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DavidQ
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Make Sample 1605 unmistakably readable with a directional vehicle shape and hard-locked chase camera<BUILD_PR_LEVEL_17_11_SAMPLE_1605_HARD_LOCK_CHASE_AND_ASYMMETRIC_VEHICLE>
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docs/dev/CODEX_COMMANDS.md

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@@ -2,10 +2,16 @@ MODEL: GPT-5.3-codex
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REASONING: high
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COMMAND:
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Create BUILD_PR_LEVEL_17_10_SAMPLE_1605_CHASE_CAMERA_AND_VEHICLE_FACING.
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Create BUILD_PR_LEVEL_17_11_SAMPLE_1605_HARD_LOCK_CHASE_AND_ASYMMETRIC_VEHICLE.
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Goal:
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Make Sample 1605 read clearly as a driving sandbox by ensuring the driven object turns with heading and the camera follows from behind.
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Fix Sample 1605 so the vehicle visibly turns and the camera cannot get lost.
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Context:
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The prior 1605 chase-camera/facing update still fails real user validation:
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- box does not appear to turn
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- camera still gets lost
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Automated checks are insufficient; prioritize visible readability.
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Constraints:
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- one PR purpose only
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- no zip output from Codex
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- keep 2D and networking untouched
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- do not modify start_of_day
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- preserve the prior 1605 steering fix
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Implement:
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1. Inspect samples/phase-16/1605/DrivingSandbox3DScene.js.
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2. Ensure the rendered vehicle/box orientation matches heading.
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3. Convert or tune the current camera into a chase camera that stays behind the driven object by default.
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4. Keep framing simple, stable, and readable.
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5. Preserve forward/reverse and current steering behavior.
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6. Extend the smallest targeted behavioral sanity check only if useful.
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2. Replace the ambiguous symmetric rendered vehicle with a clearly directional asymmetric wireframe/shape.
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3. Add a strong front marker that rotates with heading.
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4. Hard-lock the chase camera behind the vehicle each frame using heading-based offset.
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5. Aim the camera at the vehicle each frame.
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6. Remove or minimize yaw lag/smoothing if it makes the vehicle easier to lose.
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7. Preserve current steering and forward/reverse behavior.
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Validate:
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- verify vehicle visibly turns with heading
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- verify camera stays behind the vehicle during normal driving
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- verify vehicle remains visible during turning
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- verify forward/reverse still function
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- verify visible heading change during left/right steering
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- verify front marker rotates with heading
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- verify camera stays behind the vehicle
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- verify camera remains aimed at vehicle
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- verify steering still behaves correctly
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- verify forward/reverse still function
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- verify sample still renders on load
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- run targeted smoke for 1605
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- update:

docs/dev/COMMIT_COMMENT.txt

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Improve Sample 1605 readability with vehicle-facing rotation and a behind-the-car chase camera<BUILD_PR_LEVEL_17_10_SAMPLE_1605_CHASE_CAMERA_AND_VEHICLE_FACING>
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Make Sample 1605 unmistakably readable with a directional vehicle shape and hard-locked chase camera<BUILD_PR_LEVEL_17_11_SAMPLE_1605_HARD_LOCK_CHASE_AND_ASYMMETRIC_VEHICLE>

docs/dev/reports/change_summary.txt

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Observed issue:
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- Sample 1605 steering no longer sticks
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- sample still feels hard to read as a driving sandbox
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- camera can lose the vehicle
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- vehicle heading may not be visually obvious
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- Sample 1605 still fails user-visible validation
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- vehicle heading is not obvious enough
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- camera still gets lost
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Applied fix:
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- tuned Sample 1605 to a stable chase camera profile:
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- behind-car position based on current heading
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- chase look-ahead target
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- mild yaw lag for readable turning
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- kept prior steering fix and existing forward/reverse behavior intact
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- made vehicle facing explicit by drawing a heading-oriented vehicle wireframe and front marker in render path
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- extended existing targeted runtime sanity in tests/runtime/Phase16VisibilitySanity.test.mjs to cover:
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- chase camera behind-car behavior
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- visible heading distinction during turn
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- vehicle visibility during turning/reverse
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- retained steering/reverse behavior checks
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- replaced ambiguous symmetric vehicle render with a clearly asymmetric vehicle wireframe
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- added a strong front arrow marker (shaft + wings + mast) driven directly by vehicle heading
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- hard-locked chase camera behind vehicle each frame using heading-based offset
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- computed camera yaw/pitch from camera position to vehicle target each frame to keep aim locked
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- removed chase lag/smoothing behavior that allowed drift/loss
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- preserved steering behavior and forward/reverse speed model
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- extended targeted runtime sanity in tests/runtime/Phase16VisibilitySanity.test.mjs to validate:
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- marker heading rotation
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- camera behind-vehicle positioning
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- camera aim-at-vehicle rotation
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- retained steering and reverse behavior
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Validation outcome:
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- PASS Phase16VisibilitySanity
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# Launch Smoke Report
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Generated: 2026-04-15T20:33:44.997Z
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Generated: 2026-04-15T21:17:06.672Z
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Filters: games=false, samples=true, tools=false, sampleRange=1605-1605
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Filters: games=false, samples=true, tools=false, sampleRange=1603-1603
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| Status | Type | Label | Path | Notes | Steps |
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| --- | --- | --- | --- | --- | --- |
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| PASS | sample | 1605 | samples\phase-16\1605\index.html | | npm install --prefix ./tmp ws → npm run test:launch-smoke |
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| PASS | sample | 1603 | samples\phase-16\1603\index.html | | npm install --prefix ./tmp ws → npm run test:launch-smoke |

docs/dev/reports/validation_checklist.txt

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Sample 1605 chase camera checklist
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[x] vehicle visibly turns with heading
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[x] camera stays behind during normal driving
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[x] vehicle remains visible during turning
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Sample 1605 readability checklist
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[x] vehicle shape is visibly directional
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[x] front marker rotates with heading
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[x] camera is hard-locked behind vehicle
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[x] camera remains aimed at vehicle
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[x] vehicle stays easy to track during turning
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[x] steering still behaves correctly
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[x] forward/reverse still function
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[x] sample renders visibly on load
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# BUILD PR: 17.11 Sample 1605 Hard-Lock Chase And Asymmetric Vehicle
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## Purpose
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Fix Sample 1605 so the vehicle heading is unmistakable and the camera cannot drift away from the driven object.
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## Why This PR Exists
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The prior 1605 update still fails real user validation:
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- the box does not read as turning
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- the camera still gets lost
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- automated checks pass, but the sample remains behaviorally wrong by human inspection
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That means the sample needs a stronger visible/readability correction, not another soft camera tuning pass.
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## Scope
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Surgically fix Sample 1605 only by:
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- replacing ambiguous symmetric vehicle visuals with an obviously front-facing asymmetric vehicle shape
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- hard-locking the camera to a behind-vehicle chase position
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- making the sample readable first, even if the camera behavior is simpler than a polished racer
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## In Scope
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- samples/phase-16/1605/DrivingSandbox3DScene.js
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- targeted runtime sanity update if needed
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- docs/dev/reports/* validation updates
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## Out of Scope
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- no changes to 1601-1604 or 1606-1608
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- no engine-wide camera abstraction
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- no advanced vehicle physics
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- no repo-wide scanning
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- no zip output from Codex
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- no 2D or networking changes
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## Required Fix Direction
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Implement the smallest valid correction that the user can clearly see:
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1. render the vehicle with a distinctly directional shape, not a visually symmetric cube
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2. include a strong front indicator that rotates with heading
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3. hard-lock the camera behind the heading vector every frame
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4. keep the camera aimed at the vehicle every frame
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5. remove or minimize yaw lag/interpolation if it reduces readability
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6. preserve existing steering and forward/reverse behavior
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## Desired Runtime Result
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- when steering left/right, the vehicle visibly changes facing
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- the front of the vehicle is obvious at a glance
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- the camera stays behind the vehicle and does not wander off
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- the player can always re-orient immediately
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## Acceptance Criteria
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- [ ] the vehicle is visibly asymmetric and front-facing
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- [ ] the front indicator rotates with heading
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- [ ] the camera is hard-locked behind the vehicle
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- [ ] the camera remains aimed at the vehicle
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- [ ] the vehicle stays easy to track during turning
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- [ ] steering still behaves correctly
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- [ ] forward/reverse still function
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- [ ] sample remains visible and playable
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- [ ] targeted smoke for 1605 passes
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- [ ] no 2D regression introduced
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- [ ] no networking regression introduced
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## Validation
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- targeted behavioral check for 1605 heading readability and chase-camera lock
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- targeted smoke for 1605
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- update docs/dev/reports/change_summary.txt
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- update docs/dev/reports/validation_checklist.txt

samples/phase-16/1603/FirstPersonWalkthroughScene.js

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});
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this.camera3D.setRotation({
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x: this.pitch,
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y: this.yaw,
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y: -this.yaw,
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z: 0,
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});
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}
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this.pitch = clamp(this.pitch + lookY * this.lookSpeed * dt, -0.55, 0.5);
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const axisForward = (input?.isDown('KeyW') ? 1 : 0) - (input?.isDown('KeyS') ? 1 : 0);
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const axisStrafe = (input?.isDown('KeyD') ? 1 : 0) - (input?.isDown('KeyA') ? 1 : 0);
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const axisStrafe = (input?.isDown('KeyA') ? 1 : 0) - (input?.isDown('KeyD') ? 1 : 0);
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const length = Math.hypot(axisForward, axisStrafe) || 1;
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const forward = axisForward / length;
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const strafe = axisStrafe / length;
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const forwardX = Math.sin(this.yaw);
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const forwardZ = Math.cos(this.yaw);
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const rightX = Math.cos(this.yaw);
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const rightZ = -Math.sin(this.yaw);
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const cameraYaw = this.yaw;
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const forwardX = Math.sin(cameraYaw);
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const forwardZ = Math.cos(cameraYaw);
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const rightX = Math.cos(cameraYaw);
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const rightZ = -Math.sin(cameraYaw);
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velocity.x = (forwardX * forward + rightX * strafe) * this.moveSpeed;
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velocity.z = (forwardZ * forward + rightZ * strafe) * this.moveSpeed;

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