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Circuit: the track is a closed Catmull-Rom loop and the road ribbon, the on-track test, the lap checkpoints and the autopilot racing line are all derived from it. Moving a control point moves every system — no second copy of the track to keep in sync. Autopilot runs until the first key press so the demo is alive on load rather than a parked car in an empty scene. Why a second playable game: the catalog's differentiator versus static-SPA builders is that hanzo.app can serve real engine and WASM workloads, and one example reads as a fluke. This one is input-heavy (continuous steering, brake, off-track grip loss) where the Godot entry is physics-heavy, so between them the input and simulation paths are both covered. Co-authored-by: Hanzo Dev <[email protected]>
25 lines
1.2 KiB
HTML
25 lines
1.2 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width,initial-scale=1,viewport-fit=cover">
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<title>Circuit — an arcade racer</title>
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<meta name="description" content="A drivable arcade racer where the track curve is the single source of truth: road mesh, collision, checkpoints and the autopilot racing line all derive from one Catmull-Rom loop.">
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<style>
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:root { color-scheme: dark }
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html,body { margin:0; height:100%; background:#0d1526; overflow:hidden;
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font:13px/1.5 ui-monospace,SFMono-Regular,Menlo,monospace; color:#e2e8f0 }
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canvas { display:block }
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#hud { position:fixed; left:16px; top:14px; pointer-events:none; text-shadow:0 1px 4px #000 }
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#tag { position:fixed; right:16px; bottom:12px; opacity:.5; pointer-events:none }
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</style>
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<script src="https://a.hanzo.ai/analytics.js" data-org="hanzo" crossorigin="anonymous" defer></script>
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<script src="https://a.hanzo.ai/chat.js" data-org="hanzo" data-mode="site" crossorigin="anonymous" defer></script>
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</head>
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<body>
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<div id="hud">building the circuit…</div>
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<div id="tag">Circuit · three.js · hanzo.app</div>
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<script type="module" src="./app.js"></script>
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</body>
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</html>
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