README.md

Aurora Flux

Cel-shaded arcade aurora racing game built with Three.js, TypeScript, Vite, and Bun.

Quick start

1bun install
2bun run dev

Then open http://127.0.0.1:5173/.

Scripts

  • bun run dev — start the Vite dev server
  • bun run build — typecheck and produce a production build
  • bun run lint — run ESLint
  • bun run check-types — run TypeScript checks
  • bun run verify:race — verify deterministic checkpoints, laps, ranking, and wrong-way state
  • node tools/capture-screenshots.mjs — run the Playwright browser harness against the dev server

Structure

  • apps/game — the game app (Three.js + Vite)
  • packages/typescript-config — shared tsconfig base
  • packages/eslint-config — shared ESLint flat config
  • spec/ — game vision, architecture, milestones, acceptance criteria
  • tasks/current.md — current milestone and objectives
  • AGENTS.md — operating rules for AI agents working on this codebase

Status

The repository contains the Aurora Flux release candidate through M13:

  • Three-lap aurora circuit with countdown, checkpoints, finish, and restart
  • Three procedural AI opponents with racing lines, drafting, overtaking, avoidance, recovery, personality, and position tracking
  • Procedural rider animation with finish celebration
  • Responsive race HUD with mobile verification and accessible field labels
  • Procedural Web Audio engine, ambient bed, event cues, and dynamic mixing
  • Ear-safer filtered and compressed engine mix with browser gain assertions
  • Adaptive quality tiers with particle scaling and runtime performance telemetry
  • Finalized transient impact feedback and release-candidate verification
  • Procedural hazards (including dark matter storms), landmarks, riders, HUD, minimap, results, and Web Audio
  • Adaptive quality scaling and browser screenshot verification
  • Phase 2 visual foundation with procedural Aurora Ribbon flow, radial speed lines, bounded boost/impact chromatic pulses, and pooled instanced FX
  • Phase 2 horizon pass with layered procedural nebula depth and deterministic landmark anchors that scale down by quality tier
  • Normalized analyzer bands feeding bounded track, aurora, color-grade, and rival-trail presentation without changing audio output or race state

No downloaded assets are used. Meshes, shaders, UI, and sound are generated by the codebase.

Phase 2 visual decisions and vocabulary live in CONTEXT.md and docs/adr/0001-phase-2-visual-architecture.md.

Verification

With the dev server running, use:

text
1bun run check-types
2bun run lint
3bun run build
4bun run verify:race
5node tools/capture-screenshots.mjs

License

MIT