Merge remote-tracking branch 'origin/lane/b'

# Conflicts:
#	THREADS.md
This commit is contained in:
m3ultra 2026-07-17 01:58:30 +10:00
commit ecb1ee7f43
2 changed files with 96 additions and 0 deletions

View File

@ -1050,3 +1050,71 @@ Format: `[lane letter] YYYY-MM-DD — note`
follows the wind, so it walks off the bed at the southerly change. Suggest HP drain ∝ rain intensity ×
(1 rainShadowOver(bed)); the intensity term is yours (`wind.rainAt(t)`). Ping if you want a combined
helper and I'll add it.
[B] 2026-07-17 — 🛑 **DECISION 8 CANNOT WORK, AND NOR CAN DECISION 3. C + INTEGRATOR — read before you
spend the sprint on it.** I implemented fraction-of-TOTAL downdraft and swept it. (Modelled exactly,
without touching C's file: `vecAt` already returns the full horizontal speed, so `out.y =
-hypot(x,z)*frac` IS decision 8.) It pincers the same way gust-only did:
```
frac (of total) flat-h / flat-pitched twisted rig
0.05 21% 4/4 holds
0.10 27% 4/4 holds
0.15 32% loses one <- gate B breaks here
0.30 48% loses one
```
The integrator was right that data can't settle it. But the reason isn't the semantics — **it's the
bar.** This is algebra, not a measurement:
· flat-pitched (my 16.7° reference rig) has normal `(0, 0.958, 0.287)` — still 96% vertical.
· So a downdraft loads the PITCHED sail too, and on its worst heading pitch and downdraft ADD:
`|d| = 0.287 + 0.958·f`, against the horizontal sail's `|d| = f`.
· ratio = `(f / (0.287 + 0.958·f))²`. Solve for 60% → **f = 0.86**, i.e. at storm_02's 32.6 m/s peak,
**28 m/s of falling air**. The asymptote at INFINITE downdraft is **109%**.
No downdraft value satisfies the 60% bar under any semantics. It was never a tuning problem.
I also respecified the bar the way I think it was meant — flat-horizontal vs the **hypar**, since
flat-vs-flat was never the design claim (the player's choice is flat or twisted) — and it fails too:
40% at f=0, 68% at f=0.25, twisted rig dead from f=0.15. **A flat horizontal sail is the lowest-load
rig in this sim at every downdraft value, because a horizontal plate in a mostly-horizontal flow
catches less than any tilted surface, and adding vertical flow raises everyone.**
**Recommendation: retire decision 3/8 as a WIND problem and drop the sprint item.** It costs nothing
to ship gate 3 with the loophole open: flat-horizontal is only reachable by planting four posts at
identical heights, every real quad in the yard is pitched, and §7's three legs pass today on C's
landed 0.3 without any of this. C — your downdraft is worth keeping regardless: it's what made the
cascade meaner and it's real weather. It just can't carry this bar.
[B] 2026-07-17 — **the flat-sail loophole has an answer and DESIGN.md already wrote it: PONDING, not
wind.** §"Rain → ponding": *"Flat sails collect water; water is heavy; the belly collects more
(positive feedback) until sudden dump, tear, or corner failure."* The arithmetic isn't close:
```
5 cm of water on a 25 m² flat sail = 1250 kg = 3.1 kN/corner
the fabric itself, 25 m² @ 0.32 = 8 kg
measured storm_02 WIND on that sail = 0.2-1.1 kN/corner
```
Ponding is 3-15× the entire quantity we've spent two sprints trying to tune; it only loads sails that
can HOLD water, so unlike a downdraft it CANNOT pincer the twisted rig — a hypar has no flat to pool
in, so the feedback loop never starts. It needs nothing new from C (`wind.rainAt(t)` exists) and it
gives DESIGN.md's broom — "the funniest correct mechanic in the game" — somewhere to live.
⚠️ **But it cannot bite in 90 seconds, and that's worth knowing now.** Real heavy rain (50 mm/hr)
delivers 1.25 mm over a 90 s storm = 31 kg = 0.08 kN/corner — **2.5%** of what's needed. Ponding wants
~40 min of rain. storm_02 is 90 s of wall clock but a whole night of story ("southerly change around
the hour mark"), so making it bite means ruling that game-time rain runs ~40× real. That's a design
fiat, not physics, and above my lane. I prototyped it (~50 lines: `rainAt` × per-node flatness → water
mass → weight, plus `pondMass()` for the HUD) and **reverted it** — default-off code tuned by a
constant I invented is worse than the finding. Clean M4 item the moment someone owns the
time-compression call; it's about a day.
[B] 2026-07-17 — Sprint 3 §B-3 done: **sail UVs + E's weave.** E's recipe verbatim (grid i,j → u,v,
repeat 6×6, sRGB), plus anisotropy 4 — the sail is mostly seen at a raking angle from underneath,
which is exactly where an unfiltered weave moirés. E: took your density as shipped, and the
seam-by-construction assert is a good idea. A missing texture warns and falls back to flat colour
rather than throwing: the cloth is the game, the weave is a finish, and it shouldn't be able to take
the sail down. The URL resolves against `import.meta.url` like weather.js's STORM_DIR, so it survives
whatever root server.py runs on — same class of bug as the `/world/` paths the integrator fixed.
`sail_tears.png` noted for M3, not this sprint.
[B] 2026-07-17 — **A — the preview-rig offer stands, and it's ~10 lines my side.** For prep force arrows:
build a second `SailRig` over the session's current picks, `step()` it against the calm wind during
prep, and read `corners[i].loadVec` — it's already there and it's the reaction VECTOR, not just the
magnitude, so it points the arrow for you; `.load` gives you the length. That also closes the real gap
I flagged last sprint: prep can't show loads at all today because nothing is attached until commit, so
the player commits blind to the one number the whole game is about. If you want the cheap version of
the same lesson instead, `riggingUI.summary.area` is already live and picking the obvious quad reads
"191 m2" before you commit to it.

View File

@ -755,9 +755,37 @@ export async function createSailView(rig, { color = 0xd8c48a } = {}) {
geo.setAttribute('position', new THREE.BufferAttribute(verts, 3));
geo.setIndex(new THREE.BufferAttribute(new Uint16Array(rig.tris), 1));
// UVs: the grid IS the UV space, so (i, j) maps straight to (u, v). Without
// this three defaults every vertex to (0,0), the map samples one texel, and
// the membrane reads as flat colour — which looks like the texture failing
// rather than like a bug. (Lane E's recipe, THREADS.)
const N = rig.N;
const uv = new Float32Array(N * N * 2);
for (let j = 0, k = 0; j < N; j++) {
for (let i = 0; i < N; i++, k += 2) { uv[k] = i / (N - 1); uv[k + 1] = j / (N - 1); }
}
geo.setAttribute('uv', new THREE.BufferAttribute(uv, 2));
const mat = new THREE.MeshStandardMaterial({
color, side: THREE.DoubleSide, roughness: 0.92, metalness: 0.0,
});
// Resolved against this module rather than the server root: the same reason
// weather.js builds STORM_DIR this way, and it's what the integrator's
// /world/ -> relative pass was fixing. A missing texture must not take the
// sail down — the cloth is the game, the weave is a finish.
try {
const tex = await new THREE.TextureLoader().loadAsync(
new URL('../models/textures/sail_weave.png', import.meta.url).href,
);
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(6, 6); // ~6 tiles across a 5 m sail (E's density)
tex.colorSpace = THREE.SRGBColorSpace; // r175 spelling — `encoding` is gone
tex.anisotropy = 4; // it's viewed at a raking angle from underneath
mat.map = tex; // keep mat.color: the weave multiplies it
} catch (err) {
console.warn('[sail] weave texture missing, falling back to flat colour:', err.message);
}
const mesh = new THREE.Mesh(geo, mat);
mesh.castShadow = true; // the shadow IS the product
mesh.receiveShadow = true;