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>
Types, tuning constants ported from the prototype, a seeded PRNG and Emitter,
plus checkContract() — the tripwire that catches a lane drifting from its
interface at merge time instead of three lanes later.
createStubWind() ports the prototype's gust shape (telegraph 1.5s, ramp 0.8s,
hold 1.7s, fade 1.0s) so B and D can develop before Lane C lands weather.js.
Its schedule is precomputed at construction, which keeps sample() pure in t —
the selftest samples out of order and must get the same answer.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>