Shared · Updated
The project is fresh with just the Kenney Platformer Kit. Let me explore the available model formats and key assets more.
This is a substantial build. Let me set up a task list and inspect the key asset dimensions first.
Blocks are 1×1×1 m units with origin at bottom-center, characters ~0.9 m tall. Let me measure the remaining pieces I plan to use.
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Ziva couldn't finish this request.
Ziva reported: The socket connection was closed unexpectedly. For more information, pass `verbose: true` in the second argument to fetch()
Restart works perfectly — "GO!" with the timer at 00:00.13, bots back at the line, and all text now has clean black outlines. Every part of the game is verified. Wrapping up:
ParkourBenchmark is done! A 3D parkour world built entirely from the Kenney Platformer Kit, where you race 3 bots against the clock across 3 courses. Press F5 to play.
A floating 32×32m grass hub (hedges, trees, flowers) floating over a cloud sea, with three flagged race gates on its edges, each with a sign, direction arrows, and a floating label showing the race name, difficulty, and your saved best time.
WASD move · mouse orbit camera · SPACE jump (with coyote time + jump buffering) · R restart race · ENTER back to hub · ESC release mouse.
One note: the world is built at runtime from data-driven course definitions (scripts/races.gd), so the editor's 3D view looks empty until you run the game — tweaking a course is just editing its builder chain, e.g. b.gap(1).flat(2).step_up(3).turn(1).
Everything is verified and complete. One observation from the file listing: there are orphan .uid files (level_builder.gd.uid, race_manager.gd.uid, spinner.gd.uid, etc.) with no matching scripts — leftovers from a previous attempt in this directory. They're harmless (Godot ignores them), so I left them untouched; say the word if you'd like them cleaned out.
ParkourBenchmark — a 3D parkour time-trial game vs bots, built 100% from the Kenney Platformer Kit (~1,450 lines across 8 scripts + 4 scenes):
| Piece | What it does |
|---|---|
main.tscn | World root: sky/fog environment, sun with shadows, cloud sea, player, HUD |
world.gd | Builds hub + courses at runtime, runs the race state machine, saves best times |
course_builder.gd | Turtle-style track builder (flat/gap/step_up/slalom/turn/bridge/drop) that emits geometry, bot waypoints + jump flags, and arrow signs |
races.gd | The 3 course definitions (Meadow Dash 98m, Glacier Climb 88m, Skyline Gauntlet 111m) |
player.gd | Third-person controller — coyote time, jump buffer, orbit camera |
bot.gd | Waypoint racer AI — real physics, edge-raycast gap jumps, ledge jumps, stuck/fall failsafes |
hud.gd | Timer, live standings, countdown, results panel, hints — all outlined for readability |
Verified via live playtests (all sessions error-free):
user://parkour_best.cfg and shown on gate labelsTo tweak or add a race, just edit scripts/races.gd — e.g. b.gap(1).flat(2, 2.0).slalom(4, 1.5, 3.0).turn(-1) — and adjust bot_speeds to change the difficulty.