Newcastle v2
Everything built so far that you can open. Online at newcastlev2.gabrielpenman.com, or locally with node v2/client/serve.mjs.
v2 renderer at the v1 spawn: WebGPU, drag to look, WASD to move, Tab for edit mode (the forge)
Same page on the WebGL2 fallback
The forge: Tab for edit mode, Q for the spawn menu, right-click a thing or the ground
Systems sandbox: a 2D street where heat, fire, snow, power and the Metro react to each other. Click the car to blow it up, click a cable to cut it, toggle rain.
Voice recorder: session page for recording bark lines (Chrome or Firefox on desktop)
Live from each builder's worktree, unfinished and unmerged, so expect breakage.
Walk test: the character on Heaton Road (goals 1, 3, 4)
Street detail: kerbs, markings, doors, lamps on Heaton Road (goal 10)
First v2 frame: the reference screenshot
Heaton navmesh with three pedestrian routes
Navmesh before and after a building is destroyed
Character turntable: MakeHuman body, placeholder outfit
Animation clips (side view, all eight) and from the front: mocap on our skeleton (100STYLE by Ian Mason, Sebastian Starke and Taku Komura, CC BY 4.0; CMU data from mocap.cs.cmu.edu, created with funding from NSF EIA-0196217)
Heaton slice timeline: 10 game-minutes at dusk, rain, a burning car, a delivery, a crime, police and barks, as text
Spec index: decisions, what's built, open questions
Today's goals, overnight goals and the roadmap
Area docs: world and content, systems, simulation, vehicles, characters, NPCs, missions and forge, gameplay, networking, rendering and audio, platform and community, gold dust