diff --git a/LANE_PROMPTS.md b/LANE_PROMPTS.md new file mode 100644 index 0000000..76ac847 --- /dev/null +++ b/LANE_PROMPTS.md @@ -0,0 +1,79 @@ +# Lane launch prompts (Opus 4.8, run on the M1 Ultra) + +Per lane: clone `git@gitea.partly.party:monster/shades.git` to +`~/Documents/shades-lane`, branch `lane/`, paste the prompt. +Lane A starts first; B/C/D/E can start immediately after in parallel +(they develop against contracts + selftest mocks until A's M0 merges). + +--- + +## Lane A — world, shell & integration + +> You are Lane A on SHADES 3D. Read PLAN3D.md fully (you own §5 Lane A), then +> DESIGN.md, then play prototype/ (`python3 -m http.server 8642 --directory +> prototype`). Build the M0 skeleton exactly per PLAN3D §3/§4/§5-A: vendored +> three.js copied from ~/Documents/90sDJsim/web/world/vendor/, stdlib server.py +> on 8801, contracts.js, graybox 30×20 m yard with house edge/trees/posts/garden +> bed, third-person camera, sun lighting, selftest.html harness. Merge M0 to +> main as fast as possible — every other lane rebases on you. Then build the HUD +> against mock data, and act as merge shepherd per PLAN3D §6. Log every landing +> in THREADS.md. + +## Lane B — sail simulation & rigging + +> You are Lane B on SHADES 3D. Read PLAN3D.md fully (you own sail.js + +> rigging.js, §5 Lane B), DESIGN.md §geometry/§hardware, and prototype/game.js — +> your job is the faithful 3D port of its cloth/load/failure behavior. Build the +> 3D verlet cloth with per-FACE wind pressure (F ∝ area·dot(wind,normal)²) so +> hypar twist genuinely sheds load — prove it with the selftest assert (twisted +> rig peak load < flat rig peak load in the same storm). Corner load = smoothed +> incident-spring stretch; break after 0.4 s sustained overload; flogging must +> be emergent from the freed node. Then the prep-phase rigging UI with the +> prototype's economy. Until Lane A's M0 merges, develop inside selftest.html +> with a stub wind function; keep every module deterministic (dt,t in — no +> Date.now, no rAF in sim code). Log in THREADS.md. + +## Lane C — weather, sky & debris + +> You are Lane C on SHADES 3D. Read PLAN3D.md fully (you own weather.js, +> skyfx.js, debris.js, data/storms/, §5 Lane C) and prototype/game.js's gust +> scheduler — port its telegraph/ramp/hold/fade shape. Implement +> wind.sample(pos,t) per contracts.js: base curve + gusts + direction change + +> spatial noise + tree wind-shadow. Storms are data (JSON, PLAN3D §4) — author +> storm_01_gentle and storm_02_wildnight. Then instanced rain following local +> wind, storm sky + lightning flash, WebAudio layers (wind bed, gust whoosh, +> rope creak keyed to max corner load, flog when broken), and hand-rolled +> debris (crates/tubs from models/debris/) with player knockdown + sail impulse. +> No physics engine, no deps. Selftest: telegraph lead ≥1.2 s, wind continuity, +> storm JSON validator. Log in THREADS.md. + +## Lane D — player character & interaction + +> You are Lane D on SHADES 3D. Read PLAN3D.md fully (you own player.js + +> interact.js, §5 Lane D) and 90sDJsim's DEVMANUAL rigged-characters section +> (~/Documents/90sDJsim/DEVMANUAL.md) — its loading rules are law +> (SkeletonUtils.clone, head-bone height normalize, never blind setScalar). +> Copy a ped from ~/Documents/90sDJsim/web/world/models/peds/ into models/ +> (copies rule), merge Walk/Running/Happy Idle clips via ~/Documents/ +> character_kit/ pipeline; queue Climbing Ladder / crank / dig on the +> ~/Documents/mixamo-fetch wishlist for M3. Camera-relative WASD + anim state +> machine, wind slow/shove/knockdown per PLAN3D, and hold-E interactions via +> interact.register (re-rig with spare 2.5 s, per-corner turnbuckle trim 1.2 s, +> carry-one-item from shed table). Selftest: state machine table test. Log in +> THREADS.md. + +## Lane E — nature & hardware assets (Blender) + +> You are Lane E on SHADES 3D. Read PLAN3D.md fully (you own tools/blender/ + +> models/, §5 Lane E). Study the house Blender-scripting idiom in +> ~/Documents/3D-STORE/build_booth_room_v23.py and racks_to_glb.py, then write +> ONE deterministic tools/blender/build_yard_assets.py that generates every +> deliverable in PLAN3D §5-E (gum trees with named canopy/branch_anchor nodes, +> fence set, house_yardside with fascia_anchor empties, shed + table, garden +> bed with 3 damage states, raked sail post, ladder, close-up shackle/ +> carabiner/turnbuckle, ref_capsule) and exports meter-scale Y-up GLBs, <15 k +> tris, low-poly stylized to sit beside the 90sDJsim ped fleet. Also copy + +> scale-check the debris set from ~/Documents/3D-STORE/clean_glbs/ into +> models/debris/. Verify every export by rendering a contact sheet against the +> 1.7 m ref capsule (the 3D=models/_thumbnails pattern). Commit script AND +> GLBs. Log in THREADS.md. diff --git a/PLAN3D.md b/PLAN3D.md new file mode 100644 index 0000000..688c66f --- /dev/null +++ b/PLAN3D.md @@ -0,0 +1,304 @@ +# SHADES 3D — execution plan & lane instructions (for Opus 4.8) + +*Port the proven 2D prototype (see `prototype/`, play it before writing code) to a +3D third-person game: you are a small person in a real backyard, rigging shade +sails against a storm you can see coming, then running repairs in wind and rain.* + +**Read this whole file before starting your lane. `DESIGN.md` is the design +canon; this file is the build canon.** + +--- + +## 0. Ground rules (all lanes) + +- **Stack — locked:** three.js **r175 vendored** (copy `~/Documents/90sDJsim/web/world/vendor/` — three.core.js, three.module.js, addons) + **zero-dependency Python stdlib server** (`server.py`, http.server, no pip, no DB, no build step, no CDN, no npm). This is the proven house stack from 90sDJsim; do not relitigate it. +- **Where you run:** on the M1 Ultra (`johnking@100.91.239.7`, Tailscale). All asset + paths below are local there. Clone your lane from gitea: + `git clone git@gitea.partly.party:monster/shades.git ~/Documents/shades-lane` + then work on branch `lane/`. Push your branch; never force-push main. +- **Units:** meters, +Y up, world origin at yard center on the ground. Player height ~1.7 m. The yard is ~30×20 m. GLB exports: Y-up, meter scale, `*_v1.glb` naming into `web/world/models/`. +- **Asset copies rule (house rule from DJsim):** runtime models in `web/world/models/` + are COPIES. Canonical sources stay in the shared libraries + (`~/Documents/3D=models/`, `~/Documents/character_kit/`, `~/Documents/3D-STORE/`, + `~/Documents/FBX/`). Never hand-edit a game-local GLB; rebuild at source and re-copy. + Raw `.fbx`/`.blend` are gitignored; runtime asset is always `.glb`. +- **Rigged characters:** follow 90sDJsim DEVMANUAL "rigged characters" rules — + `SkeletonUtils.clone()` for instances, height-normalize by head-bone height, + never blind `setScalar`. The Mixamo pipeline is `~/Documents/mixamo-fetch/` + (README inside; wishlist → `fetch.cjs`); already-fetched clips sit in + `~/Documents/FBX/` and `~/Documents/3D=models/animations/`. +- **Testing:** the game must run headless-testable. `web/world/selftest.html` + loads the sim modules WITHOUT rendering and runs assert suites (fast-forward + a 90 s storm in a loop, print pass/fail JSON to console + DOM). Every lane + keeps its module importable there. NOTE: `requestAnimationFrame` pauses in + hidden tabs — selftest must drive the sim with fixed-dt loops, not rAF. +- **Commit style:** small commits on your branch, imperative messages, no binary + churn (don't re-export unchanged GLBs). +- **File ownership is the merge strategy.** Lanes only edit files they own (see + lane sections). Shared contracts live in `web/world/js/contracts.js` — Lane A + lands it in M0 and after that it changes only by agreement (note in THREADS.md). +- **Coordination:** append-only log in `THREADS.md` at repo root — one line per + landed feature / contract change / open question, prefixed with your lane letter. + +--- + +## 1. What we're building (M0 → M3) + +**M0 — walkable yard (Lane A, serial, ~first).** Skeleton everyone builds on: +index.html + server.py + vendored three; terrain plane, house shell, placeholder +trees/posts; third-person camera; contracts.js. Merged to main before other +lanes' first merge (they develop against contracts + mock harnesses meanwhile). + +**M1 — the rig.** Sail cloth sim attached to anchors with per-corner hardware; +prep-phase UI (pick 4 anchors, cycle hardware, tension); calm-day wind makes +the sail breathe. Character walks, camera follows, anims play. + +**M2 — the storm.** Storm timeline: wind ramp + gusts (telegraphed), direction +change, rain; corner loads → weakest-link breaks → cascade; flogging sail; +player runs repairs (hold-E re-rig with spare); wind shoves player; debris +(3D-STORE crates/tubs) tumbles through. + +**M3 — the game.** Garden bed coverage scoring, prep timer, forecast card, +end-of-storm aftermath screen, sound (wind/creak/flog/rain layers), and the +full loop: forecast → prep → storm → aftermath. Optional: deploy via the +90sDJsim pattern (docker on dealgod VPS). + +The 2D prototype (`prototype/game.js`) is the reference implementation for: +gust scheduler shape, load = spring-stretch at corners smoothed, break = +0.4 s sustained overload, hardware tiers/prices, garden damage = f(uncovered), +wind-change event, repair hold. Port the *behavior*, retune the constants. + +--- + +## 2. Asset inventory (M1 Ultra, verified 2026-07-16) + +| Need | Have | Path | +|---|---|---| +| three.js r175 + addons (GLTFLoader, SkeletonUtils…) | ✅ vendored | `~/Documents/90sDJsim/web/world/vendor/` | +| Player character (small person) | ✅ rigged fleet | `~/Documents/90sDJsim/web/world/models/peds/` (man_casual_01-03, woman, elder…); canonical rigs `~/Documents/character_kit/` (hum_character.glb, female/); more in `~/Documents/3D=models/characters/` (53 people-normal + comical) | +| Locomotion anims | ✅ | `~/Documents/FBX/` (Running, Falling, Crouch To Stand, Reaction…), `~/Documents/3D=models/animations/` (Walk, Start Walking, Happy Idle, Injured Walk…, 32 clips) | +| Missing anims (climb ladder, crank/wrench, dig, hammer) | fetch | `~/Documents/mixamo-fetch/` — add to wishlist, run fetcher | +| Debris + yard clutter | ✅ perfect fits | `~/Documents/3D-STORE/clean_glbs/` (BlueCrate, BlackTub, WhiteTub, WoodenBin, LibraryTrolley…) + `~/Documents/3D=models/street-furniture/` (benches, streetlight, market_stall, food_cart, building_shell_01) | +| Furniture/props (granny-flat interiors later) | ✅ | `~/Documents/3D=models/furniture/`, `props-scenes/` | +| Trees, fence, house exterior, shed, garden bed, grass, shade-sail hardware | ❌ **GAP** | Lane E builds these (Blender is installed; house style is scripted builds — see `~/Documents/3D-STORE/build_booth_room_v23.py` for the idiom) | +| Blender / Godot / UE 5.7 | ✅ installed | `/Applications`, `/Users/Shared/Epic Games/UE_5.7` (UE/Godot NOT used for this — three.js only) | + +--- + +## 3. Repo layout (target) + +``` +shades/ +├── DESIGN.md, PLAN3D.md, THREADS.md +├── prototype/ # 2D reference — do not modify, do not delete +├── server.py # stdlib static server + /selftest passthrough, port 8801 +├── .claude/launch.json # "shades3d" config → python3 server.py +└── web/world/ + ├── index.html # game shell + ├── selftest.html # headless sim asserts (fixed-dt, no rAF) + ├── vendor/ # three r175 (copied, committed) + ├── models/ # runtime GLBs (copies) + ├── audio/ + └── js/ + ├── contracts.js # SHARED interfaces — Lane A owns, change by agreement + ├── main.js # boot + game loop + phase machine (A) + ├── world.js # terrain, yard, props, lighting, sky (A) + ├── camera.js # third-person rig (A) + ├── sail.js # cloth sim, anchors, hardware, loads (B) + ├── rigging.js # prep-phase UI + hardware economy (B) + ├── weather.js # wind field, storm timeline, rain (C) + ├── skyfx.js # storm sky, lightning, audio layers (C) + ├── player.js # character, controls, anims (D) + ├── interact.js # tool prompts, hold-E actions (D) + ├── debris.js # tumbling objects, collisions (C) + └── hud.js # meters, forecast card, aftermath (A after M0, else propose in THREADS) +``` + +--- + +## 4. Contracts (the integration spine) + +Lane A lands `contracts.js` in M0 with exactly these shapes (JSDoc-typed): + +```js +// Wind: THE shared primitive. Everything samples wind through this. +// weather.js implements; world/sail/player/debris consume. +wind.sample(pos /*Vector3*/, t) -> Vector3 // m/s, includes gusts & local effects +wind.gustTelegraph(t) -> {eta, dir, power}|null // for HUD + grass wave + player audio cue + +// Storm timeline (data, not code): storms are JSON so design can tune without code. +// web/world/data/storms/*.json: {duration, baseCurve:[[t,speed]...], gusts:{minGap,maxGap,pow...}, +// dirCurve:[[t,rad]...], events:[{t,type:"windchange"|"debris",...}], rain:{...}} + +// Sail rig +sailRig.corners -> [{anchorId, hw:{name,cost,rating}, load, broken}] +sailRig.attach(anchorId[4], hwChoices, tension) +sailRig.step(dt, wind, t) // fixed-dt, deterministic +sailRig.coverageOver(rect) -> 0..1 // ground-projected shade +sailRig.events -> emits {type:"break"|"repair", corner} + +// Anchors (world provides; sail consumes) +world.anchors -> [{id, pos, type:"house"|"tree"|"post", sway(t)->Vector3}] + +// Player +player.pos, player.carrying, player.busy +interact.register({id, pos, radius, holdSecs, label, canUse()->bool, onDone()}) + +// Game phases +game.phase: "forecast"|"prep"|"storm"|"aftermath"; game.on(phaseChange) +``` + +Determinism rule: `sail.js`, `weather.js`, `debris.js` take `(dt, t)` — no +`Date.now()`, no internal rAF — so selftest can fast-forward storms. + +--- + +## 5. Lanes (run these in parallel) + +### Lane A — World, shell & integration (start first; owns main.js, world.js, camera.js, hud.js, contracts.js, server.py, index.html, selftest.html) + +1. M0 skeleton per §3: copy vendor from DJsim, stdlib `server.py` (port 8801, + `--selfcheck` flag runs a headless node-free check by printing the selftest + URL; keep it dumb), launch.json, contracts.js, and a walkable graybox yard: + 30×20 m ground with gentle height variation, house shell along north edge + (use `street-furniture/building_shell_01.glb` scaled, or graybox), 2 placeholder + trees, 2 posts, garden bed rect, boundary fence graybox. Third-person follow + camera (orbit on RMB, shoulder-follow default). Directional sun + hemisphere + light, calm sky. **Merge to main fast — everyone rebases on this.** +2. HUD after M0: wind meter + arrow, corner load bars (world-anchored sprites), + garden health, phase banner, forecast card, aftermath screen. Consume + contracts only; mock data until B/C land. +3. Integration duty: you are the merge shepherd. Rebase lane branches onto main + in order (E-assets swap is a drop-in; B and C rebase next; D last), run + selftest.html + a manual storm after each merge, log regressions in THREADS.md. +4. Swap in Lane E's GLBs as they land (tree_v1, fence, shed, house when ready). + +Acceptance: 60 fps on the M1 Ultra in graybox storm scene; camera never clips +through house; selftest green after every merge. + +### Lane B — Sail simulation & rigging (owns sail.js, rigging.js) + +1. Port prototype cloth to 3D verlet: grid N=10 per side, nodes are Vector3, + structural+shear+bend constraints, 5 relaxation iterations, fixed dt 1/60. + Wind force per FACE (not node): `F = area * clamp(dot(wind, normal))² * ρ` + along face normal + tangential drag — this gives real hypar behavior: a + twisted quad sheds load, a flat one catches it. Prove it in selftest: + assert twisted-rig peak corner load < flat-rig peak load, same storm. +2. Corner load = smoothed stretch of springs incident to corner (prototype + formula); hardware tiers/prices from prototype; break after 0.4 s sustained + overload; broken corner frees the node → flogging is emergent. Sag under + gravity when calm; tension parameter scales rest lengths (0.6–1.4). +3. Rendering: BufferGeometry updated from nodes, double-sided, cloth material, + per-vertex normal recompute each frame. Sail casts real shadows (this IS the + shade mechanic — coverageOver() can raycast sun direction or ground-project). +4. Rigging UI (prep phase): click anchor markers to assign corners (max 4, + ring-order by angle), click corner to cycle hardware with budget, tension + slider, spare purchase. Reuse prototype economy numbers as the starting tune. +5. Selftest suite: flat-vs-hypar assert; cascade assert (break one corner at + fixed t → neighbor load must spike ≥2×); determinism assert (two runs, same + inputs → byte-equal load traces). + +### Lane C — Weather, sky & debris (owns weather.js, skyfx.js, debris.js, data/storms/) + +1. `wind.sample(pos,t)`: base curve + scheduled gusts (port prototype scheduler: + telegraph 1.5 s, ramp 0.8 s, hold ~2 s, fade) + direction curve with one + mid-storm change + spatial variation (smooth noise over x,z so the yard + isn't uniform; add tree wind-shadow discs downwind of trees — cheap, juicy). + Storm definitions load from JSON (§4). Author `storm_01_gentle.json`, + `storm_02_wildnight.json` to bracket difficulty. +2. Rain: GPU-friendly instanced streaks (~2–4 k), angle/speed follow local wind, + fade by intensity from storm JSON; splash rings on ground optional. Storm sky: + darken + cloud dome scroll + rumble; one cheap lightning flash event type. +3. Audio layers (files or synthesized WebAudio): wind bed pitched by speed, + gust whoosh keyed to telegraph, rain layer, rope-creak keyed to max corner + load (hook via sailRig.corners), fabric flog when any corner broken. Audio + unlock on first input (browser rule). +4. Debris: spawn events from storm JSON — pick from `models/debris/` (Lane E + copies 3D-STORE crates/tubs there in M0 week). Kinematic tumble along wind + with bounce on ground plane, sphere-vs-player knockdown (1.5 s stagger, drop + carried), sphere-vs-sail node impulse. No physics engine — hand-roll, ~150 lines. +5. Selftest: gust telegraph always ≥1.2 s before ramp; wind.sample continuity + (no frame-to-frame jumps >X); storm JSON schema validator. + +### Lane D — Player character & interaction (owns player.js, interact.js) + +1. Character: pick a ped from `90sDJsim/web/world/models/peds/` (copy into + `models/`, per copies-rule; man_casual_01 or woman — small relative to 4 m + posts reads "small person"). Load with DEVMANUAL rig rules. Clips: Walk + + Running + Happy Idle from the libraries; retarget/merge via character_kit + pipeline. Fetch "Climbing Ladder", "Turning Key/crank", "Digging" via + mixamo-fetch wishlist for M3. +2. Controls: WASD relative to camera, walk/run (shift), acceleration + turn + smoothing, anim state machine (idle/walk/run + one-shot interact). Gamepad + optional. Slope clamp to terrain height. +3. Weather effects on player: movement slow factor from local wind speed + + rain; gust shove = impulse along wind during gust hold (scale with speed²); + knockdown state (from debris or extreme gust): Falling clip + get-up + (Crouch To Stand), drop carried item. +4. Interactions via `interact.register`: hold-E with radial progress — + re-rig broken corner (needs spare, 2.5 s), tighten/ease turnbuckle at corner + (±tension at ONE corner, 1.2 s — new vs prototype, makes corners individual), + pick up/carry spare hardware from shed table (one item, hands-full rule). +5. Selftest: state machine table test (no stuck transitions); interact radius + respects busy/carrying flags. + +### Lane E — Nature & hardware assets (Blender, scripted; owns tools/blender/, models/) + +The gap lane. House idiom: **scripted Blender builds** (see +`~/Documents/3D-STORE/build_booth_room_v23.py` and `racks_to_glb.py` for the +export pattern). One `tools/blender/build_yard_assets.py` that regenerates +everything → `clean/` GLBs; commit script + GLBs. + +Deliverables (meters, Y-up, low-poly stylized to match ped fleet, baked or +flat colors, <15 k tris each): +1. `tree_gum_01/02.glb` — trunk + 2-3 canopy blobs as SEPARATE named nodes + (`trunk`, `canopy_*`, `branch_anchor_*` empties at rig points) so Lane A can + sway canopies in wind and Lane B can query branch anchor positions. +2. `fence_panel.glb`, `fence_post.glb` (tileable), `gate.glb`. +3. `house_yardside.glb` — single-story rear façade: wall, 3 `fascia_anchor_*` + empties, gutter line, window, door. Doesn't need interior. +4. `shed_01.glb` + `shed_table.glb` (spare-hardware pickup point). +5. `garden_bed.glb` — raised bed + plant billboard tufts (damage states: full / + tattered / dead as morph or 3 variants). +6. `sail_post.glb` (raked steel post + footing collar), `ladder_01.glb`. +7. Hardware close-ups (visible at corners): `shackle.glb`, `carabiner.glb`, + `turnbuckle.glb` — tiny, but they're the fetish objects of the game; make + them read at 1 m distance. +8. `models/debris/`: copy + sanity-scale BlueCrate_v2, BlackTub_v2, WhiteTub_v2, + WoodenBin_v2 from `3D-STORE/clean_glbs/`; add `tramp_01.glb` (trampoline!) + if time. +9. Grass: NOT geometry — ship a 4-tuft billboard atlas texture; Lane A instances. + +Acceptance: `blender -b -P tools/blender/build_yard_assets.py` regenerates all +GLBs deterministically; each GLB loads in a viewer with correct scale vs a 1.7 m +reference capsule (include `ref_capsule.glb` in the script). + +--- + +## 6. Integration order & schedule + +``` +day 0: A lands M0 skeleton → main (B,C,D,E develop against contracts + mocks) +day 1-2: E drops first GLBs (trees/fence/house) → A swaps graybox + B lands cloth in selftest, then rendered sail on main + C lands wind+rain on main (sail immediately reacts — first magic moment) +day 3-4: D lands character + controls + weather effects + C lands debris + audio; B lands rigging UI/economy +day 5: M2 storm playable end-to-end; tune pass (everyone plays, THREADS notes) +day 6+: M3: scoring, forecast/aftermath, prep timer, sound polish, storm JSON tuning +``` + +Merge conflicts should be ~zero if file ownership is respected. If you need to +touch another lane's file: don't — post the need in THREADS.md instead. + +## 7. Definition of done (M3) + +- Full loop: forecast card → timed prep (rig 4 corners on any anchors, budget + $80, buy spare) → 90 s storm (gusts telegraphed, wind change, rain, ≥1 debris + event) → aftermath (garden %, hardware losses, cash delta). +- A flat drum-tight cheap rig MUST cascade-fail in storm_02; a well-twisted + mixed rig with one mid-storm repair MUST be survivable. Verify in selftest + AND by hand. +- 60 fps on the M1 Ultra, no build step, `python3 server.py` and it runs. +- Selftest green; THREADS.md tells the story; DESIGN.md updated where reality + diverged from plan. diff --git a/THREADS.md b/THREADS.md new file mode 100644 index 0000000..b61f11b --- /dev/null +++ b/THREADS.md @@ -0,0 +1,6 @@ +# THREADS — append-only lane log + +One line per landed feature, contract change, or open question. +Format: `[lane letter] YYYY-MM-DD — note` + +[.] 2026-07-16 — repo seeded: DESIGN.md (canon), PLAN3D.md (build plan), prototype/ (2D reference, do not modify)