Three bugs the bench found once it was actually running a storm:
- Debris was glued to the floor. The scrape `v *= 0.86` ran every frame while
grounded, which is 0.86^60 per second — it pinned a 9 kg crate at 0.7 m/s in
a 19 m/s wind. Friction now applies on impact, with dt-scaled rolling
friction while resting. A crate crosses the whole yard at ~6 m/s.
- Debris slid instead of tumbling: wind is horizontal, so once down there was
no vertical force at all and it skated at constant height. Added tumbling
lift that flips sign as it rolls — bins hop now.
- The cloud dome had a dead straight seam across the sky. The fbm claimed to
tile and didn't; now each octave wraps at its own integer period.
Also: shelters and the bench now use Lane A's landed yard coords (t1 -9,2 /
t2 8,-2, gardenBed 1,2) instead of my guesses, so shelter tuning means
something.
Verified in-browser against a real storm: crate crosses the yard and the t=74
bin spawns from storm JSON; sail node shoved 0.32 m; a 14 kg bin at 20 m/s
knocks the player down and a tub drifting at 0.3 m/s correctly does not;
lightning peaks 0.88. Lane A's selftest: 37 pass / 3 skip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
debris.js: hand-rolled kinematic tumble, drag ∝ speed² so the gust that
spikes a corner is the one that launches the neighbour's bin. Ground bounce
via world.heightAt (contracts.js documents it as ours), sphere-vs-player
knockdown reported to Lane D, sphere-vs-sail-node impulse duck-typed so it
lights up when Lane B exposes nodes and stays silent until then.
skyfx.js: instanced rain that wraps around the camera rather than respawning,
storm sky + procedural cloud dome, lightning, and synthesized WebAudio layers
(wind bed, howl, rain, gust whoosh on the telegraph, rope creak off the worst
corner, flog when one blows). It modulates Lane A's lights and hands them back
on dispose() rather than owning them.
weather_demo.html: graybox bench to drive all three before M0 — mock sail,
storm scrub, 4x, throw-a-crate.
Aligned to contracts.js now that it has landed: relative three imports (there
is no importmap), contracts' rng() instead of a local copy, and storm paths
resolved off import.meta.url — server.py serves the repo root, so an absolute
/world/... would have 404'd at integration.
storm_02: fix the southerly change. contracts.js puts north at -Z and the wind
vector blows toward (cos d, sin d), so the old swing to +2.6 blew toward due
south — a northerly wearing a southerly's name. Now slews to -1.35: a SSW
buster off the open side of the yard, into the house.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements the contracts.js wind surface (PLAN3D §4): sample(pos,t) and
gustTelegraph(t), plus storm defs as data.
The prototype scheduled gusts by integrating (wind.gustT += dt). We can't:
sample(pos,t) is called by sail/player/debris/rain at arbitrary t, so gusts
are precomputed into a timeline from a seeded PRNG at load and read from t.
Envelope shape is a faithful port — telegraph 1.5s / ramp 0.8s / hold 1.7s /
fade 1.0s.
Maths lives in weather.core.js with zero imports (no THREE, no DOM, no
Date.now), so the determinism rule is structural and the suite runs in node
without waiting on Lane A's M0.
storm_01_gentle peaks at 11 m/s; storm_02_wildnight sustains 20 m/s and gusts
to 32 (BOM 'destructive'), with the southerly change landing just before the
worst of it — the corners that were slack all storm are the ones that cop it.
15 asserts green: telegraph lead >=1.2s, wind continuity in time and space,
storm JSON validator (incl. 14 deliberately-broken defs it must reject),
determinism, sample-order independence, tree wind shadow.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
selftest.html only imports; each lane owns js/tests/<letter>.test.js. Five lanes
sharing one selftest.html would be the single guaranteed merge conflict in the
repo, so the stubs are pre-created with each lane's PLAN3D asserts written into
the header.
No rAF anywhere: it's throttled in a hidden tab, so a rAF-driven selftest would
pass only while you watch it. fixedLoop() drives time instead.
Lane A's suite covers the §5-A acceptance criteria, including "camera never
clips through house" — stated as the underlying invariant (no solid between the
player's head and the camera) so it survives Lane E swapping the house GLB.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>