# Lane A — Engine / Feel **Owns:** `src/blob/`, `src/course/`, `demos/lane-a.html`, `src/demo/lane-a.ts`. **Never touches:** `src/contracts.ts`, `src/world.ts`, `src/game.ts`, `src/main.ts`, `package.json`, other lanes' dirs. New deps are not allowed — three + rapier only. ## Mission Make moving a blob around feel funny and good. Build the blob controller, the follow camera, the squash/jiggle, and a greybox course chunk to play in. ## Deliverables 1. `src/blob/createBlob.ts` — implements `Blob` from `src/contracts.ts`: - Rapier dynamic ball collider (radius ~0.5) + THREE group with a soft white blob mesh (UV sphere is fine — clean UVs matter, Lane B paints them). - Movement: WASD/arrows accelerate via impulses/torque, camera-relative; Space = jump (grounded check via ray or contact); small air control. - Reads `blob.modifiers` EVERY frame and respects: `speedMul`, `jumpMul`, `massMul` (scale collider mass), `grip` (0..1, boosts effective friction / kill slide), `size` (uniform visual+collider scale). 2. **Feel layer**: squash on landing, stretch on jump, idle wobble — cheap sine/spring on mesh scale or vertex shader. It should read as soft-body even though physics is a rigid ball. This is the game's comedy engine: overshoot it. 3. `src/blob/camera.ts` — third-person soft-follow camera with lag + slight FOV kick at speed. 4. `src/course/greybox.ts` — export `buildGreybox(world)`: a Breakfast Rush test chunk from primitives: start plateau, two ramps, a gap jump, a slope, a flat "milk river" plane (tagged `surface:water` via userData), open flat area (machines land here in integration), finish pad. Big, readable, absurd proportions. 5. Demo page `demos/lane-a.html` + `src/demo/lane-a.ts`: boots world, builds greybox, spawns blob, plays. Add 3 debug keys: 1/2/3 set `modifiers.speedMul=1.6` / `jumpMul=1.5` / `size=1.5` to prove modifier plumbing. ## Acceptance - `npm run build` passes. Demo runs at 60fps. - Blob accelerates, jumps, lands with visible squash; wobble reads as soft. - Debug modifier keys visibly change behavior. - No edits outside owned paths. ## Contracts (frozen — read `src/contracts.ts` first) Events you may emit: `blob:landed {impact:number}`, `blob:jumped`. The world fixed-steps physics at 60Hz; register via `world.addSystem`.