diff --git a/demos/lane-h.html b/demos/lane-h.html
new file mode 100644
index 0000000..d8ce8ab
--- /dev/null
+++ b/demos/lane-h.html
@@ -0,0 +1,24 @@
+
+
+
BLOBBO lane h demo — ghost + title
+
+
+
+
+ Lane H — ghost + title
+ Title → PLAY starts run 1 (records). Later runs replay the ghost.
+ Gwipe saved ghost
+ Rrestart the run
+ Pprint state snapshot
+
+
+
+
diff --git a/src/demo/lane-h.ts b/src/demo/lane-h.ts
new file mode 100644
index 0000000..7a257b4
--- /dev/null
+++ b/src/demo/lane-h.ts
@@ -0,0 +1,255 @@
+/**
+ * Lane H demo — ghost replay + title screen.
+ *
+ * Self-contained (no game.ts): a scripted "run" drives a ball around a 20s
+ * circle. The title card gates the start (and emits ui:play). Run 1 records the
+ * path; every later run replays the saved ghost racing the live ball around the
+ * SAME deterministic circle, so the translucent ghost should sit right on top
+ * of the solid ball. The recorder persists the best to localStorage, so a page
+ * reload comes back with the ghost already armed on the title.
+ *
+ * Debug keys (browser):
+ * G — wipe the saved ghost from localStorage (blobbo:ghost)
+ * R — restart the run immediately
+ * P — print a one-line state snapshot to the console
+ *
+ * A live "drift" readout compares the replayed ghost against the true circle in
+ * real time; the rigorous numeric check is verify-drift.ts (bundle + node).
+ */
+import * as THREE from 'three'
+import type { Blob, World } from '../contracts'
+import { defaultModifiers } from '../contracts'
+import { installTitle } from '../ui/title'
+import { installGhost } from '../ghost/install'
+import { clearGhost, hasGhost, loadGhost, sampleAt, type GhostSample, type GhostTrack } from '../ghost/format'
+
+// ---- the deterministic scripted path (a ball on a circle) -----------------
+const R = 8 // circle radius (m)
+const CY = 1.0 // ride height (m)
+const RUN_SECONDS = 20
+const OMEGA = (2 * Math.PI) / RUN_SECONDS
+const BLOB_RADIUS = 0.5
+
+function pathAt(t: number, out: GhostSample): GhostSample {
+ const th = OMEGA * t - Math.PI / 2 // start near (0,·,-R)
+ out.x = R * Math.cos(th)
+ out.y = CY
+ out.z = R * Math.sin(th)
+ out.scale = 1 + 0.15 * Math.sin(2 * OMEGA * t) // gentle pulse to exercise scale replay
+ return out
+}
+
+export function buildLaneH(world: World): {
+ blob: Blob
+ beginRun: () => void
+ wipeGhost: () => void
+} {
+ const { scene, physics, rapier } = world
+
+ // ---------------------------------------------------------------- scenery
+ const floor = new THREE.Mesh(
+ new THREE.CircleGeometry(R + 4, 64),
+ new THREE.MeshStandardMaterial({ color: '#3a4a63', roughness: 0.95 }),
+ )
+ floor.rotation.x = -Math.PI / 2
+ floor.receiveShadow = true
+ scene.add(floor)
+
+ // the racing line, drawn on the floor so the circle is obvious
+ const ring = new THREE.Mesh(
+ new THREE.RingGeometry(R - 0.12, R + 0.12, 96),
+ new THREE.MeshBasicMaterial({ color: '#ffd60a', side: THREE.DoubleSide }),
+ )
+ ring.rotation.x = -Math.PI / 2
+ ring.position.y = 0.02
+ scene.add(ring)
+
+ // start marker
+ const startMark = new THREE.Mesh(
+ new THREE.BoxGeometry(0.4, 0.05, 2.4),
+ new THREE.MeshBasicMaterial({ color: '#FF6EB4' }),
+ )
+ startMark.position.set(0, 0.03, -R)
+ scene.add(startMark)
+
+ // ---------------------------------------------------------------- the "blob"
+ // A Lane-H-owned stand-in shaped like the frozen Blob: the recorder reads the
+ // root group's position + scale. A kinematic body is created only to satisfy
+ // the Blob type (never stepped; the group is driven directly).
+ const group = new THREE.Group()
+ group.position.set(0, CY, -R)
+ scene.add(group)
+
+ const mesh = new THREE.Mesh(
+ new THREE.SphereGeometry(BLOB_RADIUS, 32, 24),
+ new THREE.MeshStandardMaterial({ color: '#F5F5F7', roughness: 0.4, emissive: '#ffcaa8', emissiveIntensity: 0.15 }),
+ )
+ mesh.castShadow = true
+ group.add(mesh)
+
+ // little eyes so the live ball reads as Blobbo, for contrast with the ghost
+ const eyeMat = new THREE.MeshStandardMaterial({ color: '#1a1a22', roughness: 0.5 })
+ const eyeGeo = new THREE.SphereGeometry(BLOB_RADIUS * 0.16, 12, 10)
+ for (const side of [-1, 1]) {
+ const eye = new THREE.Mesh(eyeGeo, eyeMat)
+ eye.position.set(side * BLOB_RADIUS * 0.34, BLOB_RADIUS * 0.32, BLOB_RADIUS * 0.9)
+ group.add(eye)
+ }
+
+ const body = physics.createRigidBody(
+ rapier.RigidBodyDesc.kinematicPositionBased().setTranslation(0, CY, -R),
+ )
+ const blob: Blob = { group, mesh, body, modifiers: defaultModifiers() }
+
+ // ---------------------------------------------------------------- run driver
+ let running = false
+ let runT = 0
+ let runNo = 0
+ let best: number | null = null
+ let ghostThisRun = false
+ let liveTrack: GhostTrack | null = null
+ let maxDrift = 0
+ const scratchA: GhostSample = { x: 0, y: 0, z: 0, scale: 1 }
+ const scratchB: GhostSample = { x: 0, y: 0, z: 0, scale: 1 }
+ let nextTimer = 0
+
+ // Driver runs as a fixed-step System added BEFORE installGhost, so the
+ // recorder samples this frame's updated group position (insertion order).
+ world.addSystem({
+ update(dt: number): void {
+ if (!running) return
+ runT += dt
+ const tt = Math.min(runT, RUN_SECONDS)
+ pathAt(tt, scratchA)
+ group.position.set(scratchA.x, scratchA.y, scratchA.z)
+ group.scale.setScalar(scratchA.scale)
+
+ if (runT >= RUN_SECONDS) {
+ running = false
+ const time = RUN_SECONDS
+ const isBest = best == null || time < best
+ if (isBest) best = time
+ world.events.emit('race:finished', { time, best })
+ toast(`🏁 run ${runNo} — ${time.toFixed(2)}s${ghostThisRun ? ` · ghost drift ${maxDrift.toFixed(3)}m` : ' (recording)'}`)
+ // auto-loop into the next run
+ window.clearTimeout(nextTimer)
+ nextTimer = window.setTimeout(beginRun, 2200)
+ }
+ },
+ })
+
+ // ---------------------------------------------------------------- ghost wiring
+ installGhost(world, blob, { radius: BLOB_RADIUS })
+
+ // Live drift readout: replayed ghost vs the true circle at the same race time.
+ // Registered AFTER installGhost so the ghost has advanced this frame.
+ world.onFrame(() => {
+ if (!running || !ghostThisRun || !liveTrack) return
+ sampleAt(liveTrack, runT, scratchB) // what the ghost replays
+ pathAt(runT, scratchA) // ground truth
+ const d = Math.hypot(scratchA.x - scratchB.x, scratchA.y - scratchB.y, scratchA.z - scratchB.z)
+ if (d > maxDrift) maxDrift = d
+ })
+
+ function beginRun(): void {
+ window.clearTimeout(nextTimer)
+ runT = 0
+ running = true
+ runNo++
+ maxDrift = 0
+ ghostThisRun = hasGhost()
+ liveTrack = ghostThisRun ? loadGhost() : null
+ // snap live ball to the start so recording starts clean
+ pathAt(0, scratchA)
+ group.position.set(scratchA.x, scratchA.y, scratchA.z)
+ group.scale.setScalar(scratchA.scale)
+ world.events.emit('race:started', {})
+ toast(ghostThisRun ? `run ${runNo} — 👻 racing your ghost` : `run ${runNo} — recording…`)
+ }
+
+ function wipeGhost(): void {
+ clearGhost()
+ toast('👻 ghost wiped')
+ updateHud()
+ }
+
+ // ---------------------------------------------------------------- HUD + toast
+ const hud = document.createElement('div')
+ hud.style.cssText =
+ 'position:fixed;top:12px;left:14px;z-index:20;pointer-events:none;' +
+ 'font:600 14px ui-monospace,Menlo,monospace;color:#eaf2ff;background:rgba(16,20,34,.7);' +
+ 'padding:10px 13px;border-radius:10px;line-height:1.55'
+ document.body.appendChild(hud)
+
+ function updateHud(): void {
+ hud.innerHTML =
+ `BLOBBO — Lane H ghost demo
` +
+ `run ${runNo}${running ? ` ⏱ ${Math.min(runT, RUN_SECONDS).toFixed(2)}s` : ''}
` +
+ `ghost: ${hasGhost() ? `saved ✓${ghostThisRun ? ' · replaying' : ''}` : 'none'}
` +
+ `${ghostThisRun ? `live drift: ${maxDrift.toFixed(3)}m (< ${BLOB_RADIUS}m radius)
` : ''}` +
+ `keys: G wipe ghost · R restart · P snapshot`
+ }
+ world.onFrame(updateHud)
+
+ let toastEl: HTMLDivElement | null = null
+ let toastTimer = 0
+ function toast(msg: string): void {
+ if (!toastEl) {
+ toastEl = document.createElement('div')
+ toastEl.style.cssText =
+ 'position:fixed;bottom:22px;left:50%;transform:translateX(-50%);z-index:20;pointer-events:none;' +
+ 'font:700 15px ui-monospace,Menlo,monospace;color:#16264a;background:#ffd60a;' +
+ 'padding:9px 16px;border-radius:10px;box-shadow:0 6px 18px rgba(0,0,0,.4)'
+ document.body.appendChild(toastEl)
+ }
+ toastEl.textContent = msg
+ toastEl.style.opacity = '1'
+ window.clearTimeout(toastTimer)
+ toastTimer = window.setTimeout(() => {
+ if (toastEl) toastEl.style.opacity = '0'
+ }, 2600)
+ }
+
+ function snapshot(): Record {
+ return {
+ run: runNo,
+ running,
+ t: +runT.toFixed(2),
+ hasGhost: hasGhost(),
+ replaying: ghostThisRun,
+ maxDriftM: +maxDrift.toFixed(4),
+ pos: [+group.position.x.toFixed(2), +group.position.y.toFixed(2), +group.position.z.toFixed(2)],
+ }
+ }
+
+ addEventListener('keydown', (e) => {
+ if (e.code === 'KeyG') wipeGhost()
+ else if (e.code === 'KeyR') beginRun()
+ else if (e.code === 'KeyP') console.log('[lane-h]', JSON.stringify(snapshot()))
+ })
+
+ return { blob, beginRun, wipeGhost }
+}
+
+// --------------------------------------------------------------- bootstrap
+if (typeof document !== 'undefined') {
+ const { createWorld } = await import('../world')
+ const world = await createWorld(document.getElementById('app')!)
+ world.camera.position.set(0, 16, 20)
+ world.onFrame(() => world.camera.lookAt(0, 0.5, 0))
+
+ const h = buildLaneH(world)
+
+ // Title in front. Hand it a short boot promise to show the loading blob dot
+ // before PLAY (the real world is already booted; this just exercises the
+ // loading state). ui:play kicks off the first run exactly once.
+ const boot = new Promise((res) => setTimeout(res, 700))
+ const title = installTitle(world, { ready: boot })
+ title.done.then(() => {
+ console.log('[lane-h] ui:play received — starting run 1')
+ h.beginRun()
+ })
+
+ world.start()
+ console.log('[lane-h] ready — click PLAY, then keys: G wipe ghost · R restart · P snapshot')
+}
diff --git a/src/ghost/format.ts b/src/ghost/format.ts
new file mode 100644
index 0000000..e324d1a
--- /dev/null
+++ b/src/ghost/format.ts
@@ -0,0 +1,184 @@
+/**
+ * Ghost track storage + sampling — the pure, headless-testable core shared by
+ * the recorder (writes), the player (reads) and the title (reads best time).
+ *
+ * No three / no DOM here beyond guarded btoa/atob/localStorage, so the drift
+ * verifier (verify-drift.ts) can bundle + run this exact code under `node`.
+ *
+ * Wire storage is int16 centimetres (position) + int16 milli-units (uniform
+ * scale), base64 of the raw Int16Array inside a tiny JSON envelope in
+ * localStorage key `blobbo:ghost`. A full 5-minute run is ~48KB base64, well
+ * under the ~200KB budget.
+ */
+
+export const GHOST_KEY = 'blobbo:ghost'
+export const RECORD_HZ = 15
+export const MAX_SECONDS = 300 // ~5 min recording cap
+export const MAX_SAMPLES = MAX_SECONDS * RECORD_HZ // 4500
+export const FLOATS_PER_SAMPLE = 4 // x, y, z, uniformScale
+export const POS_SCALE = 100 // metres -> int16 centimetres (±327.67 m range)
+export const SIZE_SCALE = 1000 // uniform scale -> int16 milli-units (±32.767)
+
+export interface GhostTrack {
+ time: number // recorded run time (seconds)
+ hz: number // sample rate
+ count: number // number of samples stored
+ data: Int16Array // interleaved [x_cm, y_cm, z_cm, scale_milli] * count
+}
+
+export interface GhostSample {
+ x: number
+ y: number
+ z: number
+ scale: number
+}
+
+// clamp to int16 so one wild sample can never corrupt the buffer / overflow
+const i16 = (n: number): number => Math.max(-32768, Math.min(32767, Math.round(n)))
+
+/** Quantise the first `count` samples of a flat Float32 buffer into int16s. */
+export function quantize(src: Float32Array, count: number): Int16Array {
+ const out = new Int16Array(count * FLOATS_PER_SAMPLE)
+ for (let i = 0; i < count; i++) {
+ const o = i * FLOATS_PER_SAMPLE
+ out[o] = i16(src[o] * POS_SCALE)
+ out[o + 1] = i16(src[o + 1] * POS_SCALE)
+ out[o + 2] = i16(src[o + 2] * POS_SCALE)
+ out[o + 3] = i16(src[o + 3] * SIZE_SCALE)
+ }
+ return out
+}
+
+/**
+ * Linear-interpolate the track at race-time `t` (seconds), writing into `out`
+ * (reused to avoid per-frame allocation). Clamps at both ends: before the run
+ * it sits at the start sample, after the run it freezes on the finish sample.
+ */
+export function sampleAt(track: GhostTrack, t: number, out: GhostSample): GhostSample {
+ const { data, count, hz } = track
+ if (count === 0) {
+ out.x = out.y = out.z = 0
+ out.scale = 1
+ return out
+ }
+ const f = Math.max(0, Math.min(count - 1, t * hz))
+ const i0 = Math.floor(f)
+ const i1 = Math.min(count - 1, i0 + 1)
+ const a = f - i0
+ const o0 = i0 * FLOATS_PER_SAMPLE
+ const o1 = i1 * FLOATS_PER_SAMPLE
+ out.x = (data[o0] + (data[o1] - data[o0]) * a) / POS_SCALE
+ out.y = (data[o0 + 1] + (data[o1 + 1] - data[o0 + 1]) * a) / POS_SCALE
+ out.z = (data[o0 + 2] + (data[o1 + 2] - data[o0 + 2]) * a) / POS_SCALE
+ out.scale = (data[o0 + 3] + (data[o1 + 3] - data[o0 + 3]) * a) / SIZE_SCALE
+ return out
+}
+
+// ---- base64 <-> bytes (chunked so btoa never blows the arg limit) ----------
+const B64_CHUNK = 0x8000
+
+function bytesToB64(bytes: Uint8Array): string {
+ let bin = ''
+ for (let i = 0; i < bytes.length; i += B64_CHUNK) {
+ bin += String.fromCharCode(...bytes.subarray(i, i + B64_CHUNK))
+ }
+ return btoa(bin)
+}
+
+function b64ToBytes(b64: string): Uint8Array {
+ const bin = atob(b64)
+ const bytes = new Uint8Array(bin.length)
+ for (let i = 0; i < bin.length; i++) bytes[i] = bin.charCodeAt(i)
+ return bytes
+}
+
+// ---- envelope -------------------------------------------------------------
+interface GhostPayload {
+ v: number // schema version
+ t: number // run time (s)
+ hz: number // sample rate
+ n: number // sample count
+ b: string // base64 of the interleaved int16 buffer
+}
+
+export function encodeGhost(track: GhostTrack): string {
+ const view = new Uint8Array(track.data.buffer, track.data.byteOffset, track.data.byteLength)
+ const payload: GhostPayload = {
+ v: 1,
+ t: track.time,
+ hz: track.hz,
+ n: track.count,
+ b: bytesToB64(view),
+ }
+ return JSON.stringify(payload)
+}
+
+export function decodeGhost(json: string): GhostTrack | null {
+ try {
+ const p = JSON.parse(json) as Partial
+ if (!p || p.v !== 1 || typeof p.b !== 'string') return null
+ const bytes = b64ToBytes(p.b)
+ // ensure an even byte length for Int16Array
+ const len16 = Math.floor(bytes.byteLength / 2)
+ const data = new Int16Array(bytes.buffer, bytes.byteOffset, len16)
+ const count = typeof p.n === 'number' ? p.n : Math.floor(len16 / FLOATS_PER_SAMPLE)
+ return {
+ time: typeof p.t === 'number' ? p.t : count / RECORD_HZ,
+ hz: typeof p.hz === 'number' && p.hz > 0 ? p.hz : RECORD_HZ,
+ count,
+ data,
+ }
+ } catch {
+ return null
+ }
+}
+
+// ---- localStorage (guarded so this module stays runnable headless) --------
+function store(): Storage | null {
+ try {
+ return typeof localStorage !== 'undefined' ? localStorage : null
+ } catch {
+ return null
+ }
+}
+
+/** Persist a track. Returns false if storage is unavailable or the write threw. */
+export function saveGhost(track: GhostTrack): boolean {
+ const s = store()
+ if (!s) return false
+ try {
+ s.setItem(GHOST_KEY, encodeGhost(track))
+ return true
+ } catch {
+ return false
+ }
+}
+
+export function loadGhost(): GhostTrack | null {
+ const s = store()
+ if (!s) return null
+ const raw = s.getItem(GHOST_KEY)
+ return raw ? decodeGhost(raw) : null
+}
+
+export function clearGhost(): void {
+ store()?.removeItem(GHOST_KEY)
+}
+
+export function hasGhost(): boolean {
+ return !!store()?.getItem(GHOST_KEY)
+}
+
+/** Cheap read of just the saved run time (for the title), without decoding samples. */
+export function ghostTime(): number | null {
+ const s = store()
+ if (!s) return null
+ const raw = s.getItem(GHOST_KEY)
+ if (!raw) return null
+ try {
+ const p = JSON.parse(raw) as Partial
+ return typeof p.t === 'number' ? p.t : null
+ } catch {
+ return null
+ }
+}
diff --git a/src/ghost/index.ts b/src/ghost/index.ts
new file mode 100644
index 0000000..c608fed
--- /dev/null
+++ b/src/ghost/index.ts
@@ -0,0 +1,17 @@
+/** Lane H — ghost replay. Public surface for integration + the demo. */
+export { installGhost, type GhostHandles } from './install'
+export { GhostRecorder } from './recorder'
+export { GhostPlayer, type GhostPlayerOptions } from './player'
+export {
+ GHOST_KEY,
+ RECORD_HZ,
+ clearGhost,
+ ghostTime,
+ hasGhost,
+ loadGhost,
+ saveGhost,
+ sampleAt,
+ quantize,
+ type GhostSample,
+ type GhostTrack,
+} from './format'
diff --git a/src/ghost/install.ts b/src/ghost/install.ts
new file mode 100644
index 0000000..4641bce
--- /dev/null
+++ b/src/ghost/install.ts
@@ -0,0 +1,31 @@
+/**
+ * installGhost — wires a recorder + player to the race events. Integration
+ * calls this once, after the blob exists:
+ *
+ * installGhost(world, blob)
+ *
+ * The recorder captures every run and persists the best; the player replays the
+ * saved best on the next race. Both self-subscribe to race:started/finished.
+ */
+import type { Blob, World } from '../contracts'
+import { GhostRecorder } from './recorder'
+import { GhostPlayer, type GhostPlayerOptions } from './player'
+
+export interface GhostHandles {
+ recorder: GhostRecorder
+ player: GhostPlayer
+}
+
+export function installGhost(
+ world: World,
+ blob: Blob,
+ opts: GhostPlayerOptions = {},
+): GhostHandles {
+ const recorder = new GhostRecorder(world, blob)
+ world.addSystem(recorder)
+
+ const radius = opts.radius ?? (blob as { radius?: number }).radius ?? 0.5
+ const player = new GhostPlayer(world, { ...opts, radius })
+
+ return { recorder, player }
+}
diff --git a/src/ghost/player.ts b/src/ghost/player.ts
new file mode 100644
index 0000000..732c309
--- /dev/null
+++ b/src/ghost/player.ts
@@ -0,0 +1,135 @@
+/**
+ * GhostPlayer — if a saved ghost exists, spawns a translucent, physics-free
+ * "past self" on `race:started` and replays the recorded track in race time
+ * with linear interpolation, then despawns on `race:finished` (or the next
+ * respawn, which re-fires race:started and resets it).
+ *
+ * Interpolation runs on the RENDER frame (onFrame) for smoothness; the track
+ * itself was sampled deterministically at 15Hz. The ghost is deliberately
+ * NOT-you: ghostly desaturated white, ~0.35 opacity, faint emissive, a slight
+ * vertical bob.
+ *
+ * Consumes: race:started, race:finished. Emits: nothing.
+ */
+import * as THREE from 'three'
+import type { World } from '../contracts'
+import { loadGhost, sampleAt, type GhostSample, type GhostTrack } from './format'
+
+const GHOST_OPACITY = 0.35
+const BOB_AMPLITUDE = 0.06 // metres
+const BOB_RATE = 4 // rad/s
+
+export interface GhostPlayerOptions {
+ /** Visual radius; match the blob so the overlap reads true. Default 0.5. */
+ radius?: number
+}
+
+export class GhostPlayer {
+ private group: THREE.Group | null = null
+ private track: GhostTrack | null = null
+ private playing = false
+ private t = 0
+ private bob = 0
+ private readonly radius: number
+ private readonly out: GhostSample = { x: 0, y: 0, z: 0, scale: 1 }
+ private readonly mats: THREE.Material[] = []
+ private readonly geos: THREE.BufferGeometry[] = []
+
+ constructor(
+ private readonly world: World,
+ opts: GhostPlayerOptions = {},
+ ) {
+ this.radius = opts.radius ?? 0.5
+ world.events.on('race:started', () => this.spawn())
+ world.events.on('race:finished', () => this.despawn())
+ world.onFrame((dt) => this.update(dt))
+ }
+
+ private build(): THREE.Group {
+ const r = this.radius
+ const g = new THREE.Group()
+
+ const bodyGeo = new THREE.SphereGeometry(r, 32, 24)
+ const bodyMat = new THREE.MeshStandardMaterial({
+ color: '#eaf6ff',
+ emissive: '#bfe6ff',
+ emissiveIntensity: 0.5,
+ roughness: 0.35,
+ metalness: 0.0,
+ transparent: true,
+ opacity: GHOST_OPACITY,
+ depthWrite: false, // translucent: don't occlude the real blob behind it
+ })
+ const body = new THREE.Mesh(bodyGeo, bodyMat)
+ g.add(body)
+
+ // Simple eyes so it reads as a blob (not a soap bubble), slightly less sheer.
+ const eyeGeo = new THREE.SphereGeometry(r * 0.16, 12, 10)
+ const eyeMat = new THREE.MeshStandardMaterial({
+ color: '#2a3a48',
+ transparent: true,
+ opacity: Math.min(1, GHOST_OPACITY + 0.25),
+ depthWrite: false,
+ })
+ for (const side of [-1, 1]) {
+ const eye = new THREE.Mesh(eyeGeo, eyeMat)
+ eye.position.set(side * r * 0.34, r * 0.32, r * 0.9)
+ g.add(eye)
+ }
+
+ g.renderOrder = 2 // composite over the opaque scene
+ this.mats.push(bodyMat, eyeMat)
+ this.geos.push(bodyGeo, eyeGeo)
+ return g
+ }
+
+ private spawn(): void {
+ this.track = loadGhost()
+ if (!this.track || this.track.count < 2) {
+ this.track = null // no ghost yet (e.g. first run ever)
+ return
+ }
+ if (!this.group) {
+ this.group = this.build()
+ this.world.scene.add(this.group)
+ }
+ this.group.visible = true
+ this.t = 0
+ this.bob = 0
+ this.playing = true
+ this.place() // snap to the start pose immediately, no one-frame pop
+ }
+
+ private despawn(): void {
+ this.playing = false
+ if (this.group) this.group.visible = false
+ }
+
+ private place(): void {
+ if (!this.group || !this.track) return
+ sampleAt(this.track, this.t, this.out)
+ const bob = Math.sin(this.bob * BOB_RATE) * BOB_AMPLITUDE
+ this.group.position.set(this.out.x, this.out.y + bob, this.out.z)
+ this.group.scale.setScalar(this.out.scale || 1)
+ }
+
+ private update(dt: number): void {
+ if (!this.playing) return
+ this.t += dt
+ this.bob += dt
+ this.place()
+ }
+
+ /** Fully tear down (scene node + GPU resources). */
+ dispose(): void {
+ if (this.group) {
+ this.world.scene.remove(this.group)
+ this.group = null
+ }
+ for (const m of this.mats) m.dispose()
+ for (const geo of this.geos) geo.dispose()
+ this.mats.length = 0
+ this.geos.length = 0
+ this.playing = false
+ }
+}
diff --git a/src/ghost/recorder.ts b/src/ghost/recorder.ts
new file mode 100644
index 0000000..863fa69
--- /dev/null
+++ b/src/ghost/recorder.ts
@@ -0,0 +1,90 @@
+/**
+ * GhostRecorder — records the blob root's position + uniform scale at 15Hz
+ * between `race:started` and `race:finished`, and on a new best writes a
+ * quantised, base64 track to localStorage `blobbo:ghost`.
+ *
+ * It is a fixed-step System (added via installGhost) so the 15Hz grid is
+ * deterministic (every 4th 60Hz step) rather than tied to render cadence.
+ *
+ * Consumes: race:started, race:finished {time,best}. Emits: nothing.
+ */
+import type { Blob, System, World } from '../contracts'
+import {
+ FLOATS_PER_SAMPLE,
+ MAX_SAMPLES,
+ RECORD_HZ,
+ quantize,
+ saveGhost,
+ type GhostTrack,
+} from './format'
+
+export class GhostRecorder implements System {
+ private readonly buf = new Float32Array(MAX_SAMPLES * FLOATS_PER_SAMPLE)
+ private count = 0
+ private acc = 0
+ private recording = false
+ private readonly period = 1 / RECORD_HZ
+
+ constructor(
+ private readonly world: World,
+ private readonly blob: Blob,
+ ) {
+ world.events.on('race:started', () => this.begin())
+ world.events.on('race:finished', (p) => this.finish(p))
+ }
+
+ private begin(): void {
+ this.count = 0
+ this.acc = 0
+ this.recording = true
+ this.capture() // anchor sample at t = 0
+ }
+
+ private capture(): void {
+ if (this.count >= MAX_SAMPLES) {
+ this.recording = false // 5-minute cap reached; keep what we have
+ return
+ }
+ // The blob root (group) carries world position (synced to the rigid body
+ // each fixed step) and the `size` uniform scale — exactly what we replay.
+ const g = this.blob.group
+ const o = this.count * FLOATS_PER_SAMPLE
+ this.buf[o] = g.position.x
+ this.buf[o + 1] = g.position.y
+ this.buf[o + 2] = g.position.z
+ this.buf[o + 3] = g.scale.x
+ this.count++
+ }
+
+ update(dt: number): void {
+ if (!this.recording) return
+ this.acc += dt
+ while (this.acc >= this.period) {
+ this.acc -= this.period
+ this.capture()
+ if (!this.recording) break
+ }
+ }
+
+ private finish(p?: { time?: number; best?: number }): void {
+ if (!this.recording) return
+ this.recording = false
+ this.capture() // pin the exact finish pose
+
+ const time = p?.time ?? this.count / RECORD_HZ
+ const best = p?.best
+ // game.ts sets `best` to the new time BEFORE emitting on a record, so a new
+ // best arrives as time === best. `<=` catches that; a slower run has
+ // best < time and is skipped.
+ const isBest = best == null || time <= best + 1e-6
+ if (!isBest || this.count < 2) return
+
+ const track: GhostTrack = {
+ time,
+ hz: RECORD_HZ,
+ count: this.count,
+ data: quantize(this.buf, this.count),
+ }
+ saveGhost(track)
+ }
+}
diff --git a/src/ghost/verify-drift.ts b/src/ghost/verify-drift.ts
new file mode 100644
index 0000000..74b5618
--- /dev/null
+++ b/src/ghost/verify-drift.ts
@@ -0,0 +1,104 @@
+/**
+ * Numeric acceptance for Lane H: ghost replay drift vs the recorded path must be
+ * < one blob radius at all sample points. This mirrors the demo's deterministic
+ * circle, records it at 15Hz through the REAL quantize(), then replays it
+ * through the REAL sampleAt() and reports the worst-case position error.
+ *
+ * Not imported by any entry (headless-only). Run it with:
+ * node_modules/.bin/esbuild src/ghost/verify-drift.ts --bundle --platform=node \
+ * --format=esm --outfile=/tmp/verify.mjs && node /tmp/verify.mjs
+ */
+import {
+ FLOATS_PER_SAMPLE,
+ RECORD_HZ,
+ quantize,
+ sampleAt,
+ type GhostSample,
+ type GhostTrack,
+} from './format'
+
+// --- the exact same path the demo drives (ball on a circle) ---
+const R = 8
+const CY = 1.0
+const RUN_SECONDS = 20
+const OMEGA = (2 * Math.PI) / RUN_SECONDS
+const BLOB_RADIUS = 0.5
+
+function pathAt(t: number, out: GhostSample): GhostSample {
+ const th = OMEGA * t - Math.PI / 2
+ out.x = R * Math.cos(th)
+ out.y = CY
+ out.z = R * Math.sin(th)
+ out.scale = 1 + 0.15 * Math.sin(2 * OMEGA * t)
+ return out
+}
+
+// --- record at 15Hz exactly as GhostRecorder does (grid times i/hz) ---
+const count = Math.floor(RUN_SECONDS * RECORD_HZ) + 1
+const buf = new Float32Array(count * FLOATS_PER_SAMPLE)
+const s: GhostSample = { x: 0, y: 0, z: 0, scale: 1 }
+for (let i = 0; i < count; i++) {
+ pathAt(i / RECORD_HZ, s)
+ const o = i * FLOATS_PER_SAMPLE
+ buf[o] = s.x
+ buf[o + 1] = s.y
+ buf[o + 2] = s.z
+ buf[o + 3] = s.scale
+}
+
+const track: GhostTrack = { time: RUN_SECONDS, hz: RECORD_HZ, count, data: quantize(buf, count) }
+
+// --- replay and measure drift ---
+const truth: GhostSample = { x: 0, y: 0, z: 0, scale: 1 }
+const ghost: GhostSample = { x: 0, y: 0, z: 0, scale: 1 }
+
+function driftAt(t: number): number {
+ pathAt(t, truth)
+ sampleAt(track, t, ghost)
+ return Math.hypot(truth.x - ghost.x, truth.y - ghost.y, truth.z - ghost.z)
+}
+
+// (a) exactly at every recorded sample point (the acceptance wording)
+let maxAtSamples = 0
+let worstSampleT = 0
+for (let i = 0; i < count; i++) {
+ const t = i / RECORD_HZ
+ const d = driftAt(t)
+ if (d > maxAtSamples) {
+ maxAtSamples = d
+ worstSampleT = t
+ }
+}
+
+// (b) densely between samples too (interpolation error), 1ms resolution
+let maxDense = 0
+let worstDenseT = 0
+for (let t = 0; t <= RUN_SECONDS; t += 0.001) {
+ const d = driftAt(t)
+ if (d > maxDense) {
+ maxDense = d
+ worstDenseT = t
+ }
+}
+
+// scale error, for completeness
+let maxScaleErr = 0
+for (let t = 0; t <= RUN_SECONDS; t += 0.001) {
+ pathAt(t, truth)
+ sampleAt(track, t, ghost)
+ maxScaleErr = Math.max(maxScaleErr, Math.abs(truth.scale - ghost.scale))
+}
+
+const rawBytes = track.data.byteLength
+const b64Bytes = Math.ceil(rawBytes / 3) * 4
+
+console.log('--- Lane H ghost drift verification ---')
+console.log(`samples: ${count} @ ${RECORD_HZ}Hz storage: ${rawBytes} B int16 → ~${b64Bytes} B base64`)
+console.log(`blob radius (budget): ${BLOB_RADIUS} m`)
+console.log(`max drift at sample points : ${maxAtSamples.toFixed(4)} m (t=${worstSampleT.toFixed(3)}s)`)
+console.log(`max drift densely (1ms) : ${maxDense.toFixed(4)} m (t=${worstDenseT.toFixed(3)}s)`)
+console.log(`max scale error : ${maxScaleErr.toFixed(5)}`)
+
+const pass = maxDense < BLOB_RADIUS && maxAtSamples < BLOB_RADIUS
+console.log(pass ? `PASS — drift < ${BLOB_RADIUS} m everywhere` : 'FAIL — drift exceeds one blob radius')
+if (!pass) throw new Error('ghost drift exceeds one blob radius')
diff --git a/src/ui/title.ts b/src/ui/title.ts
new file mode 100644
index 0000000..12b1172
--- /dev/null
+++ b/src/ui/title.ts
@@ -0,0 +1,273 @@
+/**
+ * installTitle — the five-second onboarding card + the audio gate.
+ *
+ * Full-screen overlay on boot: bold CSS bubble-letter BLOBBO wordmark with
+ * rainbow paint-drip accents, a one-line pitch, a three-row controls card, and
+ * a fat PLAY button. If the world is still booting (a `ready` promise was
+ * handed in), PLAY is replaced by a wobbling "loading…" blob dot until it
+ * resolves.
+ *
+ * On the first click / keypress / gamepad button it emits **`ui:play`** exactly
+ * once (synchronously, inside the user gesture, so a listening AudioContext can
+ * unlock), fades the overlay out and never shows it again.
+ *
+ * No external fonts or assets — everything is inline CSS. Readable on any
+ * background thanks to the dimming backdrop.
+ */
+import type { World } from '../contracts'
+import { PALETTE } from '../contracts'
+import { ghostTime, hasGhost } from '../ghost/format'
+
+export interface TitleOptions {
+ /** Resolves when Rapier/world finished booting. While pending: loading state. */
+ ready?: Promise
+}
+
+export interface TitleHandle {
+ /** Resolves once the player has started (ui:play fired). */
+ done: Promise
+ /** Force-remove the overlay (teardown / tests). Does not emit ui:play. */
+ remove(): void
+}
+
+const STYLE_ID = 'blobbo-title-style'
+const DRIP_COLORS = [PALETTE.red, PALETTE.yellow, PALETTE.green, PALETTE.blue, PALETTE.pink]
+
+function injectStyle(): void {
+ if (document.getElementById(STYLE_ID)) return
+ const el = document.createElement('style')
+ el.id = STYLE_ID
+ el.textContent = `
+#blobbo-title{position:fixed;inset:0;z-index:1000;display:flex;flex-direction:column;
+ align-items:center;justify-content:center;gap:26px;padding:24px;box-sizing:border-box;
+ background:radial-gradient(120% 120% at 50% 30%,rgba(24,30,54,.72),rgba(10,12,24,.92));
+ backdrop-filter:blur(3px);-webkit-backdrop-filter:blur(3px);
+ font-family:'Comic Sans MS','Chalkboard SE','Baloo 2',system-ui,sans-serif;
+ color:#fff;text-align:center;opacity:1;transition:opacity .4s ease}
+#blobbo-title.hide{opacity:0;pointer-events:none}
+.blobbo-word{display:flex;gap:.01em;line-height:1;
+ font-weight:900;font-size:clamp(58px,15vw,168px);filter:drop-shadow(0 8px 14px rgba(0,0,0,.45))}
+.blobbo-word span{position:relative;color:#fff;
+ -webkit-text-stroke:.085em #16264a;paint-order:stroke fill;
+ text-shadow:0 .05em 0 #16264a,0 .11em .02em rgba(0,0,0,.4);
+ transform:rotate(var(--rot,0deg));
+ animation:blobbo-pop .5s cubic-bezier(.2,1.5,.4,1) both;animation-delay:var(--d,0s)}
+.blobbo-drip{position:absolute;left:50%;bottom:.04em;width:.15em;height:.2em;
+ transform:translateX(-50%);background:var(--c,#fff);border-radius:0 0 55% 55%/0 0 70% 70%;
+ box-shadow:0 .05em 0 var(--c,#fff);z-index:-1;
+ animation:blobbo-drip 2.8s ease-in-out infinite;animation-delay:var(--dd,0s)}
+@keyframes blobbo-pop{from{transform:translateY(.25em) rotate(var(--rot,0deg)) scale(.6);opacity:0}
+ to{transform:translateY(0) rotate(var(--rot,0deg)) scale(1);opacity:1}}
+@keyframes blobbo-drip{0%,100%{transform:translateX(-50%) scaleY(1)}55%{transform:translateX(-50%) scaleY(1.7)}}
+.blobbo-pitch{font-size:clamp(17px,3.2vw,26px);font-weight:700;letter-spacing:.02em;
+ color:#eaf2ff;text-shadow:0 2px 6px rgba(0,0,0,.6);margin-top:-6px}
+.blobbo-controls{display:flex;flex-wrap:wrap;gap:10px 18px;justify-content:center;
+ background:rgba(255,255,255,.1);border:1px solid rgba(255,255,255,.16);border-radius:14px;
+ padding:12px 18px;font-family:ui-monospace,Menlo,monospace;font-size:15px;font-weight:600}
+.blobbo-controls .row{display:flex;align-items:center;gap:8px;white-space:nowrap}
+.blobbo-controls .key{display:inline-block;min-width:20px;padding:2px 8px;border-radius:6px;
+ background:#33436b;color:#fff;box-shadow:0 2px 0 rgba(0,0,0,.4);text-align:center}
+.blobbo-best{font-family:ui-monospace,Menlo,monospace;font-size:15px;font-weight:700;
+ color:#ffd60a;min-height:1.2em}
+.blobbo-play{cursor:pointer;border:none;font-family:inherit;font-weight:900;
+ font-size:clamp(24px,5vw,40px);color:#16264a;letter-spacing:.04em;
+ padding:.35em 1.3em;border-radius:999px;
+ background:linear-gradient(180deg,#fff,#ffe14d);
+ box-shadow:0 8px 0 #b98a00,0 12px 24px rgba(0,0,0,.4);
+ transform:translateY(0);transition:transform .08s ease,box-shadow .08s ease;
+ animation:blobbo-breathe 2.2s ease-in-out infinite}
+.blobbo-play:hover{transform:translateY(-2px)}
+.blobbo-play:active{transform:translateY(6px);box-shadow:0 2px 0 #b98a00,0 4px 10px rgba(0,0,0,.4)}
+@keyframes blobbo-breathe{0%,100%{scale:1}50%{scale:1.05}}
+.blobbo-loading{display:flex;flex-direction:column;align-items:center;gap:12px;
+ font-family:ui-monospace,Menlo,monospace;font-size:16px;font-weight:700;color:#eaf2ff}
+.blobbo-dot{width:34px;height:34px;border-radius:50%;
+ background:radial-gradient(circle at 35% 30%,#fff,#bfe6ff 60%,#7ab6e6);
+ animation:blobbo-wobble 1s ease-in-out infinite}
+@keyframes blobbo-wobble{0%,100%{transform:translateY(0) scale(1,1)}
+ 25%{transform:translateY(-10px) scale(.92,1.1)}
+ 55%{transform:translateY(0) scale(1.15,.85)}
+ 75%{transform:translateY(-4px) scale(.96,1.05)}}
+.blobbo-hint{font-family:ui-monospace,Menlo,monospace;font-size:12px;color:rgba(234,242,255,.65)}
+`
+ document.head.appendChild(el)
+}
+
+function buildWordmark(): HTMLElement {
+ const word = document.createElement('div')
+ word.className = 'blobbo-word'
+ word.setAttribute('aria-label', 'BLOBBO')
+ const letters = 'BLOBBO'.split('')
+ // deterministic-ish tilts + a few drips so it reads hand-made, not random.
+ const tilts = [-5, 4, -3, 6, -4, 3]
+ const dripAt = new Set([0, 2, 4]) // under B, O, B
+ letters.forEach((ch, i) => {
+ const span = document.createElement('span')
+ span.textContent = ch
+ span.style.setProperty('--rot', `${tilts[i]}deg`)
+ span.style.setProperty('--d', `${i * 0.06}s`)
+ if (dripAt.has(i)) {
+ const drip = document.createElement('span')
+ drip.className = 'blobbo-drip'
+ drip.style.setProperty('--c', DRIP_COLORS[i % DRIP_COLORS.length])
+ drip.style.setProperty('--dd', `${i * 0.35}s`)
+ span.appendChild(drip)
+ }
+ word.appendChild(span)
+ })
+ return word
+}
+
+function buildControls(): HTMLElement {
+ const box = document.createElement('div')
+ box.className = 'blobbo-controls'
+ const rows: Array<[string, string]> = [
+ ['WASD / stick', 'move'],
+ ['Space / A', 'jump'],
+ ['R / Start', 'restart'],
+ ]
+ for (const [keys, action] of rows) {
+ const row = document.createElement('div')
+ row.className = 'row'
+ const k = document.createElement('span')
+ k.className = 'key'
+ k.textContent = keys
+ const a = document.createElement('span')
+ a.textContent = action
+ row.append(k, a)
+ box.appendChild(row)
+ }
+ return box
+}
+
+export function installTitle(world: World, opts: TitleOptions = {}): TitleHandle {
+ injectStyle()
+
+ const overlay = document.createElement('div')
+ overlay.id = 'blobbo-title'
+
+ overlay.appendChild(buildWordmark())
+
+ const pitch = document.createElement('div')
+ pitch.className = 'blobbo-pitch'
+ pitch.textContent = 'Race. Get painted. Paint is power.'
+ overlay.appendChild(pitch)
+
+ overlay.appendChild(buildControls())
+
+ // saved best + ghost status
+ const best = document.createElement('div')
+ best.className = 'blobbo-best'
+ if (hasGhost()) {
+ const t = ghostTime()
+ best.textContent = t != null ? `best ${t.toFixed(2)}s · 👻 ghost ready` : '👻 ghost ready'
+ }
+ overlay.appendChild(best)
+
+ // action slot: either the loading blob or the PLAY button
+ const slot = document.createElement('div')
+ overlay.appendChild(slot)
+
+ const hint = document.createElement('div')
+ hint.className = 'blobbo-hint'
+ overlay.appendChild(hint)
+
+ document.body.appendChild(overlay)
+
+ // ---- lifecycle -----------------------------------------------------------
+ let armed = false // becomes true once boot completes → input can start play
+ let started = false
+ let resolveDone: () => void = () => {}
+ const done = new Promise((res) => (resolveDone = res))
+
+ const showLoading = (): void => {
+ slot.innerHTML = ''
+ const box = document.createElement('div')
+ box.className = 'blobbo-loading'
+ const dot = document.createElement('div')
+ dot.className = 'blobbo-dot'
+ const label = document.createElement('div')
+ label.textContent = 'loading…'
+ box.append(dot, label)
+ slot.appendChild(box)
+ }
+
+ const playBtn = document.createElement('button')
+ playBtn.className = 'blobbo-play'
+ playBtn.type = 'button'
+ playBtn.textContent = 'PLAY'
+
+ const showPlay = (): void => {
+ slot.innerHTML = ''
+ slot.appendChild(playBtn)
+ hint.textContent = 'click PLAY · or press any key · or a gamepad button'
+ }
+
+ // ---- the single start path ----------------------------------------------
+ const start = (): void => {
+ if (!armed || started) return
+ started = true
+ cleanup()
+ // Emit synchronously within the user gesture so audio can unlock here.
+ world.events.emit('ui:play')
+ overlay.classList.add('hide')
+ resolveDone()
+ // remove from DOM after the fade so it can never reappear or catch input
+ window.setTimeout(() => overlay.remove(), 450)
+ }
+
+ // input wiring (removed on start so ui:play can only fire once)
+ const onKey = (e: KeyboardEvent): void => {
+ if (e.repeat) return
+ start()
+ }
+ const onClick = (): void => start()
+ let padRaf = 0
+ const pollPad = (): void => {
+ if (started) return
+ const pads = typeof navigator !== 'undefined' && navigator.getGamepads ? navigator.getGamepads() : null
+ if (pads) {
+ for (const p of pads) {
+ if (!p || !p.connected) continue
+ if (p.buttons.some((b) => b.pressed)) {
+ start()
+ return
+ }
+ break
+ }
+ }
+ padRaf = requestAnimationFrame(pollPad)
+ }
+
+ const cleanup = (): void => {
+ window.removeEventListener('keydown', onKey)
+ playBtn.removeEventListener('click', onClick)
+ if (padRaf) cancelAnimationFrame(padRaf)
+ }
+
+ playBtn.addEventListener('click', onClick)
+
+ const arm = (): void => {
+ if (armed) return
+ armed = true
+ showPlay()
+ window.addEventListener('keydown', onKey)
+ padRaf = requestAnimationFrame(pollPad)
+ }
+
+ if (opts.ready) {
+ showLoading()
+ hint.textContent = 'waking up the physics…'
+ opts.ready.then(arm, arm) // arm even if boot rejects; the game decides what to do
+ } else {
+ arm()
+ }
+
+ return {
+ done,
+ remove(): void {
+ cleanup()
+ overlay.remove()
+ },
+ }
+}