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Topdown racing game with endlessly generated track.

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Driveless

Topdown racing game with endlessly generated track.

The road is written a few hundred metres ahead of the car and never repeats, and it is written in the same pass as the co-driver's pace notes — so the road book down the left of the screen can never call a corner the road does not have. Every corner is clamped to a share of the adhesion limit at the speed the car will be carrying when it arrives; what escalates with distance is how close to that limit the road is written, not absolute curvature.

Steering is the only control. The throttle is the distance ramp.

  • Keyboard — ← → or A D. 1 2 3 open a stage.
  • Touch — either side of the plate.

Three stages: road (traffic, two ways, good tarmac), track (closed circuit, kerbs, no traffic), rally (loose surface, narrow, staked edges). Pick one on the first run; after that a crash puts you straight back on the same stage.

Running it

npm install
npm run dev        # http://127.0.0.1:5173
npm run build      # static output in dist/
npm run typecheck

No game engine — TypeScript and Canvas 2D, built with Vite.

Layout

Path What lives there
src/game/generator.ts Writes road and notation together. The product's central claim.
src/game/notes.ts The notation itself — the generator's public interface.
src/game/car.ts Car physics in the road's own frame, and damage.
src/game/tuning.ts Every balance number, in one place.
src/render/plate.ts The driving plate, drawn as a printed page.
src/render/tulip.ts Tulip junction diagrams, generated from a note.
src/ui/book.ts The road book. Real text, and the accessible reading of the run.

Open decisions

The constants marked OPEN in src/game/tuning.ts are product decisions that have not been made yet — the damage hit count among them. They are placeholders chosen to be playable, not answers. Also undecided and deliberately not built: seeding and run sharing, whether a personal best survives a reload (it is session-memory only today), audio, whether traffic appears on the track and rally stages, and the numeric grip model separating them (the mu and traffic fields in src/game/stages.ts, marked OPEN there).

Product truth lives in PRODUCT.md; the design direction for the game screen is recorded in .impeccable/surfaces/index-html.md.

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