WRECK VALLEY · RELEASE 0.62.0

Find your rival.
Take the island road.

A persistent rival bearing, more forgiving country lanes, and a Jev driver who keeps fighting when a model response is unavailable.

Play the updated demo · Jev sessions & costs · Driving clip

Beyond 120 mRival hints survive car render culling
12 mFirm lane, plus soft shoulders
502 passedUnit and integration tests

A direction to chase

A red arrow at the map edge points toward distant opponents. The footer gives the nearest rival's distance and bearing relative to your car. It works with both map orientations and has a compact touch layout.

Production game with a distant rival direction hint
Actual production client and WebSocket in an isolated local test. The distant opponent remains outside the 3D actor stream, while the separate radar marker reaches the minimap.
Off-map rival arrow and bearing
Radar-only rival at 1,000 m.
Compact touch minimap and rival direction
Touch layout keeps the arrow and distance clear.

Only the nearest three active opponents receive distant markers. Traffic, wrecks and loading cars are excluded. The bearing is a direction hint: follow roads and the shallow crossing around obstacles.

Country lanes with dependable grip

The coastal and upper grove loops, their hill climbs and a new beach approach now have a firm gravel surface. Pale road colouring, soft edges and small roadside posts make the route easier to follow.

Gravel country lane beside the island coast
The country lane uses existing terrain geometry and material batches. The water and terrain heights remain unchanged.
The shallow crossing between beach and island
The firm beach approach joins the shallow crossing; submerged sections retain water resistance.

From the same initial forward speed and sideways momentum, the recovery test travels about 0.97 m sideways on gravel versus 1.84 m on dry sand. This measures a controlled slide recovery, not a lap-time claim. Loose beach sand and the submerged crossing retain their own handling.

Jev stays active

The fallback physics test closes a 90 m chase to under 12 m, uses nitro and then prioritises repair at low health without changing its cost ledger. These are targeted behaviour checks; no new human win-rate result or new neural-policy deployment is claimed.

Across the shallows, around both loops, and back

Automated keyboard events through the production client and server. This is a montage of route milestones, not real-time footage. The test retains scenery collisions, protects the driver from damage and holds the six-minute round clock. Height range: -0.74 to 11.29 m. Route observations.

Verification and limits

How this was tested

Automated physics, network, keyboard and browser tests, plus visual review of screenshots and the driving montage. Chromium uses SwiftShader; this is not a human playtest or a hardware FPS benchmark. An initial simultaneous software-rendered tour drove off the lane under concurrent software-rendering load. The final run uses a smaller viewport and synchronises GPU readback only for captured frames.

All generated reports, recordings and databases stay outside source control. The existing frozen self-play policy remains in use; the experimental neural PPO model remains offline.

Validation record · Production radar checks · Coastal renderer checks · Self-play report · Neural RL experiment