Agent Skillsjasonkneen/tiny-world-builder › tinyworld-tinyverse-race-track

tinyworld-tinyverse-race-track

GitHub

管理Tinyverse赛车赛道、桥梁及卡车的渲染与交互逻辑,包含地形适配、材质复用、静态网格合并及HUD状态同步。

.codex/skills/tinyworld-tinyverse-race-track/SKILL.md jasonkneen/tiny-world-builder

Trigger Scenarios

修改赛车赛道或桥梁几何体 调整卡车动画或位置 变更展示表面显示隐藏钩子

Install

npx skills add jasonkneen/tiny-world-builder --skill tinyworld-tinyverse-race-track -g -y
More Options

Non-standard path

npx skills add https://github.com/jasonkneen/tiny-world-builder/tree/main/.codex/skills/tinyworld-tinyverse-race-track -g -y

Use without installing

npx skills use jasonkneen/tiny-world-builder@tinyworld-tinyverse-race-track

指定 Agent (Claude Code)

npx skills add jasonkneen/tiny-world-builder --skill tinyworld-tinyverse-race-track -a claude-code -g -y

安装 repo 全部 skill

npx skills add jasonkneen/tiny-world-builder --all -g -y

预览 repo 内 skill

npx skills add jasonkneen/tiny-world-builder --list

SKILL.md

Frontmatter
{
    "name": "tinyworld-tinyverse-race-track",
    "description": "Use when changing the Tinyverse ground-surface race track, perimeter bridge loop, rally karts, or poser-surface show\/hide hook."
}

Tinyverse Race Track

The race track lives in engine/world/61-tinyverse-race-track.js.

Rules:

  • Keep the system isolated from avatar files. The track wraps window.__tinyworldPoserSurface.{build,show,hide} and attaches one root group under the poser-surface group.
  • Respect sky-island vs ground-surface separation: do not add race-track meshes to worldGroup directly and do not mutate editable island or home-grid cells.
  • The poser surface scales Y three times harder than X/Z. Keep root.scale.y = 1 / 3 and multiply sampled terrain heights by 3 before placing track/kart geometry.
  • Use existing TinyWorld material families (M.path, M.pathTrim, M.bridgeWood, M.bridgeWoodD, M.castleStoneD) instead of new texture assets. Clone them locally when the track needs fog=false readability, but never mutate shared M.* materials.
  • Keep static road/bridge pieces in a static subgroup and run mergeStaticBaseMeshesByMaterial(...) after authoring. Dynamic karts should stay in their own subgroup and animate by transform only.
  • The HUD should be visible only while the poser surface is visible. PS.hide() must hide it and clear active race state.
  • Keep an obvious user-facing entry point. The Play rally launcher should call watch(), descend to the poser surface, frame the route from the ground layer, and start the race after the descent settles. Do not leave the rally as a console-only or hidden-key feature.
  • Watch mode may set body.tinyverse-rally-watch to clear obstructive editor panels and use a lightweight follower camera. Keep this state scoped to watch() and clear it on hide.
  • Do not create a local requestAnimationFrame loop. The module exposes window.__tinyworldRaceTrack._tick(dt), and 25-animation-loop-schema.js calls it from the main loop; _tick must stay a fast no-op while hidden.
  • Public runtime hook: window.__tinyworldRaceTrack exposes show(), hide(), watch(), startRace(), stopRace(), rebuild(), group(), and routeLength().

Validation:

  • node --check engine/world/61-tinyverse-race-track.js
  • node tools/check.js
  • Visual check: click Play rally or call window.__tinyworldRaceTrack.watch() and confirm the app descends to the ground islands, frames the road loop, shows the HUD, and starts moving karts.

Version History

  • 2ffaf91 Current 2026-07-06 00:20

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Metadata

Files
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Version
8afdf00
Hash
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Indexed
2026-07-06 00:20

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