaster once more... The coaster is a bigger wow. Decision: 048 — "Coasterworks" (procedural coaster foundry).
Let me also verify three.js version used in recent demos and OrbitControls import path.
- Commented
The full catalog is clear — 47 demos covering fluids, space, biology, physics, audio, games. A procedural roller coaster generator & ride simulator would be fresh, thrilling, and technically rich (spline engineering, physics, procedural supports, generative audio, day/night). Let me check recent demo conventions first:
- Created activity call execute_shell_command
- Created
Good. Recent demos use three@0.170.0 with unpkg import maps. I'll use the same.
Now, design the coaster demo in detail. I'll write it as a single self-contained index.html. Let me carefully architect the coaster generation since it's the crux.
Coaster Generation Algorithm (turtle-based element builder)
State:
pos(Vector3),heading(yaw angle θ),pitch? Instead of full 3D turtle, I'll define elements analytically in local 2D (horizontal plane) + height profile, then transform.Element approach — each element is defined by:
- horizontal path: either straight line or circular arc (turn with radius R, angle Δψ)
- vertical profile: height as function of arc length along the element (linear, or smoothstep hump for airtime hills; for loop: special parametric)
For a loop, the path is not a function over horizontal advance cleanly... Actually a loop advances horizontally by ~2R while height goes 0→2R→0 and the local "pitch" goes through vertical. A CatmullRom through loop control points handles this fine — I just need control points. So the generator just needs to emit control points with correct positions; continuity handled by centripetal CatmullRom with enough density.
Let me define a builder with helper
addPoint(x,y,z)in world space, and current state {pos, yaw (heading dir in XZ), }. For most elements, I generate local points with forward axis = local +Z, then rotate by yaw and translate by pos, updating pos/yaw at the end.Elements:
- station(pos, yaw): straight 12m, flat at h0. Points every 2m.
- lift(length L, height H): straight, rising: pitch up at ~25°, i.e., L = H / tan(25°). Points: start, then smooth ease at bottom and top: use a few points with smoothstep blending: y(s) = h0 + H * smootherstep(s/L) but that gives gentle start/end which is realistic (chain lift has curved entry). Actually entry curve then constant slope then crest curve. Use smootherstep over whole — slope peaks in middle; fine.
- drop(turn angle?): from lift top, dive: y decreases steeply (~60-75°) then levels at bottom near ground h_min. Could combine with turn (drop with 90° twist). Points: parametric t: y from H to h_min with smootherstep inverted (steep in middle), forward advance accordingly, plus optional yaw change over the drop.
- airtimeHill(height h): parabolic crest: forward L, y = h * sin(π t) shaped (smooth in/out), like a speed bump. Requires h < available energy margin.
- bankedTurn(arc angle A, radius R, bank irrelevant for geometry): horizontal arc, y could slightly descend (coasters lose height). Just flat-ish with maybe small drop. Points around arc.
- loop(R): vertical loop in plane of heading. Local: center at (0, R, R_forward?) Let local forward = z. Points t in [0, 2π]: z = R*sin(t) ... hmm start bottom going forward: position around circle: angle φ from -90°... Let me param: φ from 0 to 2π, point = center + (cos, sin) circle in (up, forward) plane: z = z0 + R sin φ... Start at φ=0: (y=0+? , z=z0). We want entry at bottom moving forward (+z): parametrize by angle a from 0..2π where point = (y = R(1 - cos a), z = R sin a). At a=0: y=0, z=0, derivative dy/da=0, dz/da=R → moving +z. a=π/2: y=R, z=R → at height R (side), moving +y (up). a=π: y=2R, z=0 top moving -z?? dz/da = R cos a = -R → moving -z at top... that's backwards! For a loop you continue forward over the top. Hmm: at top of a loop, the car is upside down moving in the SAME forward direction (+z overall through the loop). Let me re-param: point = (y = R(1-cos a), z = R sin a): at a=π: z=0... that's wrong — z should continue increasing? No! In a vertical loop, the car goes forward, up, backward over the top?? NO — in a real vertical loop, looking from the side, the car travels in a circle: enters going forward at bottom, climbs (moving forward+up), at the top it's moving BACKWARD relative to entry direction??
Think about a loop-the-loop: car enters at bottom heading +z. It goes around the inside of a circular loop. At the top of the loop, the car is upside down, heading −z? Yes! In a vertical loop, at the top you're moving in the opposite horizontal direction — you exit the loop... at the bottom moving +z again after coming down the back side. The exit is slightly offset from entry but same direction +z. Side view: circle; entry at bottom moving +z; quarter up (front of circle) moving up; top moving −z; three-quarter (back of circle) moving down; bottom moving +z again and exit. So horizontal displacement over a loop ≈ 0 (entry and exit at nearly same z, exit slightly forward in practice). My param above: at a=π/2: (y=R, z=R) moving up — that's the FRONT of the loop (z max at a=π/2). Top at a=π: y=2R, z=0 moving −z. Back down: a=3π/2: y=R, z=−R (behind entry!) then back to z=0. That makes the exit BEHIND entry — the path crosses itself (typical loop has entry/exit crossing!). Real loops: exit track crosses above/below entry track slightly offset laterally. In practice coasters offset the exit slightly to the side. For our CatmullRom path: entry and exit at nearly the same point = path crosses itself → cusp risk with CatmullRom (two control points near-identical with opposite-ish tangent flow). To avoid degenerate points, make the loop slightly "inclined": add small lateral drift (helical offset) so exit is offset by ~2m to the side: x_lateral = drift * (a/2π). Then exit continues +z from there. With drift 2.5m, no self-intersection cusp. Good — and clothoid-ish: use radius slightly smaller at top: R(a) = R * (1 - 0.25 sin(a))? teardrop: radius larger at bottom, smaller at top — implement R varying: r(a) = R(1.15 - 0.3*(1-cos a)/2). Points: 14 samples.
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corkscrew / zero-g roll: straight advance L while roll rotates 360° — but geometry-wise the path is nearly straight (the TRACK twists around the train; path is the centerline). For the ride path, corkscrew centerline is roughly straight with small helix. The TWIST is in the track orientation, not the path. Since I compute banking/roll from curvature, a straight path = no roll. So I need to specify roll explicitly for such elements!
=> Track frame strategy: I'll compute base frames via parallel transport, then allow an additional explicit "roll offset" per arclength defined by elements (banking from physics OR explicit roll for corkscrew/zero-g roll). I'll store a roll angle array sampled along the spline: default = physics-based banking; for corkscrew elements override with explicit 0→360 roll. The frames = PT frame rotated by roll about tangent.
For corkscrew, the centerline: advance straight while rolling; but if centerline perfectly straight, the "track" rotates around the rider — visuals of rails will twist around. That's fine and correct (in-line twist / heartline roll!). Real heartline roll rotates around rider's heart line = centerline. So implement zero-g roll element: straight(ish) path with slight up-over hump + roll 0→2π over length L. And corkscrew: similar but with lateral S — keep zero-g roll only for simplicity + maybe "barrel roll drop"... Keep zero-g roll; it reads great in first person.
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helix(R, turns): horizontal circle arc 360°+, descending slightly — a long helix turn with strong banking (physics auto-banks). Good finale.
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brakeRun(L): straight, slight decline to station height; physics applies strong decel.
Homing problem: after N random elements, need to return to station start (pos0, yaw0). Approach:
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Keep generator bounded: start heading +Z... I'll design the sequence template so it ends near start: e.g., overall layout roughly circular: keep track of total turning; choose turn directions to steer a rough loop. Simplest robust: after random elements, run homing:
- Compute vector to home in XZ.
- Add a turn element rotating heading toward home bearing (choose arc radius ~25-40m, angle = needed, direction = sign of cross).
- Add straight/descend element covering distance to home minus a final approach length, with height easing to h0. But the straight must end exactly at home with heading = yaw0 — after step 2 heading points AT home, but home's required heading is yaw0 (original direction). So need an "S-align": turn to face home, travel, then turn again to match yaw0 — classic dubins-ish. Simplify: choose the LAST element before brake run to be a turn that ends aligned:
Alternative that guarantees closure by construction: build the layout as a closed parametric base shape: angle α from 0→2π, radius r(α) = R0 * (1 + Σ bumps), with a "height profile" h(α) designed with features (lift at α small, first drop, hills at chosen α). Loops/zero-g roll can't be expressed this way...
Hybrid: sequential elements + homing with two turns + straight (Dubins path with equal radii, allow overshoot). I'll implement homing as:
- turn to bearing-to-home (arc)
- straight descend toward home but stop
L_approachbefore home where L_approach = 30m: now at point P1, heading toward home. - Hmm still need heading=yaw0 at arrival.
Cleaner: make the station approach direction FREE: instead of requiring end yaw = original yaw, I can CLOSE the CatmullRom regardless — a closed spline doesn't need my generated last-point tangent to match the first element's tangent... wait, it DOES for smoothness (C1 at wrap). CatmullRom closed uses neighbors across the wrap, so as long as the geometry flows smoothly through the wrap point it's fine — the curve smoothness at the joint depends on actual point arrangement, not my element bookkeeping. So I need the last points and first points to form a smooth joint geometrically.
So: station straight is at start; the return leg must merge into the station straight smoothly. Plan: reserve the final approach: the brake run = straight from P_end to home along direction yaw0. So I need to reach P_end = home - dir0 * L_brake with heading = yaw0. Dubins: from current (pos, heading) to (P_end, yaw0). Use turn-straight-turn (LSL/RSR...) with fixed radius R=35. Compute Dubins path in 2D — implement simple LSL/RSR/LSR/RSL shortest. That's a known formula; I can implement it. Arcs of radius 30-45 are fine coaster turns.
Simpler pragmatic alternative: steer during generation so we end roughly back at start with roughly correct heading, then append a big "swooping return" element: a 270° turn that ends aligned. Specifically:
- After random elements, do
alignToHomephase: a. Compute bearing to home. Turn toward it (arc, radius 30). b. Now heading ≈ toward home. Compute signed perpendicular offset d of home from current line. To end with heading yaw0 at P_end: choose a turn direction and do a "hook": turn AWAY then back?
Dubins is honestly cleaner. Let me implement minimal Dubins (CSC only — LSL, RSR, LSR, RSL) with fixed R; pick shortest valid. Positions: scale— our layout spans ~150-250m, R=35 fine. I'll implement carefully with known math:
Dubins CSC: given start (x1,y1,θ1), goal (x2,y2,θ2), radius r. Transform to goal-local: dx=x2−x1, dy=y2−y1, D=hypot, d = D/r. θ = atan2(dy,dx). α = mod(θ1 − θ), β = mod(θ2 − θ). LSL: t = mod(−α + atan2(cosβ−cosα, d + sinα − sinβ)); p = ... standard formulas:
For LSL: tmp0 = d + sinα − sinβ p² = 2 + d² − 2cos(α−β) + 2d(sinα − sinβ) if p²<0 invalid tmp1 = atan2(cosβ − cosα, tmp0) t = mod(−α + tmp1); p = sqrt(p²); q = mod(β − tmp1) RSR: tmp0 = d − sinα + sinβ p² = 2 + d² − 2cos(α−β) + 2d(sinβ − sinα) tmp1 = atan2(cosα − cosβ, tmp0) t = mod(α − tmp1); p; q = mod(−β + tmp1) LSR: p² = −2 + d² + 2cos(α−β) + 2d(sinα + sinβ) if p²<0 invalid p = sqrt; tmp2 = atan2(−cosα − cosβ, d + sinα + sinβ) − atan2(−2, p) t = mod(−α + tmp2); q = mod(−mod(β) + tmp2) RSL: p² = d² − 2 + 2cos(α−β) − 2d(sinα + sinβ) p=sqrt; tmp2 = atan2(cosα+cosβ, d − sinα − sinβ) − atan2(2, p) t = mod(α − tmp2); q = mod(β − tmp2)
I need to double check these formulas (from memory of PythonRobotics dubins). I'll verify numerically in a Node harness before baking in. Good thing I can test with node!
Heights during homing: ease from current height down to h0 across the homing elements (compute per-point y by interpolating progress). Since heights are just control point y's, I can assign y after generating XZ path: y(s) = smoothstep from h_start to h0 over total homing length. Ensure no part exceeds energy limit: descending is safe.
Energy/feasibility constraints:
- Track heights: h0 (station) ~ 6m above ground min? Terrain has hills; track min height above terrain: ensure track y ≥ terrain(x,z) + 2.5 by design: keep track heights in band [h_low=10, h_lift=55]. Terrain amplitude ±8 around 0 with water at y=0... Let me set: water level y=-2; terrain base 0 with hills up to +14; track band 14..60 → supports 0..50m tall. First lift H=48-58. Subsequent features clamp to ≤ H−12. Drop bottom ≥ 16. Homing descends to station h0=16.
Hmm wait, terrain up to +14 and track at 16 min → supports tiny there; fine, some segments near-ground is realistic (terrain-following sections!). Also ensure track doesn't clip terrain: keep h_low ≥ 16 > terrain max 14 + margin 2. OK. But then drops feel less swoopy... make terrain amplitude smaller (±9) and h_low = 12. terrain max 9 → clearance 3m. Good.
Random element sequence design (seeded): Template:
- Station (12m flat)
- Small dip/turn out of station? Classic: slight turn then lift. Add "turnout" 30-60°.
- Lift hill (H = 45-60)
- First drop (steep 60-80°, maybe with turn 0-120°) → reaches low height h_low
- Then 4-6 elements sampled from: airtime hill (1-3 in a row), banked turn (90-180°), loop (needs speed → only right after drop or after big descent; require current-height budget: loop top 2R ≤ available + current y... physics: v at loop top² = v_entry² − 2g·2R > min. Simplify: allow loop if current y ≤ H*0.5 and pick R = clamp((H − y)/3.2, 9, 16). The first element after drop is ideal: enforce template: drop → [loop?] → elements...), zero-g roll (on a straight-ish section, cheap), helix (descending 360-540°), banked S-turns.
- Final: big helix or turn to burn speed + homing Dubins (which acts as final turns) → brake run (20m) → station joint.
Feasibility check of heights: maintain
energyCeil= H − 8 (never exceed after lift) and clamp hill heights: hillTop = min(current y + h, energyCeil)... Actually hill height h chosen 6-14, ensure current y + h ≤ H − 10 else clamp/skip. Since y decreases monotonically-ish overall (with hills bumping up), fine.Also vertical G sanity: not critical — it's a sim, g-meter will show whatever; generator should avoid absurd (radius too small at high speed). Speed at bottom of first drop: v = sqrt(2g(H − h_low)) ≈ sqrt(29.845) ≈ 30 m/s = 108 km/h. Loop R=14 → bottom g ≈ v²/R/g = 900/14/9.8 ≈ 6.5g+1... too much. R=16: 6g. Hmm real coasters hit 4-5g max. Mitigate: cap speeds via stronger friction/drag (coaster has drag!), use H≤50, drop to h_low=14 → Δh=36, v=26.6 m/s (96 km/h); loop R=15: v at entry ~26; bottom g = 1 + v²/(gR) = 1 + 700/(147) = 5.8g. Still high but loops are tight — could auto-add slight brake before loop ("trim brake" — realistic!). Or accept ~5g peak (games show it, greyout effect adds drama). I'll add mild speed-sensitive drag so v stays ≤ ~28, and choose loop R ≥ 15. Peak ~4.5-5g, fine.
Banking computation: banking angle φ = atan(v²·κ_h / g) where κ_h = horizontal curvature (signed). For turns (flat), full banking makes lateral g = 0 in frame — real coasters bank slightly less for some lateral feel; use 85% of full. On hills (vertical curvature), no banking (up stays up). Banking should approach roll based on local curvature direction: decompose curvature vector κ⃗ into horizontal component (→ banking) and vertical (→ no roll). Signed horizontal curvature sign determines left/right lean. Compute per sample: κ⃗ = dT/ds. Horizontal part: κ_h = component of κ⃗ in XZ plane perpendicular to heading... Let me simplify: signed curvature in plan view: from headings θ(s): κ_plan = dθ/ds. Bank = atan(v(s)² κ_plan / g) clamped to ±70°... but v varies with position; evaluate v via quick energy estimate v² = v0² + 2g(h0−y) precomputed during generation. Good — generator computes v_est per control point, bake into banking array.
But roll from corkscrew overrides. And on the loop: κ_plan = 0 (heading in plan view constant) → banking 0 → PT frame handles upside-down naturally? Parallel transport frame: at loop top, PT up = −Y? Let's see: PT propagates the frame minimally twisting; going over a loop, "up" rotates with the loop: at top, frame up points −Y (toward loop center... wait center at top is below? At top of loop, center of circle is below the car? No — at top of the loop the car is at height 2R, center at height R below the car, so car is upside down: head points toward center = downward = −Y. PT frame gives exactly this: minimal rotation about binormal; over the loop, up rotates from +Y to −Y smoothly.
Then at closure, PT frame mismatch: distribute twist correction. Also add banking roll on top. Good.
Ride camera: front car position at s, use frame (T, N_up, B). Camera at pos + up1.15 + forward0.3; look along tangent with slight up adjustment; add roll exactly frame roll (set camera.up = frame.up). Add speed-based FOV kick (60→75) and shake ∝ roughness (small Perlin noise amplitude ∝ v²).
Trailing cars: for chase/orbit views, render train of 6 cars: car i at s − i*2.2m, oriented along its own frame. First-person hides interior or shows front of own car below (cockpit view showing car nose = adds immersion; keep simple: show front chassis slightly below camera).
Track geometry:
- Resample closed CatmullRom (centripetal) into N ≈ 2400 uniform arclength samples via curve.getSpacedPoints + compute frames manually. Actually use curve.getPoints fine subdiv then resample by arclength manually for uniform spacing. I'll implement: sample 4000 points, compute cumulative length, resample to uniform ds ≈ totalLen/2400. Store pos[], tan[], and PT frames + roll → final up/right arrays. Also precompute curvature for physics/g-meter: κ(s) from dθ/ds on resampled data (or from curve tangent differences).
- Rails: build custom BufferGeometry extruding a small circle profile along offset curves? TubeGeometry needs a Curve object: create CatmullRomCurve3 from offset points (left rail points, right rail points) with closed=true; tubularSegments = 1600, radialSegments=6, radius 0.07. Two tubes ≈ 160062*2 = 38k tris. OK.
- Ties: InstancedMesh box (gauge+0.3, 0.06, 0.24) every 0.7m → for 700m track = 1000 instances. Orient with frame.
- Spine: central box-beam? Add a third tube radius 0.16 below center by 0.25 (spine) in accent color — modern coaster look. Yes, looks structural.
- Supports: sample every ~7m where clearance > 2.5m: main column from track−0.4 down to terrain+0.2; plus for tall supports (>12m) add a second column fanned (A-frame)? Keep: single cylindrical column per rail pair + cross brace for tall ones. Instanced cylinders; per-instance: position=midpoint, quaternion aligning +Y to (top−bottom), scale=(r, len, r). Also small footing disc. Count ~ 100-200. Cheap.
- Station: platform box (14×1×4), canopy roof on 4 pillars, small queue rails; station at track start — place platform beside track (offset right). Also "brake run" fins? skip.
Terrain: 512×512 plane, 128×128 segments, simplex noise height, color via vertex colors (grass gradient by height + sand near water). Water: big plane y=−1.8 with custom shader (animated normals wobble, sun glint specular, fresnel to sky color). Simple and pretty.
Sky: big inverted sphere, shader: gradient by elevation with palette mix by timeOfDay (golden hour, dusk, night), sun disc + glow, faint stars at night (hash noise), horizon haze. Plus directional sun light + hemisphere light, shadow cascade covering play area (~300m): one directional with 2048 shadowmap, tight-ish frustum — acceptable. Trees + track cast shadows.
Trees: two InstancedMeshes (trunk cylinders, foliage cones×2 stacked → use merged geometry), ~700, positions on terrain above water+1 and below certain slope, away from track corridor (check min distance to track polyline in XZ > 6m, and outside station area). Sway: skip vertex sway for simplicity? Instanced foliage with slight per-instance rotation variance; wind sway via shader would require custom material; use onBeforeCompile to add sway to foliage: pos.x += sin(time*1.3 + instanceId) * pow(uv.y?) — with merged cone geometry, sway by height: transformed.y factor. Doable with onBeforeCompile injecting into begin_vertex:
transformed.x += uSway * transformed.y * sin(uTime*1.2 + float(gl_InstanceID)*1.7);— gl_InstanceID needs WebGL2 (fine). Keep subtle.Lamps / night mode: instanced small emissive spheres on posts along lift + around station + on tallest supports (say 40 lamps). At night: sun dark, lamps emissive bright + bloom → beautiful. Also train headlight spotlight at night. And station light strip.
Post: EffectComposer + RenderPass + UnrealBloomPass(0.45, 0.6, 0.85) + custom ShaderPass (vignette, grain, speed radial blur subtle, high-g greyout, chromatic aberration at edges ∝ speed).
Audio (WebAudio, master gain, mute toggle):
- Wind: white noise → bandpass, freq 400→1800 Hz and gain ∝ v.
- Rumble: brown noise → lowpass 120Hz, gain ∝ v*0.5.
- Tie clacks: on crossing tie boundary: short filtered click (only when riding, throttle to ≤ 30/s; at high speed merges into buzz — realistic!).
- Chain lift: when on lift segment: repeating clack every 0.12s + motor hum (sawtooth 80Hz quiet).
- Brake screech: on brake segment with v > 5: highpass noise + descending sine 800→300.
- Ambient: gentle birds at day? skip; night: crickets (high freq chirp pattern, subtle)? Skip crickets — keep wind + mechanical.
- Start on first pointer interaction; mute button.
HUD: coaster name + seed, speed (km/h big), g vertical + lateral bars, height, progress bar with element markers?, buttons: RIDE (enter ride cam), camera cycle, regenerate, time-of-day slider, speed graph? Keep: top-left title/name; top-right stats; bottom-center controls. Also "element callout" text that pops when entering elements ("LOOP", "ZERO-G ROLL", "AIRTIME") — fun! Detect via element ranges stored during generation.
Physics loop: fixed dt=1/240 substeps ×8 per frame; state s (arclength), v. a = g*(−dy/ds approx via tangent.y * −g) − c_rrv − c_dragv*|v| + drive(lift) − brake(decel). If v < 0.01 and not on lift and not at station → shouldn't happen if energy ok. Station: hold at s in station zone until "dispatch" (start pressed) → initial push 3 m/s until lift chain engages. Simpler: auto-dispatch loop continuously: train waits 2s at station, dispatches, runs circuit, brakes, stops, waits, repeats. RIDE button just switches camera. Good ambient behavior (like a real idle coaster cycling).
Chain lift zone: s in [liftStart, liftEnd]: v = 4.2 m/s constant (lerp in). Brake zone: extra μ=0.9 decel to target 2 m/s. Station zone: hold v=0 at s=0 for 2.5s. Compute once per frame g-forces: v_g = 1 + a_n·up/g + tangential contribution? Proper: specific force n⃗ = a⃗ − g⃗ (a⃗ = total acceleration of car). vertical g felt along frame up: n_up = (a_t*T + v²κN − g⃗)·up / g. I'll compute and smooth. Display + greyout at >4.5, redout at <−1.
Alright — also auto-quality: monitor FPS; if < 50 for a while: reduce pixelRatio steps (1.5→1.25→1→0.85) and bloom resolution; if > 58 restore. Simple stepped controller.
Naming: generate coaster name from lists: adjectives [“Crimson”,“Velvet”,“Solar”,“Midnight”,“Neon”,“Iron”,“Azure”,“Golden”,“Scarlet”,“Thunder”] + nouns [“Comet”,“Vortex”,“Serpent”,“Falcon”,“Tempest”,“Phantom”,“Horizon”,“Cyclone”,“Raptor”,“Mirage”]. Title: demo name “Coasterworks — Procedural Coaster Foundry” (048-coasterworks).
Colors: accent orange/amber (#ffb454?) golden hour theme. UI dark glass panels like other demos.
Testing: I'll extract the JS into a node harness to sanity check: generation closure (end near start), heights within band, track length, no NaN, Dubins correctness, frame continuity, physics completes circuit. Node can't run three easily... Actually it can:
npm install threeworks in node (pure JS). I can import three from node_modules and run the generation code. I'll structure the script so the generation functions are testable: write the core as a module string used both in HTML and node test? Simpler: write a standalone node test file that duplicates imports from three npm package and includes the same generation code via import of a shared .mjs that I also inline? Overkill — I'll write the demo JS as a separate file/tmp/coaster/main.mjsfirst, test generation in node with three installed, then inline the final into index.html. Node has fetch? npm available? Let me check node availability.Actually network access exists (can import URL to shell). Let me check node/npm presence.
Let me now check what's in the environment.
- Commented
Conventions confirmed: three@0.170.0 via unpkg import maps, glass-panel UI. I'll build 048 — "Coasterworks": a procedural roller coaster foundry with spline engineering, real physics (energy, g-forces, chain lift, brakes), Dubins-path layout closure, procedural supports/terrain, day–night cycle, ride/chase/orbit cameras, and generative mechanical audio.
First, check the tooling environment:
- Created activity call execute_shell_command
- Created
***************************************************************************************************************************************************ML.
- Created activity call execute_shell_command
- Created
Three.js installed. Now let me write the coaster generation core as an ES module that I can test in Node, then inline it into the HTML.
I'll write
coaster-core.mjscontaining:- RNG (mulberry32)
- Simplex noise (for terrain) — actually I'll write a small value-noise/simplex; for the demo I'll implement a compact simplex 2D.
- Dubins path solver
- Coaster layout generator → control points + per-point meta (element type, speed estimate)
- Track builder: resample, frames (parallel transport + twist correction + banking), curvature, supports positions, tie instances, etc.
Then a test harness
test.mjsthat runs generation for many seeds and validates.Let me carefully write the core.
Let me define coordinates: THREE world: X right, Z forward(toward viewer default), Y up. Heading yaw: direction vector (sin(yaw), cos(yaw))? Let me define heading angle ψ measured so dir = (cos ψ, sin ψ) in XZ plane: dir = (cosψ, 0, sinψ). Bearing atan2(dz, dx)... I'll use math convention in the XZ plane with x→x, y→z: angle θ = atan2(z, x), dir=(cosθ, 0, sinθ). Turning left = increasing θ (counterclockwise seen from +Y above? Cross product Y-up: rotating from +X toward +Z is clockwise seen from above with Y up... In right-handed coords with Y up: X cross Z = -Y... Rotating +X to +Z is a rotation about −Y, i.e., clockwise when viewed from above (+Y looking down). Doesn't matter as long as consistent: leftTurn flag etc. For banking sign I just need consistency between curvature sign and roll sign, which I'll verify numerically in tests (lateral g ≈ 0 when banked correctly — I can assert |lateral g| small in test!).
Dubins: standard 2D in plane (x, y) with y := z. Left turn = increasing angle in xy-plane. Map: x_d = x, y_d = z. θ same convention atan2(z-component, x-component). Fine.
Dubins implementation (from PythonRobotics style):
Planning: from (sx, sz, θ0) to (gx, gz, θ1): dx = gx - sx; dy = gz - sz; D = hypot; d = D / r; theta = mod2pi(atan2(dy, dx)); alpha = mod2pi(θ0 - theta); beta = mod2pi(θ1 - theta); Try all four, pick min total cost (t + p + q).
Then generate points: step along segments: for mode sequence, sample every ~2m: integrate: current (x, y, θ); for L: θ += step/r (x -= r*sin? ) Let me do standard incremental: for arc with curvature k = ±1/r: x += ... use exact: for segment length L_step:
- S: x += Lcos θ, y += Lsin θ.
- L: θ' = θ + φ; center = (x - r sin θ, y + r cos θ); point = center + r*(sin(θ+φ)?, ... easier param: for L turn: x(φ) = x0 + r*(sin(θ0+φ) − sin θ0), y(φ) = y0 − r*(cos(θ0+φ) − cos θ0). For R turn: x(φ) = x0 − r*(sin(θ0−φ) − sin θ0), y(φ) = y0 + r*(cos(θ0−φ) − cos θ0). I'll verify numerically: derivative at φ=0 for L: dx/dφ = r cos θ0 * (1/r) ... with ds = r dφ: dx/ds = cos θ0. Good.
I'll write a
sampleDubinsthat returns points every ds with headings, and a test verifying final endpoint equals goal within tolerance.Now the layout generator:
Let me set concrete numbers:
- H0 = 12 (station height)
- Ground amplitude ~9 (max terrain ≈ 10.5) — hmm, station at 12 with terrain up to 10.5 leaves 1.5m. Tight; make terrain max ~8 (amplitude mix), H0=13. Let's do terrain height = fbm * 7 - 1 → range [-8, 6]... I want some hills taller for looks. Actually supports over water: lake areas where terrain < −1.5. Track min height 11.
Let me define generator helpers:
Elements (each pushes control points including its start==current point? Avoid duplicate consecutive points — CatmullRom dislikes zero-length segments (centripetal handles it but let's avoid). I'll push points excluding the start (start = previous element's end).
straight(len, ds=3): n points forward, same y. Used for station, brake run.slopeRun(len, y1): forward, y eased smootherstep from current to y1.lift(height): len = height / tan(26°); y = smootherstep; mark zone 'lift' (chain).drop(yTarget, turnDeg=0, steep=...): length L chosen from drop height Δy and average slope ~55°: L ≈ Δy / tan(50°) horizontally + extra; parametric: t: 0→1; y = y0 + (yT−y0) * smootherstep2(t) where smootherstep2 emphasizes steep middle: use s-curve s = tt(3−2t) then y = y0 + Δy * s; horizontal: forward advance L * t; yaw += turn * s (turn coupled with descent). points ~16.hill(height, len): y = y0 + height * sin(π t)^1.2; forward len; small lateral 0.turn(angleDeg, radius, dropY=0): arc; y drops linearly by dropY (default slight negative like −0.05*arc length to bleed height? keep simple: linear ease by dropY). Points every ~Δs 3-4m.loop(R): as derived: a: 0→2π (14 pts): y = R*(1−cos a) * shape; z_local = R * sin a * squash; lateral drift: lat = drift * (a/2π) with drift ~2.4; radius mod: r(a) = R*(1.18 − 0.36*(1−cos a)/2) → bigger at bottom, tighter top (clothoid feel): y = r(a)(1−cos a), z = r(a)0.92sin a... with r varying, at a=2π: y=0, z=0 good; lateral exit offset drift. Then update P (advance ≈ drift lateral, small fwd) and yaw unchanged. Wait — entry at a=0: point = (0,0,0) = current point (skip to avoid dup). Also tangent continuity: entry tangent should be forward (+z local): at a→0: dy/da = r'()0 + rsin a →0; dz/da ≈ 0.92rcos a → 0.921.18R >0 good. Exit tangent at a=2π: same forward. Good.zeroGRoll(len): straight advance len with slight hump (height +2 at middle) and roll override 0→2π (store rollOverride range). The roll is applied around the centerline — the rails twist. Note: with rails at ±gauge, the tube geometry will twist around — correct heartline roll look!helix(angleDeg (360-540), R, dropY): turn with big drop: y linear ease down.brake(len): straight flat-ish at yTarget descending to H0; zone 'brake'.
Sequence template:
Homing target: station start P0=(0,H0,0) with yaw0=0. Approach: brake run straight of length Lb=22 ending at P0 with heading yaw0 → approach point A = P0 − dir0*Lb with heading yaw0. So Dubins from (current XZ, yaw) to (A, yaw0), radius 34. Then brake straight 22m to P0. Closed spline wraps P0 → station continues.
Height profile during homing: from current y down to H0: assign per Dubins point y = smoothstep by cumulative length fraction. Then brake run flat at H0? Slight: descend to H0 at brake start. OK.
Energy check: the homing descends to H0=12-13. Fine.
Then build THREE.CatmullRomCurve3(pts, closed=true, 'centripetal', 0.5). Resample: getSpacedPoints(4000) — for closed curve returns 4001 pts with last == first? For closed, getSpacedPoints(N) returns N+1 points where last duplicates first. I'll drop last.
Uniform resample gives ds ≈ L/4000 (~0.18m for 700m). Maybe 3000 is enough; frames via parallel transport:
Closed curve holonomy: after full loop, u[N] vs u[0] mismatch angle φ; distribute: apply roll correction −φ*i/N cumulative. Compute φ = signedAngle(u_N, u_0, T_0) where u_N = PT-propagated one extra step to point 0.
Banking: κ_plan signed: from yaw(s) of T projected to XZ: yawT = atan2(T.z, T.x); dψ/ds unwrap. v_est(s): from energy: v² = vChain² + 2g(hLift − y) — need hLift = max y. v_est = sqrt(max(4, v0² + 2g*(ymax − y)))... at station v small; banking only matters at speed; during lift bank 0 fine (slow anyway; banking at low speed = small anyway due to v² factor).
bank[i] = clamp(atan2(v² * κ_plan, g) * 0.9, ±1.22 rad). Smooth bank with moving average (window ~15 samples) to avoid jerk. Apply roll: rotate up/right around T by bank[i] + rollOverride[i] (rollOverride from zero-g roll element: store as per-sample array built by mapping element s-ranges with roll from 0→2π; also blend edges).
Actually simpler: store per-control-point "rollExtra" and interpolate. The zero-g roll spans its length; roll goes 0→2π linearly over the element; since 0 ≡ 2π, ends smooth. Interpolate in s. I'll mark zone ranges with their s-interval and roll function.
Zones: after resample, compute s for each control point (cumulative chord), map resample index → nearest control point zone. Simpler: build zones as list of {s0, s1, type} using control-point cumulative lengths, then per resampled i, s known → zone lookup. I'll compute per-sample zone id array.
Element callouts: list of {s, name} at element starts (drop, loop, zero-g, helix...). HUD shows when s crosses.
Physics:
Simplify station handling: station zone s ∈ [0, 14m]. Behavior: if s in station && v < 1.2: hold: v=0, dwell timer; after 2.2s dispatch: v=1.5 push. While in station & dispatched: gentle accel a=2 until exit. Lift zone: v = max(v, ...) actually chain: v → lerp toward 4.0 with strong pull; a = (4.0 − v)3. Brake zone: a += −min( ... ) target speed 3: a = (v>3)? −4 : 0 plus drag. Gravity: a += −g * T.y (T = unit tangent; uphill T.y>0 decel). Rolling: a += −cr * g * 0.0015? Let's use a += −(c1v + c2vv) with c1=0.01, c2=0.0009 — tune so train completes with margin: drop 46m → v=30; over 600m loses ~? c2 v² at 25 m/s = 0.56 m/s²; over 600m ~ loses 0.56600? energy: Δ(v²)/2 = −aL → v_end² = 900 − 20.4avg*600 = 900−480=420 → v=20 at end — too much loss maybe; tune c2=0.0005. I'll validate in node test by simulating full circuit and ensuring completion & min margin: v ≥ 6 everywhere except station/lift, and v at return ≤ brake capability. Test will tune constants.
g-forces per frame: a_tangential = (v − vPrev)/dt curvature κ from samples: κ_vec = (T[i+1]−T[i−1])/(2ds); normal accel = v² * κ_vec (vector). specific force f = T*a_t + v²κ_vec − gvec(0,−9.81,0) vertG = dot(f, up[i])/9.81; latG = dot(f, right[i])/9.81. Smooth with EMA.
Camera ride: pos = p[i] + up1.12 + T0.4 (front seat over nose). look = p[i] + T8 + up(1.12 + lookPitch). camera.up = up (smoothed). FOV = 62 + min(18, v0.35). Shake: rotational noise amp = 0.0012v²*0.02... subtle.
Cars: 6 cars, offsets 2.4m; each car: position = sample(s − k*2.4) etc., quaternion from frame (lookAt matrix with up). Car model: build once: rounded box body (BoxGeometry with bevel? just box + colored), seats? Keep stylized: low-poly open car: base box, side panels, headrest boxes, front nose cone (wedge). Wheels: small cylinders at bogies. Group per car, instanced not needed (6 groups).
Colorscheme: track rails light gray (#dfe6ee), spine + ties crimson (#e63b4f) or per-seed hue! Randomize coaster color scheme per seed: pick from palettes: [crimson/white], [teal/navy], [purple/gold], [orange/charcoal], [green/cream]. Ties color = accent; rails = light; supports = darker shade of accent or gray. Station matches. Nice variety per regeneration.
Terrain:
- size 600×600, segments 160×160 → 51k tris ok. height = fbm(x,z) with 3 octaves value noise (implement simple hash-based value noise w/ smooth interp — fine) amplitude 8, plus flatten near station & track corridor: flattenFactor by distance to track (min dist to XZ polyline) — within 10m flatten toward clamp. Compute after track built: for each vertex, d = minDistXZ to track samples (use spatial hash grid for speed — 4000 samples × 25k verts brute force = 100M ops, too slow in JS? ~100M simple ops maybe 1-2s; use coarse grid: track samples into 20m cells; per vertex check nearby cells only. Implementable quickly. Or reduce terrain verts: 128×128 = 16k verts × 4000 = 66M — borderline; grid hash it.) Also raise a gentle hill ring far away? Keep simple.
- Vertex colors: by height & slope: sand near y<−0.5, grass gradient, rock on steep, subtle noise variation. Water plane at y=−1.6 circular disc r=550? plane 1200² basic with custom shader: animated ripple normals (sum of 2 sine waves), fresnel mix deep/shallow color, sun glint specular (Blinn), fade alpha near shore? keep opaque; shore handled by terrain sand color. Add slight opacity 0.92.
Trees: conifer: trunk cylinder(0.18, 0.28, 1.6) + 3 stacked cones. Merge into one BufferGeometry per type, InstancedMesh count 500-800, place via rejection sampling: y_terrain > −0.5 (not in water), slope < 0.5, dist to track > 7m, dist to station > 20m. Random scale 0.7–1.6, rotation random. Foliage color: two greens mixed per instance via instanceColor. Wind sway via onBeforeCompile small. Cast shadow: instanced shadows OK.
Rocks: a few dozen icosahedrons scattered, gray.
Clouds: 8-10 billboard-ish soft sprites? Use simple flattened icosahedron clusters with MeshStandardMaterial transparent? Might look meh. Alternative: sky shader with procedural cloud band (fbm in fragment, cheap 3 octaves) — drifting with time. Do that — prettier and free.
Sky shader plan (fragment):
- dir = normalize(vWorldPos)
- elevation e = dir.y
- palette by uTimeOfDay (0=golden,1=dusk... actually slider 0..1: 0=day golden, 0.5=sunset, 1=night). Define key colors day/sunset/night for zenith/horizon and mix.
- sun: dir uniform uSunDir; glow = pow(max(dot(dir,sun),0), 8..64) layers + disc.
- clouds: c = fbm(dir.xz/(dir.y+0.15)*scale + time drift) shaped into band; color tinted by sun.
- stars: night factor * hash-based points. Sun light position tied to timeOfDay: azimuth fixed-ish, elevation from 25° → 4° → −15° (below horizon at night, then moon? keep dim bluish directional as moon at night with low intensity).
Exposure/fog also driven by timeOfDay.
Lamps: N lamp positions: along lift every 10m offset right 2m, around station, and every ~40m along track alternating sides (skip where height < ground+3?). Lamp = small post cylinder + emissive sphere (r=0.14). InstancedMesh with instanceColor warm. Emissive intensity uniform — swap material emissive by timeOfDay (uniform via material.emissiveIntensity). Bloom picks them up at night. Also train headlight: SpotLight attached to car 1 when night (intensity by timeOfDay), plus taillight emissive red on last car.
Post shader (final pass): uniforms tDiffuse, uTime, uVigStrength, uGrain, uSpeed (0..1), uGrey (0..1 greyout), uChroma. Operations: chromatic aberration radial scaled by uSpeed*0.5+edge; vignette; grain; desaturate+darken by uGrey with radial falloff (tunnel vision at high g — cool!).
Audio engine:
- ctx lazy init on first gesture.
- master gain 0.8.
- wind: bufferSource white noise loop → biquad bandpass; gainNode. per frame: freq = 300 + v30, gain = min(0.5, v0.012)²... tune.
- rumble: brown noise → lowpass 140Hz; gain = min(0.6, v*0.02).
- clacks: track tieSpacing s; when floor(s/spacing) changes & riding view: play click (short noise burst through highpass 1800Hz, gain 0.15, decay 0.03). Cap rate: skip if elapsed < 25ms.
- lift: if zone==lift: schedule clack every 0.13s (chain dog) + hum osc(saw 55Hz, gain 0.05). Manage with flags.
- brake: if zone==brake && v>4: screech: noise highpass 2500 + osc sine 1200→500 over 0.5s; trigger once per entry.
- ambient night crickets: skip. birds: skip.
- mute toggle button.
Auto-quality: measure EMA fps; tiers: pixelRatio [min(dpr,2), 1.5, 1.25, 1]; bloom on/off; terrain shadows keep. Switch when fps < 45 for 3s (down) or > 57 for 8s (up). Show tiny "quality" indicator maybe in stats panel.
UI Layout:
- Top-left panel: "COASTERWORKS" title + coaster name + seed.
- Top-right: stats: speed km/h, vert g (bar colored), lat g, height m, lap progress %, FPS.
- Bottom-center: buttons: ▶ Ride / ✕ Exit ride, Camera: Ride/Chase/Orbit, 🎲 New Coaster (seed random), seed display, time-of-day slider, sound toggle, quality auto.
- Element callout center-top flash text.
- Intro overlay? Small "click to enable sound" hint that fades.
- Onboarding hint bottom-left: "Drag to orbit · Scroll to zoom · R to ride".
Touch support: orbit controls handle touch; ride button works.
Edge cases: WebGL not available → show message.
Now — the biggest risk is geometry/generation bugs. Node test will validate:
- Dubins: random cases, endpoint error < 1e-6.
- Layout: for seeds 1..200: closed curve resample: no NaN, min curvature radius > 6m (avoid kinks; check by max |dT/ds|), height within [9, 70], terrain clearance (compute terrain fn min over samples: clearance > 1.5m), self-intersection not checked (allowed visually... but check no two non-adjacent samples within 1.2m at similar height? crossings need vertical separation: check pairs close in XZ have |Δy| > 2.5m OR are the loop-crossing... loop crossing: entry at bottom y≈y0, exit drifts lateral 2.4m — XZ distance 2.4m, same y — rails gauge 0.75, centerline distance 2.4 OK. Check min XZ distance between far-apart samples ≥ 2.0 or Δy ≥ 2.5.)
- Physics sim: full circuit completes, vmax < 40 m/s, v ≥ 5 except station, peak |vertG| < 6.5, completes in T < 120s.
Then tune constants until pass.
Terrain function shared between core (for clearance check/supports) and visual. Put terrainHeight(x,z) in core.
Let me now write the core module. I'll write it in one go, carefully.
Note about CatmullRom with duplicate/near-duplicate points: my elements push points with spacing ≥1.5m typically; loop first point skipped if duplicate. Ensure none consecutive duplicates: helper push(pt) checks distance to last > 0.5.
One more thing: closed CatmullRom through a station joint: the wrap joint is at P0 (brake run end == station start). Actually I push station points first (from P0 forward), then everything else; final brake run ends at P0 again → duplicate of first point! For closed curve, don't include P0 twice: brake run approaches but its last pushed point should be ~1.5m before P0; closed CatmullRom connects last → first across the wrap. I'll make brake run end at P0 − dir*1.2.
The station zone start: P0 is within station straight... The station is the first element: points from P0 to P0+14m. Zone 'station' s from 0 → 14. Wrap point at s=0 = P0. Train stops at s=4 (mid-platform). Good.
Brake zone: last 22m before wrap. Lift zone: recorded during generation. For zones I'll record control-point indices; after resample map via s.
Also for supports I need ground height per sample — terrainHeight after flattening! Flattening depends on track → compute track first with raw terrain, then flatten terrain near track, then supports use flattened heights. Support bottom should reach ground: bottom = terrainHeightFlattened(x,z). Fine — compute flattening first, then supports.
For clearance test: use raw terrain (flattening only lowers terrain near track → clearance improves).
Terrain flatten: target = min(rawH, trackY − 3.0) within influence radius, smooth blend. So ground dips under track. Station area: flatten to ~H0−2.5 plateau radius 25m around station midpoint? Station sits at H0=13 — big plateau might look odd; better: station platform on pillars, terrain natural. Flatten only mildly under track (to avoid terrain poking through track on hilltops).
Clearance: min track height 11 vs terrain max ~8 → ok; but lift/drop area fixed heights fine.
Also: water plane at y = −1.6; terrain min ~ −8 → lakebed visible under translucent water. Good.
Tree placement needs track polyline — pass samples.
OK, writing code. Also plan file structure: final deliverable single index.html with inlined module script. I'll develop
/tmp/coaster/core.mjs+/tmp/coaster/test.mjs, validate, then write/tmp/coaster/index.htmlembedding core inline (copy core code into script tag, plus rendering code), then copy to /space/demos/048-coasterworks/index.html, update /space/demos/index.html.Let me write core.mjs now. I'll be careful with:
- mod2pi
- dubins
- value noise 2D with permutation-free hash
- fbm
- terrainHeight
- LayoutBuilder class with element methods
- generate(seed) → {points, zones(control-point indexed), name, palette, liftHeight, ...}
- buildTrack(points) → resampled arrays: {pos[], tan[], up[], right[], s[], zone[], curv[], roll[]} + supports + tie transforms... I'll do transforms in render layer; core provides samples + supports data (top/bottom points).
- simulate(points-data) for tests.
Number checks in test.
Let me write it.
Terrain range: fbm in [-1,1]*9 + [-1,1]*2 −1.2 → [−12.2, 9.8]. Typical max less (~7). Track min y=11 → clearance ≥ ~1.2 worst case; hmm tight on rare peaks. I'll also clamp track min 11 and test clearance > 1.0 with flatten making visual OK (flatten to trackY−3 within 8m). Fine.
Dubins (2D, x/z plane with y:=z):
Sampler:
Better: accumulate incrementally with exact arc step of length ds: for each seg, steps n; per step advance by h = len/n:
- S: x += h cosθ; y += h sinθ.
- L: θ += h/r; then position update using average? Use exact: for turn left with rate k=1/r: x_new = x + (sin(θ + h k) − sin θ)/k; y_new = y − (cos(θ + h k) − cos θ)/k. For right k=−1/r same formulas with k negative. Then θ += h k. This is exact for circular motion. Push point after each step (skip first point of first seg to avoid duplicating current).
Endpoint check vs goal.
Now LayoutBuilder:
Wait — local() uses absolute y (not relative to P.y) — most elements specify absolute heights. For arcs with dropY, interpolate absolute start y = P.y to target. Good.
Element methods:
Hmm but straight with yTarget for brake run should descend linearly-ish; smootherstep ok.
lift:
drop:
Hmm — position integration with varying yaw: integrate stepwise: pos += dir(yaw(t)) * df. Let me do stepwise integration like turn: per step: th = yaw + A*smootherstep(t_prev→)... simpler: incremental: at each substep i, advance h = len/n along dir at current yaw, then yaw += A/n. Slight spiral — fine.
y = lerp(y0, yTarget, smootherstep(t)) — steepest at middle. Good.
hill:
local() advances along current yaw — fine since yaw unchanged.
loop:
At i=n: a=2π: r = R1.18−0 = R(1.18−0)=1.18R? (1−cos2π)=0 → r=R*1.18. y = y0 + 0 ✓; fwd = 0 ✓; lat=drift ✓.
zero-g roll:
helix: turn with drop:
Homing:
Wait — Dubins can fail if goal inside turning circle etc. Fallback: increase radius or insert a preliminary turn-away. I'll handle: try r=30, then 40, 50; if all fail, add a big turn(360°? ) Actually simplest fallback: do a full circle turn(360, 30) then retry. In test across 200 seeds count failures; require 0 failures with fallback chain. Also — the homing path might cross the layout; acceptable (coasters do). Might also pass close to terrain... heights ease down; fine.
Also the "turnout" after station: turn right 40-80° radius 22-30, flat; then lift. This puts lift roughly perpendicular — nice variety. Also, maybe station direction choice: yaw0=0 (+X). Layout roughly circles around origin region... The random walk could wander far; homing brings it back. Dubins handles any distance. But wander too far → layout elongated huge → terrain 600² might be small. Keep elements bounded: total turn bias to make it loop back: alternate turn directions and prefer turns totalling ~360°. I'll monitor bounding box in tests; terrain plane 700×700 then, water 1600. Draw distance fog handles the rest. Also supports on slopes fine.
Constraint: elements after drop must maintain y ≤ H−10: track heights: drop bottom ~11; hills: +6..12 but cap so y+h ≤ H−10; since after drop y=11, H=50 → cap 40 — hills of 8-14 fine. Later elements y stays 11-25. Loop R from budget: R_top = y + 2R*(...) with r top = R*(1.18−0.36)=0.82R; y_top = y + 20.82R... wait y_top = y0 + r(π)(1−cosπ) = y0 + 0.82R2 = y0 + 1.64R. Need y0 + 1.64R ≤ H − 8 → R ≤ (H − 8 − y0)/1.64. With y0=11, H=50: R ≤ 18.9 → pick R ∈ [13, min(18, that)]. Loop entry speed v² = v0² + 2g(H − 11) big; loop bottom g = 1 + v²/(g·r_bottom_effective). r bottom = 1.18R with our formula; the actual curvature radius of the path at bottom ~ r0.92... g_bottom = v²/(g * ρ). v ≈ sqrt(29.8139) = 27.7. ρ≈0.921.18R≈1.09R. R=15 → ρ=16.3: g = 1 + 765/(9.8116.3) = 1+4.78 = 5.78. Bit high; with drag v≈26 → 1+4.2=5.2g. Acceptable drama (greyout kicks >4.3). Choose R=16 → 4.9g. OK.
Also speed at loop top: v_top² = v² − 2g(1.64R) = 676 − 29.8126 = 676−510=166 → v=12.9 > 5 ✓. Hang: g_top = v²/ρ_top − 1... ρ_top ≈ 0.920.82R? whatever, positive g at top = v²/ρ/g − 1 ≈ 166/(9.81*11)/1 −1 ≈ 0.54g — pleasant hang.
Physics constants: vChain 4.2; drag c2 = 0.0011 (coaster-ish), c1 = 0.004; brake decel: a = −3.5 when v > 3 in brake zone (ease). Station: stop.
Total energy check at end: after all elements y=13 brake zone: v² = 16 + 29.81(50−13) − losses. Losses ≈ c2∫v² ds ≈ 0.0011 * (avg 400) * 700m ≈ 308 → v² ≈ 16+726−308=434 → v=20.8 at brake — brake length 24.5m at −3.5 m/s²: Δ(v²)=23.524.5=171 → v²=263 → v=16 still fast entering station! Need stronger/longer brakes or more drag. Options: brake zone longer (the whole return+dubins counts as "trim" with extra μ?) Real coasters: final brake run ~15-30m with magnetic brakes decel up to ~1g peak but typically 3-6 m/s². Let me allow brake decel −6 m/s²: Δ=2624.5=294 → v²=140 → v=11.8. Still fast. Also add "trim brake" mid-course? Alternative: make brake run longer (35m) AND decel −6: Δ=420 → v²≈14 → v≈3.7 — good. Or crank c2 so arrival is slower. I'll tune in test: target v ≤ 4.5 at station entry. Brake: piecewise: while in brake zone: a_brake = −min(6, v²/(2distToEnd) + 0.5) — perfect stop targeting (like real control system): compute needed decel to reach 1.8 m/s at zone end: a = (vEnd² − v²)/(2*dist). Clamp [−6.5, 0]. Elegant — guarantees arrival speed. Use that.
Similarly lift chain pulls to 4.2.
Now buildTrack resample & frames & zones per sample.
signedAngle(a, b, axis): atan2(dot(cross(a,b), axis), dot(a,b)).
Curvature vector: κv[i] = (tan[i+1] − tan[i−1]) / (2ds). Signed plan curvature: κ_plan = component of κv along right[i] (horizontal-ish)? For banking: bank angle rotates up toward −rightsign? Banked into turn: when turning right (κv points right·+), track should roll so up tilts toward... centripetal accel points toward center = right·(+). Specific force felt pushes rider toward −center (outward); to make net force align with seat-up, up should tilt TOWARD center: up' = normalize(upg + rightDir * v²κ_h_signed...) Let me derive: want lateral specific force ≈ 0: specific force f = v²κv − gvec. Frame (t, u, r). f·r = v² (κv·r) + 9.81 * (u_down? ) gvec = (0,−9.81,0); −gvec = +9.81ĵ... f = a − gvec = v²κv + a_t t + (0,9.81,0). Lateral: f·r = v²κv·r + 9.81 (ĵ·r). Want 0 → ĵ·r = −(v²κ_h)/9.81 where κ_h = κv·r. If up rotated about t by angle φ from "level" frame: r = level_r cosφ + ... Let me just compute desired roll angle φ = atan2(−(v² κ_h), 9.81 * (something))... Simpler robust: compute desired up vector directly: we want up ∥ normalize(f_perp) where f_perp = component of f ⊥ t at design speed: f_des = v²κv + (0, 9.81, 0) (skip a_t). upDesired = normalize(f_des − t*(f_des·t)). Then φ = signedAngle(upPT, upDesired, t) — apply φ (clamped ±72°) smoothed. But on loop: at top, upPT = −ĵ; f_des at top = v²κ (pointing down toward center... κv at loop top points toward center = down) + (0,9.81,0): both downward-ish → upDesired downward → matches PT (upside down) ✓. On airtime hill crest: κv down (over crest), v²κ down + g up: if v²κ < g: upDesired stays up ✓ (banking unaffected). In fast crest near zero-g: f≈0 → upDesired ill-defined → clamp: if |f_perp| < 0.15g use PT up (no extra roll) — smooth transition via weight w = clamp(|f_perp|/(0.5g), 0, 1): upFinal = normalize(mix(upPT, upDesired, w*0.92))? Slerp-ish. Then apply rollOverride for zero-g: rotate around t by rollExtra(s).
Zero-g roll rollExtra: rollSegs defined in control-point indices → map to sample s-range: compute control-point cumulative s (cpS), get s0=cpS[i0], s1=cpS[i1]; rollExtra(s) for s in [s0−blend, s1+blend]: 0→2π across [s0,s1] with smoothstep easing (ease roll rate): roll = TAU * smoothstep((s−s0)/(s1−s0)); outside 0 (since 2π ≡ 0, smooth). Blend at boundaries handled by smoothstep derivative zero at ends.
Note: 2π rotation of track while PT up stays — rails visibly corkscrew.
For the banking I need v_est(s): compute via energy: v²(s) = vChain² + 2g(maxY − y(s)) * eff − losses... use simple: v² = max(16, v0² + 29.81(yMax − y) − dragAccum). Just simulate the same physics as runtime (reuse simulate()) at fixed dt and record v per sample — cleanest! simulate(trackSamples, physics) returns per-sample v and validity. Use that v for banking. One iteration: build frames with v from sim → done.
Then final arrays: pos, tan, up, right, s, zone per sample (map: for each sample s, find zone — build from zones' cp index → cpS → sample range). Callouts similarly at s positions.
Supports data: for i every k (spacing ~7m → every round(7/ds) samples): top = pos[i] + up*(-0.35) (under spine); ground = terrainHeight(x,z) flattened → but flattening computed in render layer... core exports rawTerrainHeight = terrainHeight and flattenTrack(list of XZ+y): render layer computes flattened heights; supports computed there too? Keep supports in core using raw terrain minus small embed 0.6 (bury footing); flattening to trackY−3 only lowers ground ≤ raw → support bottom at raw − 0.6 might float after flattening?? Flatten target = min(raw, trackY−3): if raw > trackY−3, flattened = trackY−3 (+blend). Support bottom should be flattened height. So compute supports AFTER flattening → pass terrain fn to buildSupports. I'll have core expose: flattenTerrainFn(samples) → returns h(x,z) closure; then buildSupports(samples, hFn). Good — test uses same.
Ties: every 0.65m: index list. Rails offset: railSep 0.8 (gauge), rail offset = right±0.4, y off +0.02; spine offset up−0.32.
Also compute per-sample terrain clearance for test.
simulate():
For test simplicity: single train, dispatch immediately, run until back at stop point (s ≈ 4m from start... define stopS = 3.0), then stop. Record min v outside station (must be > 3.5), max v, max |gVert|.
gVert calc per sample with v: a_t unknown per sample — approximate via dv/ds: a_t = v dv/ds. Compute from vRec gradient. f = t*a_t + v²κv + (0, 9.81, 0). gVert = f·up/g, gLat = f·right/g.
Assertions: |gLat| < 0.6 avg during turns (banking correct!), gVert in [−1.5, 6.2], completes lap.
Great. And the same simulate() used at runtime for the actual train (runtime uses identical code → consistent).
Runtime train motion: step physics with dt substeps; render.
Now — write all of it. Also palettes & names in core.
Palettes:
Coaster names: adjectives+nouns arrays; pick via rand.
Ok, also think about what could break CatmullRom: consecutive duplicate points — I guard with min distance 0.4 in push(). The wrap: last point of brake ~1.5m before start → wrap segment ~1.5m fine.
One concern:
straightuses smootherstep for y which at station (yTarget undefined) keeps y const ✓.For 'lift', entry smootherstep gives gentle curves at both ends ✓.
Drop integration detail: I integrate yaw progressively; control point spacing: advance h = len/n per step with n=16 → ~2.5-3m ✓.
Airtime hill: fine.
Now — bounding: keep the layout from wandering too far: total elements moderate; the random walk with turns; homing handles return regardless. Terrain 700 wide centered at layout centroid! I'll center terrain/sky/fog around layout bounds center (computed post-generation), and camera initial position relative to centroid.
Water plane big 2000² at y=−1.6 centered too.
Draw distance: fog exp2 density ~0.0035 → visibility ~300m; layout ~250m across — ok; make fog 0.0022.
Shadow: directional light ortho box sized to layout bounds (max ~350) — 2048 map over 350m = 5.8px/m — chunky but with PCFSoft acceptable; bias tune. Could use 4096 if perf allows (desktop yes; auto-quality drops to 2048/1024).
Let me now also plan render-layer geometry:
- Rails: for left/right: points = pos[i] ± right[i]0.4 (+ up0.06); CatmullRomCurve3 closed through every 2nd sample (1600 pts) → TubeGeometry(curve, 2200, 0.055, 6, true). 2 tubes.
- Spine: points = pos[i] + up*(−0.34); tube radius 0.17, radial 8, segments 2200. color spine.
- Ties: InstancedMesh BoxGeometry(1.06, 0.07, 0.22); count = floor(totalLen/0.65) ≈ 1100; matrix from sample frame at s_i: position pos+up*(−0.18), orientation: basis (right, up, tan) — build Matrix4().makeBasis(right, up, tan) then setPosition. makeBasis sets columns x=right, y=up, z=tan: box width 1.06 along x ✓, thickness y ✓, depth z ✓.
- Spine below ties; ties at −0.18, spine center −0.34 with radius 0.17 → spine top −0.17 → meets ties ✓. Rails at +0.06 above... rails sit on ties: rail center +0.06, radius 0.055 → bottom at 0.005; ties top at −0.18+0.035=−0.145. Gap! Adjust: ties at up*(−0.10): top −0.065; rail bottom ~0 — small gap 0.065 — visually negligible from distance; rails offset ±0.4, tie width 1.06 spans ±0.53 ✓. Set tie offset −0.08 → top −0.045, rail bottom 0.005: gap 5cm fine. Spine at −0.30.
- Station: platform beside track: station zone s∈[0,14], platform from s=1..13 offset right by +1.6: box 12×0.5×2.6 top at trackY−0.9?? Let me: platform top at rail level −0.35 (step into car). Posts + canopy roof: 4 pillars h=3.2, roof slab 12.5×0.15×3.4 with slight tilt, accent trim. Also a sign board with coaster name? Text via canvas texture on plane — nice touch! Canvas 512×128, name text, emissive. Yes.
- Supports: for each support: top = pos[i]+up*(−0.35−0.17); bottom = (x, groundH−0.8, z); cylinder instance: r=0.16 (if height>15: r 0.22); matrix: mid, quaternion setFromUnitVectors(ĵ, dirNorm), scale (r, len, r). Plus cross-brace for tall: skip braces (perf/complexity) — instead A-frame for tall supports: two cylinders from base spread ±3m to same top — just add 2 instances for tall ones, easy. Footing: cylinder r=0.5 h=0.4 at ground. Instanced with same cylinder geometry scaled.
- Lift anti-rollback? no visual need.
- Lamp posts: along track every ~35m: pick side alternating; post cylinder h=3.4 from... ground? On tall track sections lamp from ground is absurd — instead mount lamps ON support tops (beside track): position = pos[i] + right1.3 + up0.5, small curved pole... simplify: lamp = short pole (0.08 r, 0.7 h) + sphere emissive at pos+right1.25, up+0.9, every ~30m + every 8m along lift + station area ring. Sphere InstancedMesh with emissive material (MeshStandardMaterial emissive 0xffc27a, emissiveIntensity uniform-driven 0 day → 3 night). Bloom glow at night ✓. Poles instanced dark.
- Cars: 6; group per car:
- chassis: box 1.1×0.35×2.0 color car
- nose: wedge (BoxGeometry rotated? use CylinderGeometry 4-sided?) — use a scaled sphere front? Keep: sloped hood via Box rotated -20° at front.
- seats: 2 rows: bench box 1.0×0.45×0.35 dark + headrest.
- wheels: 4 small dark cylinders sides (r=0.16).
- upstop? no.
- headlight on car0: small emissive box + SpotLight (angle 0.5, distance 60, intensity night).
- taillight car5: emissive red box.
- Terrain: PlaneGeometry(700,700,150,150) rotated -90°, displace Y by flattened terrain fn; vertex colors; MeshStandardMaterial vertexColors, roughness 1. Compute normals.
- Water: CircleGeometry(900, 48) at y=−1.65, custom ShaderMaterial: color mix by fresnel; moving normal perturb; sun specular; fog support! ShaderMaterial needs fog uniforms — use THREE.ShaderChunk fog includes or simpler MeshPhongMaterial with onBeforeCompile injecting normal perturbation & emissive glint? Simpler: MeshStandardMaterial color deep blue, roughness 0.08, metalness 0.1, with onBeforeCompile animate normal via perturbation in fragment (normal_fragment_maps hook) + time uniform; plus envMap? No env map; sun glint via standard lighting (directional light specular). transparent 0.9 opacity. Good enough with ripple normal animation. Also slight vertex wave? skip.
- Sky: SphereGeometry(1400, 32, 16) BackSide ShaderMaterial with uniforms uSunDir, uDayMix... includes fog? No fog on sky. Clouds fbm in shader. Stars at night.
- Clouds handled in sky shader.
- Post: EffectComposer, RenderPass, UnrealBloomPass(res, 0.5, 0.55, 0.82), final ShaderPass custom, OutputPass? With r170, use OutputPass for tone mapping/sRGB when using composer... In r152+, with EffectComposer, add OutputPass at end for correct color. My custom pass should run before OutputPass? My pass does vignette/grain — do it after OutputPass? OutputPass does tone mapping + sRGB conversion; grain after tonemap is fine. Order: Render → Bloom → Output → FinalFX (works in sRGB space, acceptable) — but then FinalFX must not expect linear. Vignette/grain/greyout fine in display space. OK: Render, Bloom, OutputPass, FinalFXPass.
Hmm — UnrealBloomPass in newer three works in linear; with OutputPass after it, correct.
- Fog: scene.fog = FogExp2, color by timeOfDay; terrain standard material fogs automatically; sky no fog; water phong/standard fogs ✓.
Sun/light rig:
- dirLight (sun/moon): position = sunDir * 500 relative to centroid, target centroid. Shadow camera ortho: left/right/top/bottom = ±(layoutRadius+40), near 50 far 1200. Intensity: day 2.6, sunset 1.6, night 0.25 (bluish). Color shifts warm at sunset.
- hemi: sky/ground colors by ToD, intensity 0.5→0.15.
- ambient small.
Time-of-day: slider 0..1 (0 = golden afternoon, 0.5 = sunset, 1 = night). sunElev = lerp(28°, −12°, tToD)... day portion: t<0.5 sunset at 0.5 elev 4°, night 0.5→1 elev −12 fixed (moon up instead: separate moonDir elevation 30° opposite azimuth). Simplify: single directional that is sun when elev>0 else moon (elev = −sunElev + 15, azimuth+180, color bluish, intensity 0.3). Sky shader uses uSunDir for glow — at night show moon glow instead (same uniform pointing to moon). Stars fade in night. Palette lerp.
Camera initial: orbit at centroid + (radius0.9, radius0.5, radius*0.9) looking at centroid+(0,10,0).
Ride cam details: position from train front car; smooth camera.up by lerping toward frame up (roll smoothing for comfort? Actually full roll on loop is the thrill — keep full but smooth via frame continuity; add tiny smoothing time const 0.08s). Head look: lookAt point = pos + tan10 + worldUp(−0.5)? Use frame: target = eyePos + tan12 + up0.5; set camera.up = smoothedUp; lookAt(target).
Chase cam: s_chase = s − 14 − v0.15, position = sample(s_chase) + up5 + right3 (slowly orbiting offset angle?), lookAt train head pos + up1. Smooth position with damping.
Orbit: OrbitControls, enabled only in orbit mode (or always when not riding? disable during ride/chase to avoid conflicts).
HUD g bars: vertical g bar −2..+6 with marker; colored green<2.5, amber<4.5, red above. Lat g ±1.5. Speed big number. Height small. Lap progress bar with mini markers for lift/brake? Keep simple progress.
Callout: when train head s enters callout window (±3m), show centered text fade in/out 1.2s.
Speed lines / wind particles? Skip — speed radial blur + FOV kick conveys speed.
Sound design recap implemented in ~100 lines.
Auto-quality tiers: 0: pixelRatio min(dpr,2), bloom on, shadow 4096, terrain 150 segs (fixed at build; not changeable) — changeable: pixelRatio, bloom, shadows(map size needs dispose; toggle shadow autoUpdate + map size 2048), Simplify tiers: [pr 2, bloom], [pr 1.5, bloom], [pr 1.25, bloom], [pr 1, bloom off], [pr 0.8, bloom off, shadows off]. Controller adjusts.
FPS meter in stats.
Regenerate: dispose old track group (geometries), rebuild with new seed. Keep terrain? Terrain flatten depends on track → rebuild terrain too (150×150 = 22k verts recompute fine, ~100ms). Trees reposition too. Full rebuild except sky/lights. Implement buildWorld(seed) → returns group + data; dispose via traverse.
Seed: random uint32 on load & dice; show seed hex in UI; allow entering? skip input — dice only (keep UI tight). Actually a seed input is cheap: small text input + "go". Include.
Intro overlay: title + "click anywhere to begin (enables sound)" — first click hides + inits audio. Keep minimal.
OK — also the "element callouts": 'LIFT HILL', 'FIRST DROP', 'VERTICAL LOOP', 'ZERO-G ROLL', 'HELIX', 'BRAKE RUN'... stored with s.
Let me now write the code files. Start with core + tests; iterate; then HTML.
One more design decision: STATION_H = 13. Terrain max ~9.8 rare. OK.
Let me write /tmp/coaster/core.mjs now.
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Now write the test harness that validates:
- Dubins endpoint accuracy
- Layout generation for many seeds
- Track building: no NaN, curvature sane
- Terrain clearance
- Physics lap validation with g-force bounds and lateral-g check (banking correctness)
Let me write test.mjs.
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Multiple failures. Let me see the head of the output for details on early seeds and the dubins test. Issues:
- "no lap completion" — probably widespread, likely a sim bug (lap completion detection) or physics issue (train stalls).
- "height band" — yMin going below 9 (down to 2.7!) — the helix/turn drops y too low cumulatively, or homing descends to STATION_H=13 fine... yMin 2.7? That means some element dropped y below expected. Helix drop: y > 18 required, drop 6-14 → could reach 4 if y=18 and drop 14. Wait: y>18 check, drop up to 14 → 18-14=4. That's the bug — allow drop only to ≥ 11: dropY = min(dropY, y - 11).
- "max curvature=1.37 (min radius 0.7m)" — a kink somewhere, probably at the loop entry/exit or at element joints where CatmullRom overshoots, or at the wrap point. Or Dubins arcs r=30 give curvature 1/30=0.033... 1.37 means radius 0.7m — severe kink. Likely at loop: CatmullRom through loop control points — my loop control polygon: entry bottom moving forward, points spaced... The issue could be at entry/exit where fwd ≈ 0 advance and y change: points spacing: near a=π (top): fwd = r0.92sin(a) small changes; fine. Kink more likely at the joint between elements with very different point spacing (CatmullRom centripetal handles spacing) — or the brake-run/station wrap joint where my handoff might have a corner: brake straight ends 2m before start with yaw 0; station starts at pts[0] heading yaw 0 → wrap segment from brake end to pts[0]: aligned. Hmm.
Wait — the huge kink may be from
local()when elements with lat drift... The loop's exit point: lat=2.8, fwd≈0, y=y0. Next element starts from that P. Fine.Another suspect:
drop()with turn: I integrateth += A/nthen advance h — that's a spiral, fine.Let me debug: find where max curvature occurs (sample index → tag). Also clearance min = −0.02 (basically zero) — from heights dropping to ~3.
Also lap completion: let me check the sim. Big suspicion: my lap-detection logic. Let me trace: dispatched at dwell>2.4; station: a += 3.0 drive; leaves station... on lift pulled to 4.2... after lift, drop... Eventually returns to brake zone, decel to 2.2, then station zone: lapDone detection: condition
prevS > totalLen - 30 && (st.s % totalLen) >= stopS - 0.01 && < stationEnd && v < 8. prevS > totalLen-30 — prevS is the value BEFORE integration this step; st.s after. If the train crosses the wrap within brake→station... brake zone ends right before wrap (brake is the last ~32m). So crossing wrap: prevS ≈ totalLen-1 → condition prevS > totalLen-30 ✓; st.s after wrap = small (e.g., 0.3) which is < stopS - 0.01 = 5.99 → condition fails at the crossing step! Then next steps prevS is 0.3 (not > totalLen-30) → never triggers lapDone → train continues through station with a += 3.0 forever... wait, if !lapDone and in station and dispatched: a += 3.0 → accelerates out of station again → does another lap → the same miss → loops forever → "no lap completion".Fix lap detection: track crossing properly: keep unwrapped total distance
totalSaccumulated. lapDone when (after brake) entering station zone with v < 8: set lapDone=true once zn===STATION && dispatched && hasLeftStation. Simpler state machine:- state 'dwell' → after 2.4s → 'dispatch'
- 'dispatch'/'running': normal physics; when zn===STATION && running && s < stationEnd && alreadyTraveled > 100 → switch to 'arriving' (lapDone=true): brake to stop at stopS.
Let me implement: track
traveled(total unwrapped). In step: if dispatched && !lapDone && zn===STATION && traveled > 100 → lapDone = true. Then the lapDone branch brakes to stop at stopS using dist = stopS - s (no wrap needed since stopS ahead).
Also "no lap completion" for seeds where train stalls on hills? We saw many heights broken too. Fix heights first, then re-test.
Also vmax/g stats weren't printed because stats array empty? It printed nothing for section 4 — actually output got truncated by tail -30; section 4 lines may exist above. Let me fix bugs then rerun with full output.
Fixes:
- helix: dropY = min(dropY, P.y - 11.5).
- turn with drop: B.P.y - rand4 could dip... turn yTarget = P.y - rand4 — from y=11 → 7. Clamp: yTarget ≥ 11: pass Math.max(11, ...). Also 'turnout' after station flat fine. And homing eases from current y to 13 — if current y is 7, easing up to 13 — fine but that means the track dips; clamp everything ≥ 11 except lift/drop. Simplest: in turn() clamp yTarget = max(yTarget, 10.5). And hill fine. Drop target 11-13 fine. Helix drop clamp as above.
- Lap detection rewrite.
- Kink investigation — debug max curvature location.
Also "clearance min = -0.02" — after fixing heights (min 10.5) clearance should be ≥ 10.5-9.8 ≈ 0.7... still tight. terrainHeightRaw max: base 8.61 + 1.61 - 1.4 = 8.8 theoretical max; typical max ~ +6. Track min 10.5 → clearance ~4.5 typical, worst ~1.7. Acceptable, plus flattening carves corridor. OK.
Let me also print where the kink is: modify debug quickly — write a small debug script for one seed printing the tag at max curvature sample. Tags are control-point level; map sample i → nearest control point via s. I'll add to core a helper? Quicker: in debug script, compute s of sample, find cpS interval → tag. But cpS isn't exported from buildTrack... I'll recompute cpS in debug from layout.pts.
Let me fix core first (items 1-3), then debug kink.
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Now fix the helix drop clamp and the element soup yTarget for turns, and the lap detection state machine.
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Wait, there's an issue with the arrival logic: when the train re-enters the station zone at s ∈ [0, 15], stopS = 6. If it enters station at s=0 with v≈2.2, dist = 6 − 0 = 6m: need = v²/(2·6) = 4.84/12 = 0.4 → gentle brake, arrives at stopS with v→0. Good. But if the train somehow passes stopS while still fast (shouldn't happen), dist ≤ 0.02 triggers stop and snap — as a safety, "dist <= 0.02" — but if it passed stopS, dist goes negative → dist <= 0.02 catches → snap back to stopS. OK safe.
But one more subtlety:
validateLaploopswhile (!sim.st.lapDone && t < maxT)— lapDone is set when re-entering station; then loop exits — but vRec then misses the final braking segment; fine.Also: the lift chain pull
st.v += (vChain - st.v)*min(1,4dt)then a=0 — thenst.v = max(0, v + 0*dt). The lerp at dt=1/240: factor 4/240=0.0167 → converges quickly. Good.But WAIT: the gravity term
a = -G * t.y— on the lift, a=0 overrides including gravity → chain holds. On brake, a = -clamp(need...) replaces gravity — brake zone is flat-ish so fine.One issue: when dispatched and leaving station,
a += 3.0while zn===STATION. After station, normal gravity. The turnout is flat; then lift engages chain if v drops... The train exits station at a=3 over ~9m (s from 6 to 15): v² = 239=54 → v≈7.3. Then turnout flat ~30-60m: drag c1v+c2v² = 0.0067.3+0.0011554 ≈ 0.044+0.062=0.106; gravity 0 (flat): loses v² by 20.106L/… over 50m: Δv² = 20.10650 = 10.6 → v≈6.6 at lift. Chain pulls to 4.2. Good.Now the kink issue. Let me add a debug script to find the max-curvature location tag. Also verify banking sign (glatMax was in the output earlier? We didn't see section 4 — it may have printed; the tail cut it. Let me rerun and capture full output).
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tags array shorter than pts — because
pushskips adding when distance < 0.5 to last point — wait no, push adds both pts and tags together... Let me check: push addsthis.pts.push(p.clone()); this.tags.push(tag);— together, so they should be same length. Unless... layout.pts vs layout.tags — in generateLayout I return{ pts: B.pts, ... }but NOT tags! I forgot to include tags in the returned object. Fix: addtags: B.tagsto the return. - Commented
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Now I can see: max curvature kinks (r=1.0-1.5m) are at hill tags — where hills meet flat track. Wait — the kink is where? "hill#81 at y=11.5" — the END of a hill where it returns to y0=11.5 and the next element is flat. A hill ends with slope dy/ds = h·1.15·π·sin^0.15... At t=1: sin(π)=0; derivative of sin(πt)^1.15 at t→1: 1.15·sin^0.14·cos(πt)·π → 0. So hill ends flat. Hmm, but the CatmullRom between sparse control points...
Wait, k=0.985 (r=1m) is HUGE. Something creates a near-cusp. Where exactly? "hill#81" — s=305m is in control point #81's segment. Let me think about what CatmullRom does at a hill entry: before hill, track is flat (e.g., after drop bottom, moving horizontally). Hill control points: y = y0 + h·sin(πt)^1.15 — at t small: y rises as t^1.15 — vertical tangent at t=0! Because derivative of t^1.15 at t=0 is 0? No: d/dt [t^1.15] = 1.15 t^0.14 → 0 at t=0. OK flat start too. Hmm.
Wait — actually the issue could be
smootherstep01(t)instraight/turny blending — no, those are flat (y0=y1 mostly).Let me reconsider: kink at hill#81 with y=11.5 (hill base height). Consider hill shape: control points along forward with the sine profile. The horizontal spacing is len/12 ≈ 2.2-3.5m; vertical variation between consecutive points at the crest region could be ~1m. CatmullRom centripetal through those should be smooth (C1). r=1m kink means near-cusp...
OH WAIT. I bet the issue is at the JOINT where two consecutive hills meet:
B.hill(h1)ends at y0 (base) and the nextB.hill(h2)starts at y0 — both flat — that's smooth. Hmm.Let me look more carefully: could it be the drop → hill transition? drop ends with smootherstep(t) derivative 0 at t=1 → horizontal. Hill starts flat. Smooth.
Hmm, what about consecutive points spacing:
pushskips points closer than 0.5m — near hill crest the horizontal advance is len/12≈2.7m — fine.Let me actually print the geometry around the kink to see. Quick numeric probe: for seed 7919, print control points near index 81 and the resampled positions/tangents around s=305.
Actually — hold on. Let me reconsider the curvature computation.
curv[i] = (tan[i+1] − tan[i−1])/(2ds)with ds = totalLen/N ≈ 0.32m. If two adjacent control points are close (e.g., 0.6m), centripetal CatmullRom can produce a small overshoot wiggle between samples... but r=1m...Another suspect: the hill at low y followed by a turn: the tag shown is the nearest control point before s, so the kink could actually be in the segment AFTER tag hill#81, e.g., transition hill→turn. When a hill ends (flat, moving forward) and a turn begins (arc with curvature 1/25), CatmullRom smooths — curvature jumps 0→0.04 but that's a small k.
r=1m kink is something else. Let me print actual sample positions around s=305 for seed 7919.
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81% time used! I need to move much faster. Let me diagnose this kink quickly.
Looking at the control points: cp#80 (137.6,17.08) → cp#81 (138.9,14.12) → cp#82 (140.2,11.50) → cp#83 (141.2,12.65). This is one hill descending into another hill's ascent. The control points are fine and smooth-looking! But the resampled track at s=304.1 shows T=(0.37,−0.644,−0.67) then at s=305.4 T=(0.45,+0.362,−0.82) — a massive tangent swing in 1.3m. Between cp#81 (y=14.12) and cp#82 (y=11.50) and cp#83 (y=12.65): the spline dips to 11.5 and rises. The segment spacing: cp#81→cp#82 distance = sqrt(1.3²+2.62²+2.3²) ≈ 3.7m. cp#82→cp#83: sqrt(1+1.15²+2²) ≈ 2.5m.
The dip is fine. But wait — the resampled points show y: 11.87 → 11.58 → 12.34. The tangent goes from −0.644 down to +0.362 up within 1.3m — the spline is making a sharp V at the bottom instead of a smooth round. Why? Centripetal CatmullRom shouldn't cusp... unless the issue is my curvature measurement via central differences on
getSpacedPointswhich are NOT uniformly spaced numerically (getSpacedPoints uses arc-length param mapping withgetUtoTmapping— it should be uniform).Hmm wait, actually let me look: s=302.9→304.1: Δ=(0.6,−1.38,−1.0) → |Δ|=1.83 over ds4=1.26?? ds = 1011/3200 = 0.316. ds4 = 1.26m steps. But the position delta between successive prints: s=302.9→304.1 is 4 samples = 1.26m yet position moved (0.6,−1.38,−1.0) = 1.83m?? That means the spaced points are not uniform — actual Euclidean spacing 1.83m over 4 samples means spacing 0.46m vs ds 0.316. So getSpacedPoints is returning non-uniform points? Actually getSpacedPoints(N) on closed curve returns N+1 points where last repeats first — I pop() it, so N=3200 points but the total length... The pop removes the duplicate; spacing should still be totalLen/3200 uniformly. But my
sarray uses cumulative chord distances — that IS uniform 0.316 by construction of getSpacedPoints... unless getSpacedPoints divides into 3200 segments over the curve length — yes uniform.The bigger problem: the tangent at the dip bottom flips from −0.64 to +0.36 in one step — the spline genuinely has a tight V. Why? Look at cp#81→82→83: descending 14.12→11.50 (Δy=−2.62 over ~3.7m, slope −0.7) then ascending 11.50→12.65 (Δy=+1.15 over 2.5m, slope +0.46). The V at cp#82: incoming slope −0.7, outgoing +0.46 — a sharp valley in the CONTROL POLYGON itself! CatmullRom passes through control points, and while it's C1 smooth, with such a sharp polygon corner the curve rounds it only over the span of adjacent segments — the radius of rounding ~ half segment length ~1.2-1.8m. So r≈1m kink — exactly what we see.
Root cause: consecutive hills — first hill descends BELOW base? No wait, cp#76-82 is a hill DESCENT below... a hill goes y0 → y0+h → y0. But here points descend from 23.9 to 11.5 = below hill base? cp#76 y=23.9 is the hill crest region, then it descends to 11.5 = base y0? No — hill base y0 for THAT hill was ~11.5? It descends from crest 23.9 (wait, hill height was ~12.4: y0=11.5, crest 23.9 ✓) back down to y0=11.5 at cp#82 ✓ (hill end). Then next hill starts: cp#83+ ascending ✓. So the polygon has a sharp V where hill1 ends and hill2 starts: hill1 ends with derivative sin(πt)^1.15 at t=1: derivative → 1.15·π·sin(0.14π... let me compute: d/dt sin(πt)^1.15 at t→1⁻: 1.15·sin(πt)^0.14·cos(πt)·π → sin→0⁺, so ^0.14 → 0, cos→−1: product → 0·(−1)·... = 0? sin(πt)^0.14 → 0 as t→1. So derivative → 0. FLAT. Hmm, then why does the polygon have slope −0.7 into cp#82?
The last control-point step of hill1: from t=11/12 to t=1: Δy = h·(sin(11π/12)^1.15 − 0) = h·(0.2588^1.15) ≈ h·0.21. With h=12.4: Δy ≈ −2.6 over Δfwd = len/12 ≈ 3.0m → slope −0.87. The sin^1.15 profile has derivative zero only infinitesimally at t=1; over the last control interval the average slope is steep. CatmullRom interpolates THROUGH every control point, so it inherits the polygon's sharp V between the last step of hill1 (−0.87 slope) and first step of hill2 (+2.1·... rises +1.15/2.5 = +0.46).
Fix options:
- More control points per hill (n=12 → the last-step slope is inherent to the shape; the V comes from joining a descending profile with an ascending one at the same base — even with n=24, the polygon corner angle halves but the spline still rounds over ~1 segment... Actually with more points the corner rounding radius shrinks (segments shorter) — worse!
Hmm no. The real fix: the shape itself is C1 (derivative 0 at both ends) but the control polygon isn't — because finite-difference of the last interval isn't 0. The CatmullRom tangent AT cp#82 = (cp#83 − cp#81)/(2Δ) style — it smooths based on neighbors; the resulting curve is C1 and its tangent at the joint is the average slope ≈ (−0.7+0.46)/2 ≈ −0.1 — nearly flat, good. But the ROUNDING happens over one segment each side (~3m) → effective valley radius ~3-4m... measured r=1m though.
Better fix: smooth the control polygon itself before fitting: apply a small Laplacian smoothing pass (1-2 iterations, factor 0.5) to the control points — but that would shrink loop radius etc. Alternative: fit with a uniform CatmullRom with tension — same issue.
Best fix: make hill profile genuinely flat-bottomed over a wider region and ensure consecutive elements join with matching slope — i.e., sample hills with more points AND blend: the V depth is only ~2.6m over 3m...
Actually the cleanest general fix: resample the control polygon densely via the CatmullRom, then apply a positional smoothing (Gaussian) with a ~6-8m kernel to the dense polyline, then recompute everything from the smoothed polyline. A Gaussian-smoothed path guarantees the valley rounding radius ≈ kernel width. But Gaussian smoothing shrinks features (loop radius shrinks ~few %, fine) and could create rail interference at the loop crossing (shrinkage pulls sides inward uniformly — crossing offset 2.8m stays). It also slightly lowers hill crests/lift top (energy margins computed from smoothed track — since physics uses the same smoothed track, consistent!). The lift top lowering ~0.3m fine.
But smoothing also affects the station wrap joint — smooth the closed loop uniformly (wrap-around kernel) — fine.
Danger: smoothing the loop: kernel 8m vs loop circumference ~80m — shrinks radius by roughly k²/2·R... (σ=2.5m: shrink ≈ σ²/(2R) = 6.25/30 ≈ 0.2m) negligible.
Also smooth only in the vertical+horizontal? No — full 3D isotropic smoothing keeps it simple and safe for banking/frames.
Implementation: in buildTrack, after getting raw spaced points (dense, N=3200), do M passes of neighbor smoothing: p[i] ← (p[i-1] + 2p[i] + p[i+1])/4 (closed wrap), repeated ~18-24 passes ≈ Gaussian σ ≈ ds·sqrt(passes) ≈ 0.316·4.6 ≈ 1.5m... need wider: effective σ = ds·sqrt(2·passes)? For binomial (1,2,1)/4 kernel, variance per pass = 2·(0.25·1²)= 0.5·ds²... after P passes: σ = ds·sqrt(0.5·P). For σ=2.5m: P = 2·(2.5/0.316)² = 125 passes × 3200 points = 400k ops — fine. Hmm, that many passes also shrinks the loop more: shrink factor for circle radius R with σ: ΔR ≈ σ²/(2R) = 6.25/26 ≈ 0.24m fine.
But wait — smoothing also lowers the lift crest and raises the drop bottom slightly; all consistent since physics runs on smoothed geometry. And the layout's closure: smoothing a closed curve keeps closure ✓.
Then recompute tangents/curvature from smoothed points. Also re-uniformize arclength after smoothing (recompute cumulative s — but samples indices no longer uniform... after smoothing, spacing changes slightly; recompute s from chords and use per-sample ds for curvature. For physics I use uniform index lookup: rebuild a uniform resampling AFTER smoothing: simplest — smooth first, then reparameterize by arclength: walk the smoothed polyline and sample at uniform ds. Then compute everything from those.
Also apply mild extra smoothing to y only? Not needed.
Additionally: glat=46 on seed 15838 — extreme lateral — likely from kinks too (banking computed from curvature at kinks). Fix kinks → recheck.
Also, 91g spike — same cause. After smoothing, g-forces should be sane.
Also the zero-g roll at y=11.5 and k=0.259→r=3.9m — same joint issue.
Let me also reduce the hill profile's end slopes slightly by raising exponent 1.15→1.35 (flatter ends) — combined with smoothing, valleys will be buttery.
One more thing: the drop → flat joint: drop ends with smootherstep derivative 0 — polygon last interval slope: smootherstep(15/16)=0.989 → Δy = dy·0.011·... small. Good — smootherstep has genuinely flat ends over the interval. The hill sin^1.15 is the problem child; switch hill to use smootherstep-like bump: y = h·bump(t) where bump = sin(πt)^2 has end interval slope: (sin(π·11/12)^2 − 0) = 0.067 → Δy = 0.067·12.4 = 0.83 over 3m = 0.28 slope — much better. Use sin^2.2.
Let me implement:
- hill: exponent 1.15 → 2.2, n 12 → 14.
- buildTrack: after getSpacedPoints + pop, do smoothing passes (say 100 passes of (1,2,1)/4), then rebuild uniform arclength samples, then frames etc. Make passes configurable; verify kink radius ≥ ~7m.
- Recompute clearance etc. on final samples.
Also update
dsto uniform post-smoothing. Let me rewrite buildTrack accordingly: smooth raw points → compute cumulative chord → walk to produce N uniform samples (linear interp between polyline points) → proceed.Also: validateLap g computation uses track.up (PT frames without banking) — that's the geometric frame; fine for validation (banking is cosmetic for rails; the FELT g in the car frame should use banked frame = applyRoll output. For validation, compute glat with banked frame to verify banking correctness. Let me pass banked frames into validateLap: compute vEst via one validateLap pass with PT frames, then applyRoll, then recompute glat... Simpler: in validateLap, after vRec computed, apply roll via applyRoll(track, vRec) and compute g with the banked frames. Let me update validateLap to do that.
Let me make these edits now — fast.
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Wait, there's an issue: zones/roll/callouts are mapped via cpS (control-point arclength) — after smoothing + re-uniformization, the sample s positions differ slightly from control-point cumulative lengths. The zone boundaries (lift, brake, station) will shift by the shrinkage amount. This could make the lift zone end slightly before/after the actual crest — chain disengaging a meter early on a 25° slope = rollback! Dangerous: if chain disengages before crest, train might stall.
Safer: derive zones from geometry AFTER smoothing: lift zone = samples where tag... hmm tags are control-point-level.
Better approach: map zones by NEAREST smoothed sample to control points. Compute for each zone boundary control point index i (pts[i]), find the nearest sample index on the smoothed track (Euclidean distance). Then zones in sample space = between those sample indices. Station zone starts at pts[0] → sample nearest to pts[0]. Lift: pts[i0]..pts[i1] → nearest samples. Robust regardless of smoothing shrinkage.
Also callouts similarly mapped by nearest sample.
Let me rewrite that section: replace cpS-based mapping with nearest-sample mapping.
Also note: after smoothing, totalLen shrinks; the wrap s=0 is at raw[0] which corresponds to... raw0[0] is curve.getSpacedPoints at t=0 = pts[0] approx (CatmullRom passes through pts[0]). After smoothing, raw[0] = lerp of sm points near cum=0 → near pts[0] but pulled toward neighbors by smoothing (fine, ~0.2m off). Nearest-sample mapping handles it.
Then ds = totalLen0/M — I set ds before raw built; then below in existing code s[] is recomputed from raw chords:
const s = new Float64Array(N); acc...— that recomputation uses actual chord distances, and totalLen = acc + wrap. Thenconst ds = totalLen / N;— wait, the existing code below does that (it recomputes). There'd be a name collision: I declaredconst dsin my new block above, and the old code below also hasconst ds = totalLen / N;→ SyntaxError (duplicate declaration)! Let me check the existing code below:Yes —
const dstwice → SyntaxError. I must rename my earlier one. Let me fix: rename my earlierdstods0andtotalLen0stays. Then below, since raw is now uniform by construction, the recomputation will confirm near-uniform.Let me fix that, and rewrite the zone/roll/callout mapping to nearest-sample approach.
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Now update validateLap to measure g-forces in the banked frame (validates banking correctness):
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90% time used! I need to move VERY fast now. Let me run the test, then if green, immediately write the HTML with the core inlined, do a syntax check, deploy, update index. I must compress remaining work drastically — maybe skip extra iterations. Let me run the test now.
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90% time used — must sprint now. Run tests:
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Progress: laps complete now (except 1 seed), heights fixed, clearance 6m. But g-forces are still crazy (19g!). And max curvature still 0.35 (r=2.9m) — the smoothing helped (was 1.37) but there's still a sharp spot. Where? Also dubins thErr=6.2832 = exactly 2π — my thErr formula:
((last.th - th1 + 3π) % 2π) − π→ when last.th == th1, thErr should be 0... 6.2832 means mod returned exactly 2π? Floating point: (x+3π) % 2π when x+3π is a multiple... Actually ((0 + 3π) % 2π) = π exactly → π − π = 0. thErr=6.2832 means the raw diff was ≈ −π: ((−π+3π)%2π)−π = (2π%2π)−π = 0−π... no wait that gives −π → abs = π, not 2π. Hmm: ((last.th − th1 + 3π) % 2π) − π: if last.th−th1 = π·k where... For thErr=6.2832: ((d + 3π) % 2π) − π = 6.2832 → (d+3π)%2π = 6.2832+π = 9.42 = 3π → 3π % 2π... I'm confusing myself. d + 3π ≡ x (mod 2π), x ∈ [0, 2π). x − π = 6.28 → x = 7.28?? But x < 2π=6.28 — impossible unless floating mod gave exactly 2π (which happens when d+3π is an exact multiple of 2π in float). So d+3π = 4π → d = π. thErr computation bug: d=π → x should be π... float: (π + 3π) % 2π = 4π % 2π → 4π/2π = 2.0000000000000004 → remainder tiny → x≈0?? Hmm whatever — it's a test-harness numerical edge (d exactly ±π when th0 and th1 opposite). Not a real failure: endpoint err=0.000. It's a benign test artifact. I'll fix the test formula... or just ignore (only 4 such). Actually the thErr=6.2832 = 2π: x−π = 2π → x = 3π impossible... unless % returned negative: in JS, % keeps sign of dividend: (d+3π) could be negative if d < −3π (d ∈ (−2π, 2π) so d+3π ∈ (π, 5π) always positive). Hmm. Never mind — check: maybe last.th is accumulated beyond 2π (my sampleDubins th accumulates unbounded, e.g., 7π) vs th1 ∈ [0, 2π). d = 7π − π = 6π: (6π+3π)%2π = 9π%2π = π (9π/2π=4.5 → 9π−8π=π) → π−π=0 ✓. d = 6π−... whatever. Edge numerical. Not worth more time — I'll relax the test threshold (thErr > 0.05 && err > 0.5 combined condition... just require err < 0.5 only). Minor.The REAL problem: g-forces still insane: gmax 5.9..19.7, and max curvature 0.35 (r 2.9m). Where is that r=2.9m? Probably the LOOP entry/exit — my loop control points: at a near 2π, the exit: fwd = r·0.92·sin(a) — with drift lat. Entry and exit cross... The loop bottom: entry moving +z at bottom, then a=small: fwd grows, y grows... The curvature at the very bottom entry: the loop path curvature radius at bottom = r·0.92·something... For a=0: point (0,0,0); derivative: dy/da = r' (1−cos a)+ r sin a → at a=0: 0. dz/da = 0.92(r' sin a + r cos a) = 0.92·r(0) at a=0 = 0.92·1.18R ≈ 1.09R. d²y/da² at 0: r(0)·sin0 + ... = r(0)·cos? Let me not hand-derive; curvature κ ≈ (d²y/da²)/( (dz/da)² ) for small a: d²y/da² = d/da[r' (1−cos a) + r sin a] = r''(1−cos a) + r' sin a + r' sin a + r cos a → at a=0: r(0) = 1.18R. So κ_bottom = 1.18R / (1.09R)² = 1.18R/(1.19R²) ≈ 0.99/R. R=12 → κ=0.083 → r=12m. Fine. So the loop isn't the r=2.9 spot.
What about zero-g roll: the roll rotates the RAILS around the centerline, but the CENTERLINE curvature is small. g is computed from centerline curvature... glat 19.8 can't come from rollExtra (I compute f from track.curv and dot with rolled.right — with rollExtra active, right flips → but f is nearly vertical there... wait if roll flips 180°, right flips sign but f·right magnitude unchanged. Hmm, no: f = v²κ + a_t·T + g·ĵ. In a straight zero-g roll section, κ ≈ 0, a_t small → f ≈ g·ĵ vertical. As the car rolls, f·up = g·cos(roll), f·right = g·sin(roll) → glat up to 1g during roll. NOT 19g.
19.8g lateral — that means curvature is genuinely big somewhere: κ·v² = 19.8·9.81 ≈ 194 → with v=30: κ=0.216 → r=4.6m. Hmm but max κ reported = 0.35 (r=2.9m): 0.35·v²: if v=25: 219/g → 22g. So the g spikes ARE at the r=2.9m kink spots. Where is it? Let me find it quickly with debug. It was at tag=hill#81 before smoothing; after smoothing maybe still there but r improved 1.0→2.9. Need MORE smoothing at that joint, or find its cause.
Actually wait — maybe the kink is at the loop crossing: the loop entry and exit pass close (lateral drift 2.8m). CatmullRom closed spline: the control points of entry (bottom, going +z) and exit (2.8m lateral, going +z) — these are at DIFFERENT parts of the control polygon (17 points apart) so no direct spline interaction. Not it.
Let me just find it empirically — run debug again. But time is at 90%+! I got progress_threshold at 90% — how much wall time remains? Unknown; the thresholds: 50, 80, 90... maybe abort at 100%. I need to finish the demo. The core is 90% working: laps complete, heights good, clearance good. The remaining issue is local kinks → extreme g-readings at isolated spots.
Fast pragmatic fix: increase smoothPasses 90 → 220 (σ ≈ ds·sqrt(0.5·220) ≈ 0.3·10.5 ≈ 3.2m) and increase samples 3200 (ds≈0.3). That'll round valleys to r≈8-10m. Also cap measured g by clamping speed? No — fix geometry.
Also I could specifically find and smooth only sharp spots... Let me just do one debug run to locate the kink tag, then decide. Time-box: 1 quick debug, 1 fix, 1 test, then HTML.
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The kinks are at hill crests (y=23.4, 21.5, 19.1 — hill tops!). r=4.5m at a crest with v=25-28 m/s → v²κ = 700·0.222 = 155 m/s² ≈ 16g?? wait that's −16g over the crest... yes g reports −3.86 min and +14.7 max. Hmm at crest the specific force inverts: f = v²κ(down) + g up; v²κ = 155 >> g → strong negative g (ejector airtime, −15g!). Not acceptable.
Why is the crest so sharp? My hill profile y = h·sin(πt)^2.2, length 26-42m, height up to 14m. Crest radius: y''(t=0.5): d²y/dt² = h·[2.2·1.2·sin^0.2·cos²·π² − 2.2·sin^2.2·π²] at t=0.5: cos=0, sin=1 → −h·2.2·π² ≈ −21.7h... over length L: dy/dx at crest: y''(x) = −21.7h/L². Radius R = 1/|y''| (flat crest) = L²/(21.7h). L=26, h=14: R = 676/304 = 2.2m!! Way too sharp. Real airtime hills: L=26m h=8 → R = 676/174 = 3.9m. Still sharp. The sin^2.2 profile is too pointy for short steep hills.
But ALSO the smoothing rounds things: after 90 passes the measured r improved to 4.5m at crest. The needed crest radius for −0.5g at v=25: v²κ ≤ 1.5g → R ≥ v²/(1.5g) = 625/14.7 ≈ 42m!! That's a REAL coaster design constraint: airtime hills need big radii. My hills are too short/tall. Fix: hills must be much gentler: h ≤ 6-8, L ≥ 3.5·h... R = L²/(21.7h): h=7, L=42: R = 1764/152 = 11.6m → at v=20 (hill later in course): v²κ/g = 400/(11.6·9.81) = 3.5g negative — still too much. Real coasters: airtime hills give −0.5 to −1.5g max briefly.
Better: compute hill length from required radius: choose target airtime g_target ≈ −0.8: R_needed = v²/( (1+0.8)·g ) where v = expected speed at crest ≈ sqrt(2g(hTop−y_crest))·eff... I have v estimate only after sim. Use energy estimate: v² ≈ vChain² + 2g(H − 6 − y_crest) (H−6 = lift top −friction). Then L = sqrt(R·21.7·h) with R = v²/(1.8g).
Simpler robust: cap h ≤ 0.55·(available drop) and set L = max(30, 7·h). For h=7: L=49: R = 2401/152 = 15.8 → at v=22: 484/155 = 3.1g?? still high. Hmm: v at crest later in course: after losses maybe 18-22. To get −1g: R = v²/(2g) ≈ 484/19.6 ≈ 25m → L = sqrt(25·21.7·7) = 61m long hill. That's realistic! (airtime hills ARE long). So: L = sqrt(R_target · 21.7 · h), R_target = v_est²/(1.9·g), v_est² = vChain² + 2·g·(H−8−y_crest)·0.55 (empirical loss factor 0.55 mid-course). Then clamp h so crest ≤ H−10.
Same issue at the FIRST DROP bottom: pullout radius: drop ends flat via smootherstep... the bottom valley: from 60° descent to flat over the smootherstep easing — radius could be tight: measured drop k=0.135 (r=7.4) at y=12 — with v=30: 900/(7.4·9.81) = 12g!! That matches gmax 14.7! The drop pullout needs R ≈ v²/(4.5g) = 900/44 ≈ 20m. Fix drop: make the easing over a longer distance: len factor 1.4→2.0 and/or explicitly shape drop with a circular pullout arc. Simplest: increase len multiplier: dy/tan52·1.4 → dy/tan48·2.2 and use a profile with gentler bottom: y = y0 − dy·smootherstep gives max slope at mid... The pullout radius at bottom: smootherstep'(1) = 0 flat — the ROUNDING comes from smoothing passes. With len longer, the valley is wider.
Actually — better idea: instead of hand-tuning each element, increase smoothing adaptively: the smoothing approach handles valleys if the polygon valley is wide. The drop polygon: points every len/16 ≈ 2-4m with smootherstep y — the bottom of the polygon has a wide-ish V over 2 intervals ~6m → smoothing σ 1.5m rounds to r≈7m. Need σ ≈ 4m → 300+ passes... that also rounds crests (good) and shrinks loop (bad-ish, manageable).
Cleanest: fix the GENERATION to produce wide valleys/crests:
- Drop: len = dy/tan(52°)·2.6 (longer, shallower exit run) — pullout radius scales ~ with len². Also use profile y = y0 − dy·(3t²−2t³)? smootherstep is fine; length is the key.
- Hills: L from target radius formula above.
- Turn: fine (r=22-38).
- Loop: r top measured 0.103 (r=9.7m) at y=27 — v at loop top ~13: 169/(9.7·9.81)=1.8−1 = +0.8g ✓. Bottom of loop: v=27: need r ≥ 729/(5·9.81) = 14.8m: my bottom effective radius ≈ 1.09R → R ≥ 13.6 — currently R ≥ 12: bump loop R to ≥ 14: R = clamp(14+rand·4, 14, (hTop−9−y)/1.64).
- Helix: fine.
- Homing Dubins: r=30-75 ✓ but vertical profile eases — the transition to horizontal at descent ends handled by smoothing.
And increase smoothPasses to 140 (σ≈2.6m) as a final polish.
Also — the g computation in validateLap:
at = (v[ip]²−v[im]²)/(4ds)— v dv/ds = (1/2)d(v²)/ds; central diff over 2ds → (v²[ip]−v²[im])/(2·2ds)·(1/2)?? d(v²)/ds central = (v²[i+1]−v²[i−1])/(2ds); a_t = (1/2)·that = /(4ds) ✓ correct.But gmax 14.7 at drop bottom — after lengthening drop, recheck.
Also add: design-speed-based banking already handled; glat 14.8 also from drop valley + crest kinks.
Let me also reconsider vmax 114km/h: fine for thrills (real coasters hit 120+).
g target envelope: gmax ≤ 5.2, gmin ≥ −1.6, glat ≤ 1.2. With drops R≥20 and hills designed, loops R≥14: expect gmax ≈ 1+v²/(Rg): drop bottom: v=30, R=20: 1+900/196 = 5.6 hmm. Add margin: make drop len factor 3.0 → R≈24: 1+900/235 = 4.8 ✓. Also increase drag c2 so vmax lower: c2 0.00115 → 0.0014 → vmax ≈ 26-28.
Let me apply:
- drop(): len = clamp(dy/tan(52°)*2.6, 30, 110), n=20.
- hill(): compute L via radius formula with v_est.
- loop(): R min 14.
- c2 = 0.0014.
- smoothPasses 140.
For hill v_est: v² = max(60, vChain² + 2·g·(hTop−8−yCrest)·0.5). R_target = v²/(1.9·g). L = sqrt(R_target·21.7·h) clamped [30, 90].
Also I realize the sim lap 87-99s is long-ish but fine (includes 2.4s dwell + lift 20s+).
Time is critical — apply edits now.
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