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throttlebrawl assets

The big files for throttlebrawl, an MIT-licensed browser motorcycle brawler (TypeScript, Three.js). Models and source-derived terrain live here so the game's git repository stays small.

How the game uses this repo

  • The game's assets.lock.json pins one exact commit of this repo, with the size and SHA-256 of every file it uses. Changing an asset is a normal pull request in the game repo that bumps that pin.
  • At build time the game downloads the pinned files and checks each SHA-256. Runtime assets are copied into the build; terrain build inputs are incorporated into their normal road-network JSON rather than emitted twice. Players download them from the game's own site, never from here, so offline play works the same as for every other file.
  • A file's path here is <pack id>/<path under that pack's assets/ folder>. For example base/models/placeholder/marker-cube.glb is the asset id models/placeholder/marker-cube of the base pack.

Licence

Original game assets remain MIT-licensed ("Copyright (c) 2026 the throttlebrawl contributors"). The source-derived terrain listed below contains OpenStreetMap geometry under ODbL 1.0, with public-domain USGS elevation and original game adaptations. The metadata lists the licences present in this repository; it does not offer every file under both licences. File-specific sources and notices appear below and in the game's THIRD_PARTY_ASSETS.md.

Files

AI-made files are labelled. "Code-made" means an AI coding agent wrote the program that generates the file.

Path What it is Made by AI-made Licence
base/models/placeholder/marker-cube.glb A 0.5 m flat orange cube (12 triangles) that proves the download, pin and bake-in round trip Code-made by an AI agent (Claude) Yes MIT
region-pnw/terrain/longview-diamond.json Street Diamond terrain build input: Lake Sacajawea, nearby unnamed water polygons and bounded source elevation, with authored road/site transitions OpenStreetMap contributors and USGS; AI-assisted offline processing Yes, processing; source record retained; regeneration inputs remain in the game repository OSM geometry: ODbL 1.0; USGS elevation: public domain; original game adaptations: MIT
region-clinton/terrain/eagle-point.json Eagle Point park terrain build input, including the northern arc, bounded DEM and authored road collars OpenStreetMap contributors and USGS; AI-assisted offline processing Yes, processing; source record retained; numeric regeneration inputs remain in the game repository OSM geometry: ODbL 1.0; USGS elevation: public domain; original game adaptations: MIT

Street Diamond terrain sources and limits

Geometry derives from OpenStreetMap, © OpenStreetMap contributors. Elevation derives from USGS 3DEP: "Map services and data available from U.S. Geological Survey, National Geospatial Program."

The game repository retains the minimal numeric regeneration inputs and capture records at tools/gis/terrain/longview-diamond/manifest.json. A copy of that source record accompanies this input as region-pnw/terrain/longview-diamond.source.json. The physical geometry identity is a78564fd602041b0e2789591dc4b6bbf114ecf26f217f36c2d40dd477f9f8b81, using the documented ordered Float32 terrain hash.

These are approximate game surfaces: separate horizontal DEM-median water proxies, coarse bounded elevation, four dry mapped lake holes and original generic frontage grades. Raw shoreline precision and clipping are documented in the source record. No current water stage, surveyed bank/property, hydraulic, flood, bridge-underside clearance or phone-performance claim is made.

Local sampling around authored frontage grades resolves coarse-grid interpolation cliffs. It preserves the flat grade footprints and mapped water outlines; it is not an analytic slope guarantee for future sites.

Eagle Point terrain sources and limits

Geometry derives from OpenStreetMap, © OpenStreetMap contributors. Elevation derives from USGS 3DEP. The companion source record is region-clinton/terrain/eagle-point.source.json; the consuming game keeps numeric regeneration inputs and its recipe under tools/gis/terrain/eagle-point/.

The physical geometry identity is 556a6c212d69120c0551c0249c8e6d889a9b314cdb2c6de0ab36218bbf23705a, using the ordered Float32 terrain hash documented by the recipe. Original sampled grid heights are retained; the northern extension comes from a separate acquisition. The sources contain no repeated locations across those grid acquisitions, so their agreement does not establish temporal stability or vertical-datum validation.

These are approximate game surfaces: coarse bounded source elevation, an authored road collar and a horizontal DEM-median water proxy. No current water stage, surveyed riding surface, property boundary, real motorcycle-access or phone-performance claim is made.

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