Rework the PA junction to match the reference drawing: yellow = PA -> highway (entry), red = highway -> PA (exit). Entry and exit swap sides (entry now EAST, exit WEST) and both trunks hug the PA perimeter instead of running concentric spirals. The simplification: both carriageways sit at the same deck level, adjacent, so the median opening IS the far-side access path. The under-deck crossing and merge runs are deleted outright -- 8 runs collapse to 4, and the girder-soffit ceiling logic that constrained the crossing goes with them. Part count 24,210 -> 21,691. The median opening is now load-bearing rather than cosmetic (it is the only route from the far carriageway to the ramps), so it widens from 6 to 9 samples per junction. Orientation is a single flip-able constant (ORIENT) so a mirrored result is a one-line correction, not a rewrite. Measured on the built map (not asserted): - 600 entry + 600 exit ramp parts - max grade 8.00% / 8.27%, under the 9% limit - 0 collisions with piers/masts/girders (558 structural parts) - segment continuity <= 2.5 studs; trunk->merge handoff <= 1.7 studs - merge lands at dY 0.0 (exact deck level), 33 studs lateral - median open at junctions: 0 parts vs. control ~7 on plain mainline Two traps worth recording, both caught by controls: 1. Studio's require() cache silently rebuilt STALE code. The first "passing" build reported 17,575 parts and zero ramps, and the map contained PAOffRamp/PAOnRamp parts whose names exist nowhere in the current source. Every measurement taken before this was describing an old map. Added tools/rebuild_fresh.luau, which clones the module to bust the cache; use it rather than requiring MapBuilder directly. 2. A reported "median never opens" bug was a bad probe, not a defect. It counted `Barrier` (the outer edge parapet, which must NEVER open) instead of `Median_<i>`. Re-run against the right name: control 7, junctions 0. Both were only visible because the probes carry controls -- a 0-hit result with no control is vacuous. The verification harnesses are kept in tools/ with their controls built in.
Tokyo Wangan Racing
A Roblox game where you cruise a neon Tokyo expressway at night in cool cars —
starting with a real 1993 Mazda RX-7. The driving feel comes first; everything
else layers on top of it. See docs/ROADMAP.md for what comes next.
Status: Playable. Spawn → drive → switch cars → respawn, plus the full three-mode Wangan loop. CI green on a self-hosted Gitea runner. Built code-first — nothing to hand-build in Studio.
The Daikoku loop (how you play)
Daikoku Futo PA is the hub, exactly like Tokyo Xtreme Racer. You are never "joining a match" — you park, pick how you want to run, and drive out.
IN THE PA ──► pick a mode ──► cross the exit gate ──► RUNNING
▲ │
└──────────────── pull back into the PA ─────────────────┘
| Mode | 日本語 | What it is |
|---|---|---|
| CRUISE | 流し | Free roam. Bank kilometres, meet other drivers. Rivals can pull alongside and challenge you. |
| DUEL | バトル | Hunt rivals. First to open a ~350-stud gap and hold it for 3s wins. No laps, no checkpoints — who breaks first. |
| TIME ATTACK | タイムアタック | Solo flying lap with 4 sector splits and a saved personal best. Rivals can't interrupt you. |
Cruise and Duel both allow challenges, so a cruise can turn into a battle organically — pull alongside someone and the prompt appears for both of you. Time Attack deliberately opts out so a hot lap is never ruined.
Kilometres, lap times and duel records all persist via ProfileStore.
Prerequisites
Toolchain is managed by Rokit. With Rokit on
your PATH:
rokit install # rojo, wally, selene, stylua at pinned versions
wally install # restores ProfileStore into ServerPackages/
| Tool | Purpose |
|---|---|
| rojo | Sync/build code ↔ Roblox place |
| wally | Package manager (ProfileStore) |
| selene | Static analysis / linter |
| stylua | Code formatter |
Build & run
rojo build --output build.rbxl # standalone place file to open in Studio
# OR live-sync into an open Studio place (install the Rojo Studio plugin):
rojo serve
In Studio press Play. You spawn on the expressway in your car. Bottom bar: CARS (switch car) and RESPAWN (re-spawn if you flip). The RX-7 only appears for allowlisted accounts.
Quality gates (CI enforces these on every push)
stylua --check src/ # formatting
selene src/ # lint
rojo build --output build.rbxl # must compile
CI runs on a self-hosted Gitea Actions runner on UNRAID-1 (Ubuntu 24.04 job
container — rojo's binary needs glibc 2.39). Workflow: .gitea/workflows/ci.yml.
Architecture (server-authoritative)
Clients request, the server decides. The RX-7 allowlist and anti-cheat are server-side.
ReplicatedStorage/Shared GameConfig, Cars, ProfileTemplate, Remotes
ServerScriptService/Server init.server + managers (below)
ServerScriptService/ServerPackages ProfileStore (Wally)
StarterPlayerScripts/Client init.client (HUD + car picker)
| Module | Responsibility |
|---|---|
DataManager |
Wraps ProfileStore — session locking, reconcile, Studio mock. Remembers your last car. |
CarManager |
Spawns the equipped car (VehicleSeat-driven placeholder) and enforces the RX-7 allowlist. |
MapBuilder |
Procedurally builds the expressway, spawn pad, neon pylons, kill walls. |
AntiCheat |
Movement sanity check (speed/teleport) — a speed bump, not a fortress. |
The RX-7 demo-lock: GameConfig.RX7AllowedUserIds holds the owner's + son's
Roblox UserIds; only they can select/drive the RX-7 (enforced in CarManager and
the EquipCar remote).
Replacing the placeholder RX-7 with the real mesh
One function changes: CarManager.buildCarModel. Full step-by-step in
docs/MESH_SWAP.md. Reference photos live on the NAS at
unraid-1:/mnt/user/data/yy-roblox-games/0-tokyo-wangan-racing/001-1993 Mazda RX-7/.