Commit Graph

3 Commits

Author SHA1 Message Date
m3ultra
323352fe50 Assemble the game: real wind, player, sail, sky and debris (gate 1)
SPRINT2 §Lane A steps 1-4. The placeholder capsule and stub wind are gone; every
lane's proven module now runs in one yard.

Wind goes through a router. Every consumer binds to `wind` exactly once at
construction — the yard closes over it for tree sway, createPlayer takes it in
opts, createDebris reads its event stream — so swapping storm_01 for storm_02 at
the phase change has to be a re-point, not a re-wire, or half the game would
still be sampling a calm day while the other half is in a gale. Shelters apply to
every storm, since the trees don't stop existing when the weather turns.

skyfx is rebuilt rather than re-pointed: it reads the storm's sky block at
construction. Verified its dispose() hands world.sun/world.hemi back exactly
(2.0/1.8 after a 40 s storm had them at 1.07/1.13) and that nothing compounds
over repeated phase cycles — that was Lane C's §Lane C.5 ask.

Two seams needed care. createSailView reads rig.pos/rig.tris, which don't exist
until attach() allocates them, and a re-rig can change the grid — so rigSail() is
the one door both boot and Lane B's picking adapter come through, rebuilding the
view and re-wiring interact (whose targets close over a corners array that
attach() replaces). And knockdown(t, dirX, dirZ) takes the sim clock first, not
the impact: passing debris impact there would jam ~40 into the state machine's
start time and the player would never get up.

Storm_02 verified end to end by hand: the carabiner blows at t=45.4 s, and p2's
shackle cascades at t=56 s — one second after the southerly change. Coverage over
the bed is 1.0 intact and 0 once two corners are gone, which is the whole game in
one number. 0.63 ms/frame (0.17 sim + 0.45 render) against a 16.67 ms budget.
Selftest 121/0/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:38:03 +10:00
m3ultra
41ad12dede Merge all lanes; add importmap; fix /world/ absolute paths
Selftest on merged main: 121 pass / 0 skip / 0 fail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 22:23:20 +10:00
m3ultra
a41328a219 Add graybox yard, third-person camera and game shell
The yard's meshes are placeholders; its layout is not. Anchor positions, ground
heights, the garden rect and the sun direction are what the other lanes build
against, so Lane E's GLBs drop into named slots without anyone re-deriving them.

Sun sits in the north (Australian yard), which puts the house's yard-facing wall
in permanent backlight. That's correct, but the fascia line carries three of the
seven anchors, so sky fill is turned up to keep it readable rather than a void.

Camera collision resolves toward the geometry, not away from it: clamping up to
a comfort distance after the raycast is what put the camera 17cm inside the
north wall. Ground is handled by heightAt() instead of a raycast — exact, can't
be tunnelled, and free.

main.js runs a fixed-dt accumulator so sim modules only ever see FIXED_DT. That
is what lets selftest fast-forward a 90s storm and get the numbers the player
got. Nothing auto-runs on import; index.html calls boot().

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:33:42 +10:00