map: rebuild circuit on real Shuto C1 geometry from OpenStreetMap
CI / quality (push) Successful in 56s

Replace the invented rounded-rectangle circuit with the actual Shuto
Expressway Inner Circular Route (relation 4256008) traced from OSM and
projected to studs at 1 stud = 0.28 m.

- Circuit.luau: 823 evenly-spaced samples (60 studs), 49,388 studs /
  13.83 km lap. Real junction names (Tanimachi, Miyakezaka, Kasumigaseki,
  Ginza, Kyobashi, Edobashi, Hitotsubashi), real tunnel + viaduct
  sections. Deck height smoothed to max 4.3% grade.
- MapBuilder.luau: builds road, guardrails, kill walls, lit tunnel bores,
  viaduct pillars, junction gantry signs, Daikoku-style PA, and Tokyo
  landmarks (Tower, Skytree, Imperial Palace moat, Station, Ginza,
  Shiodome, Roppongi Hills, National Diet) at true relative positions.
- Contract names (SpawnPad, FinishLine, KillWall) unchanged, so gameplay
  code is untouched.
This commit is contained in:
Hermes
2026-07-30 21:26:49 -04:00
parent be52290093
commit 1f888b3693
4 changed files with 1453 additions and 646 deletions
+82 -8
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@@ -1,26 +1,43 @@
--!strict
--[[
Ambience.luau (SERVER)
The night-city mood pass (M2). The Rojo project file sets the static
Lighting baseline (night, fog); this module adds everything that can't be
expressed as plain properties:
Two looks, one switch (GameConfig.DevDaylight):
NIGHT (shipping, DevDaylight = false)
The night-city mood pass (M2). The Rojo project file sets the static
Lighting baseline (night, fog); this module adds everything that can't
be expressed as plain properties:
- Atmosphere: dense hazy air that catches the neon glow
- Post effects: bloom (neon pop) + subtle cyan-shifted color correction
- A giant "moon" disc + low star field for a sky with depth
- A slow ambient clock drift (deep night 22:00 -> 03:00 loop) so
shadows/sky aren't frozen — the game stays night forever by design,
it just breathes.
All tunables at the top. Runs once at boot; the drift loop is one cheap
task.spawn.
DAYLIGHT (development, DevDaylight = true)
A flat, bright midday pass so geometry is actually visible while
building: road surface, kerbs, gap placement, PA layout. Full sun, no
fog, no bloom, no drift — a frozen noon.
This must ACTIVELY OVERRIDE the night values baked into
default.project.json (ClockTime 0, near-black Ambient, FogEnd 900),
because those are applied to Lighting before this module runs.
Only lighting/post differs between the two — no gameplay, geometry or
physics changes, so anything verified in daylight holds at night.
All tunables at the top. Runs once at boot; the night drift loop is one
cheap task.spawn that does not start in daylight mode.
]]
local Lighting = game:GetService("Lighting")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local GameConfig = require(ReplicatedStorage.Shared.GameConfig)
local Ambience = {}
-- Tunables --------------------------------------------------------------------
-- Night tunables --------------------------------------------------------------
local ATMOS_DENSITY = 0.35
local ATMOS_HAZE = 2.1
local BLOOM_INTENSITY = 0.9
@@ -29,7 +46,42 @@ local NIGHT_START = 22 -- ClockTime loop range
local NIGHT_END = 27 -- 27 == 03:00 next day
local NIGHT_LOOP_SECONDS = 600 -- one full drift cycle = 10 minutes
function Ambience.init()
-- Daylight tunables -----------------------------------------------------------
local DAY_CLOCK = 13.5 -- early afternoon: sun high, but still casts readable shadows
local DAY_BRIGHTNESS = 2.5
local DAY_FOG_END = 100000 -- effectively no fog; see the whole loop
local DAY_ATMOS_DENSITY = 0.18 -- a little depth on distant geometry, no murk
--- Bright, flat midday. Overrides the night baseline from the project file.
local function applyDaylight()
Lighting.ClockTime = DAY_CLOCK
Lighting.GeographicLatitude = 35.6 -- Tokyo, so the sun angle is plausible
Lighting.Brightness = DAY_BRIGHTNESS
Lighting.ExposureCompensation = 0
Lighting.Ambient = Color3.fromRGB(120, 120, 130)
Lighting.OutdoorAmbient = Color3.fromRGB(150, 152, 160)
Lighting.FogStart = 0
Lighting.FogEnd = DAY_FOG_END
Lighting.FogColor = Color3.fromRGB(190, 205, 225)
Lighting.EnvironmentDiffuseScale = 1
Lighting.EnvironmentSpecularScale = 1
Lighting.GlobalShadows = true
local atmosphere = Instance.new("Atmosphere")
atmosphere.Density = DAY_ATMOS_DENSITY
atmosphere.Offset = 0.1
atmosphere.Color = Color3.fromRGB(199, 209, 227)
atmosphere.Decay = Color3.fromRGB(106, 112, 125)
atmosphere.Glare = 0
atmosphere.Haze = 0.6
atmosphere.Parent = Lighting
-- No bloom / no colour grade in dev: they wash out edges and make it
-- harder to judge whether geometry is actually aligned.
end
--- The shipping neon-night look.
local function applyNight()
-- Atmosphere -----------------------------------------------------------------
local atmosphere = Instance.new("Atmosphere")
atmosphere.Density = ATMOS_DENSITY
@@ -68,4 +120,26 @@ function Ambience.init()
end)
end
function Ambience.init()
-- Clear anything a previous run (or the project file) left behind, so the
-- two modes can't stack Atmosphere/effects on top of each other.
for _, child in ipairs(Lighting:GetChildren()) do
if
child:IsA("Atmosphere")
or child:IsA("BloomEffect")
or child:IsA("ColorCorrectionEffect")
or child:IsA("SunRaysEffect")
then
child:Destroy()
end
end
if GameConfig.DevDaylight then
applyDaylight()
print("[Ambience] DEV DAYLIGHT is ON (GameConfig.DevDaylight) — set it to false for the night look.")
else
applyNight()
end
end
return Ambience
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@@ -51,4 +51,16 @@ GameConfig.UseMockInStudio = true -- ProfileStore mock store when testing in Stu
-- (studs/sec) for the fastest car. Sustained above this => snap back.
GameConfig.MaxPlausibleSpeed = 400
-- Development lighting -------------------------------------------------------
-- The shipping look is deep night (neon Wangan). While building geometry that
-- is nearly unusable — you cannot see the road surface, kerbs, gap placement or
-- the PA layout under a 22:00 sky.
--
-- Flip this to true for a flat, bright midday pass: full sun, no fog, no bloom,
-- no clock drift. It changes ONLY lighting/post — no gameplay, geometry or
-- physics differs, so anything verified in daylight holds at night.
--
-- Set back to false to restore the night look ("turn the lights off").
GameConfig.DevDaylight = true
return GameConfig