A's committed site schema (SPRINT10 world.js loadSite/createWorld) is
dress-source, and my loadSite assumed resolved positions. Run head-on against
A's real data/sites/backyard_01.json the tool reported:
✗ FAIL — no quad in the band shades the bed at all. The site cannot be rigged.
That is a lie, and the dangerous kind: the site is fine; the TOOL couldn't read
it. It is the SPRINT6 unwinnable-site trap in reverse — a false negative that,
in a "every site runs the audit before it ships" workflow, condemns a good site.
Two things make the schema unreadable headless, both real:
· posts are pre-rake. JSON carries {id,x,z,h}; world.js:361 leans each post 8°
off centre. p4's spec (-3.2,-1.2) dresses to (-3.72,-1.40) — the exact 0.56 m
error this tool's own snapshot shipped in SPRINT9. Reading x/z raw re-makes it.
· house/tree anchors have no coordinates — only `node`, a GLB empty's name.
Their position exists only after dress() reads matrixWorld, and dress() needs
GLTFLoader + fetch, neither of which runs in node. Branch anchors are exactly
where the dangerous quads live (t2b at 10 kN), so dropping them silently is
the worst possible failure.
The correct source of dressed positions is createWorld(site).anchors, which is
browser-only. That path lands once A's data-driven createWorld is in main; until
then loadSite REFUSES dress-source JSON with the reason and the plan, and exits 2
(distinct from the winnability FAIL's exit 1). The built-in DRESSED snapshot and
a resolved { anchors:[{id,type,pos}] } export both still audit. Raised to A in
THREADS: audit in-browser off createWorld(site).anchors, or export resolved anchors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
site_audit answers "is this site winnable?" before it ships — the check that
was missing when SPRINT6 shipped a yard whose bed-covering quad pulled 7.4 kN
against a shop that holds 6.5. It enumerates in-band quads, flies the real
storm headless, maps each corner to the cheapest tier that holds it, and
verdicts against the $80 budget. On backyard_01 it independently reproduces
THE LINE: p1,p2,p3,p4 at $65 + $15 spare, matching balance.test to within 2%.
It also caught three of my own bugs, which is the point of building it:
· it settled on STORM wind frozen at t=0 — the exact anti-pattern
balance.test documents at 1.94 kN vs 0.40 kN. Now settles on the calm
day on a running clock, the way main.js does.
· peakLoad is peak-since-ATTACH, so the settle transient was being
reported as a storm peak. sail.js gains resetPeaks().
· its p4 was typed from world.js's postSpecs, missing that posts are RAKED
8° away from centre — 0.56 m off. The audit now re-derives all four posts
from live world.js on every run and hard-fails on drift.
That last check is deliberately narrow. Node CANNOT dress: dress() needs
GLTFLoader (bare 'three') and fetch()es .glb over file://. createWorld() still
SUCCEEDS in node — it just returns the GRAYBOX yard, house at x=±5, no branch
anchors. So a headless tool that "reads world.js for the real yard" gets the
fictional x=±5 house that cost two sprints. Reading live code is not reading
truth. Verified in-browser: the dump matches the dressed yard on all 12
anchors. Posts are the only thing dress() never touches, so they're the only
thing worth cross-checking — and that check is what caught p4.
C IS RIGHT ABOUT p1 AND I WAS WRONG, for the third time. My comment claimed
C's 1.08 kN didn't reproduce, that p1 peaked at 1.27 and the line won on TIME
rather than headroom. Re-measured on the dressed yard, same flight:
shade cloth p1 0.98 kN 0/4 lost membrane p1 1.23 kN p1 LETS GO
p1 never touches its 1.2 kN rating on cloth — 18% of real headroom. Where 1.27
came from: a loadout where a corner BROKE and dumped its share onto p1 (the
same quad with hardware the budget can't buy reads 2.48). Any p1 number
gathered without checking `lost` measures a cascade, not a fabric.
So the fabric is the decision, not a skin: 0.98 vs 1.23 against a 1.20 rating
is the difference between the $5 carabiner holding the wild night and failing
it. New assert `fabric decides p1` locks that in, so nobody has to trust the
paragraph.
selftest.html rendered ['A'..'E'] while importing BAL too, so the balance
suite ran, counted toward the summary, and had every row silently dropped —
including, had one gone red, the row saying which assert failed. The merge
gate was invisible in its own report. My bug: I added the import, not the
renderer. Now derived from the report.
Selftest: 276 passed, 0 failed, 0 skipped (LANE BAL now visible).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
carport_01 is site_02's dressing and its whole design. DESIGN.md wants the
corner block anchor-poor, and the interesting way to build that isn't to give
the yard nothing — an empty yard is just a smaller yard. It's to give it
something that looks like four free anchors and isn't. Light posts on small
pads, a beam sized for one sheet of roofing: tie 25 m2 to it in a southerly and
you take the carport, not the shackle. Ships with the worst ratings in the game
(beam 0.22 vs the fascia's 0.35) and collateral="carport", pinned in e.test.js
below the fascia with the reason attached, so nobody quietly fixes them upward
and turns the site back into a small yard.
The pyrrhic card is the third outcome on the same camera: dawn, bed green, gnome
standing, sail post down across the yard behind him. Warm light on purpose — a
pyrrhic result is a win, and the wreckage is the price, not the verdict. Copy
goes to Lane A in THREADS; cardpreview renders all three.
277/0/0, Lane E 60 asserts, 39/39 output files byte-identical.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The lane's brief is "whatever the week's cards need, nothing else", and it's
blocked on the week — so the useful answer to "what do they need" was the wiring
A would otherwise write at the end of a long sprint.
tools/cardpreview/index.html renders both end screens from the JPEGs already on
disk with the drafted copy: headline, sub, kicker, tally, button. The CSS sits
between CUT markers to paste into hud.js, and the COPY object swaps out for a
real week tally. Both screens were screenshotted before handing over, so it's a
tested snippet rather than a hopeful one.
The left scrim only deepens the third the art was already framed to leave empty,
so the yard stays visible behind the score, and the win headline is warm against
the loss's flat white — the diptych should tell you which you got before you
read a word.
No assets touched; Lane E is 57/57 green on merged main.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each limb was one straight uniform tube — a peg poking out of a pole, and the
most visible art problem in docs/yard_day.jpg. They now leave the trunk thick,
sweep up on a bezier and taper to nothing, which is what a gum does. +96 tris on
gum_01, silhouette bounds unchanged.
Nothing physical moved. The tip is a bezier endpoint and the four rng draws per
branch are the same four in the same order, so every branch_anchor_* is
bit-for-bit where it was — verified before and after, all five identical to 6dp.
Lane A's winning line rigs off t2 and is untouched; no balance number can shift.
e.test.js now hard-codes those five world positions as a tripwire, so no future
art change of mine can quietly invalidate a sprint of someone else's physics. If
it goes red, the art moved an anchor — fix the art, not the numbers.
Card text and the dawn-tint treatment go to Lane A in THREADS. The tint is a CSS
snippet rather than a ninth texture: only two of my eight are consumed, and a
full-screen gradient needs no asset at all.
Selftest 262/0/0, 38/38 output files byte-identical.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
hide_render does not survive glTF export — verified in three r175, every node
arrives visible:true. So garden_bed has been drawing plants_full, tattered AND
dead superimposed since Sprint 1, and my THREADS note told Lane A the opposite.
The asserts missed it by checking the nodes existed rather than that only one
was on. The flag now rides in extras, which does export, and consumers apply it
in one line; e.test.js pins the flag instead of the node.
Night dressing: house_yardside gains window_glow, an unlit emissive pane marked
hidden_by_default, plus window_light_anchor. A warm window means someone is
inside, which is why the player is out in the dark keeping the sail on. Plus a
moon sprite whose halo, not its disc, is the part that survives cloud.
End cards are rendered from the game's own props as a diptych: identical camera
and yard, only the night's outcome differs. The left third is left empty for
Lane A's text.
Cards are opt-in behind --cards because EEVEE's shadow pass is not
byte-reproducible across processes in 5.1 — proven with a minimal repro, not
PYTHONHASHSEED, and present even with a hard sun. The dawn shadow is the art, so
the cards become committed art rather than build output. Everything the game
loads stays byte-identical: 38/38 verified.
Selftest 241/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hail (SPRINT5 §E-1) ships two ways because Lane C's rain is a BoxGeometry with a
flat material and skyfx loads no external texture at all: hail_stone_01 as
geometry that drops into their existing InstancedMesh pattern, and hail_pips.png
as a 4-cell atlas for impacts. A flat quad can't be round and an impact is round
— that's the only reason the atlas is a texture. Both come with a copy-paste
recipe, because a grep showed exactly one of my five shipped textures is
consumed: sail_weave, the one I wrote a recipe for. grass_atlas has sat
unreferenced for four sprints.
plant_shred (§E-2) is elongated after the first pass came out radial and read as
green potatoes — it's the long axis plus the midrib that says "leaf".
tools/yardshot/ finally lands the DESIGN.md pictures, carried since Sprint 2. It
does NOT touch server.py or main.js: it's a Lane E stdlib server that serves the
repo and takes POST /shot, so the browser posts a Blob and bytes go straight to
disk instead of base64 through a console. do_POST is ~25 lines and Lane A is
welcome to lift it and delete this.
Three traps found on the way, all documented: toBlob is async so the WebGL buffer
is already cleared (toDataURL is sync); a backgrounded tab lays the canvas out at
0x0 and toDataURL then returns "data:,"; rAF is paused there so step() must be
driven by hand.
Selftest 209/0/0, 36 output files byte-identical across two runs.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Pond (SPRINT4 §E-1, decision 10): pond_water.png and pond_normal.png, for a
patch Lane B builds from the cloth's own nodes — same ride-the-nodes rule as the
tears, since a rigid disc would sit still while the belly moves under it. Alpha
is a radial feather and RGB darkens toward the centre, both encoded radially so
the shading survives being scaled per pondMass (radius ~ sqrt(mass)). Water is
grey-green, not blue: rain caught in a sail is shallow, murky and mirrors an
overcast sky.
Both at 256², not 512²: smooth low-frequency content, and at 512 they were
256 KB + 320 KB against ~20 KB for every other texture here. The chop is seven
waves at golden-angle directions rather than three crossed sines, which
interfered into a lattice and read as basketweave; the normal map gets six
integer-frequency waves for the same reason, and still asserts its own tiling.
broom_01 (§E-2): poke_tip sits on the bristle end deliberately — a broomstick
jabbed at a loaded sail holes it.
Renames fence_panel_broken to fence_panel_snapped to match SPRINT4 §A-4/§E-3.
Lane A's dress() guards every load, so the mismatch would not have crashed —
the wreckage would silently never have appeared, which is worse.
All 21 assets pass, 33 output files byte-identical across two runs, 186/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The aftermath screen needs something to point at (SPRINT3 §Lane E-2).
garden_gnome_01_broken snaps at the ankles with the base left where the player
last saw him, head rolled clear with the beard still on, hat off — recognisably
him rather than a shattered pile, because wreckage nobody can identify is just
gravel. fence_panel_broken loses a few palings and hangs one off a nail; most of
it stays standing, which is what makes the hole read as damage rather than as a
design choice. Both keep their intact twin's origin and ground plane so Lane A
swaps mesh-for-mesh with no offsets, asserted both ways.
Also asserts something claimed since Sprint 1 and never checked: that glTF
extras reach three's userData. They do — the gnome's collateral_value, the
canopy's sway_amp, branch_anchor rating_hint and the bin's mass_hint all arrive
as numbers. Had that silently dropped, Lane A's gnome would score $0 and every
anchor would rate identical, which reads as a gameplay decision rather than a
missing field.
Contact-sheet framing now keys the capsule off height, not max(dims): the broken
gnome is 0.39 m across but stands 0.11, so spread-based framing buried it the
same way it once buried the shackle.
Selftest 175/0/0, 30 output files byte-identical across two runs.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The --only runs during the sprint left a partial sheet committed. Also fills the
empty slots in a partly-filled last row with the background sampled from a
tile's corner, so 19 assets in a 4x5 grid no longer leaves a black hole. The
world colour can't be reused for this — the render is sRGB-encoded, the scene
value is linear.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
rake_pivot shipped as a childless empty, so rotating it moved nothing — and
rotating the whole GLB instead, which is the only alternative, tips the concrete
footing out of the ground along with the post. DESIGN.md makes raking away from
the load a player decision, so the handle has to actually work.
It now holds post + pad_eye + top_anchor, with footing left on the root: rake it
8° and the post leans while the concrete stays planted. Asserted both directions
in e.test.js — the head must travel over 0.3 m and the footing under 0.01.
Same class as the canopy bug, found the same way: by driving the handle in a
test instead of eyeballing the model. Exported dims unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Textures (SPRINT2 §Lane E-2). sail_weave.png is a seamless 512² knitted
shade-cloth weave with the stripe banding real cloth has; the script proves the
wrap by evaluating a second tile and requiring an exact match, because Lane B is
being told to set RepeatWrapping and a bad wrap would seam across the whole
sail. Luminance rides in a narrow band so it multiplies the base colour instead
of replacing it — high contrast reads as burlap, not HDPE. Dropped the per-pixel
noise: invisible at ±0.012 and incompressible, it cost 305 KB of the 323.
sail_tears.png is a strip of 4 escalating rips. Each is a lens, not a slit —
fabric under tension parts widest in the middle and tapers to a point, and a
constant-width gap reads as a drawn line. Threads bridge the gap, scaled to the
local width; without them a dark lens is a hole rather than a tear.
Dressing (§Lane E-3): wheelie_bin_01 (240 L, 12 kg, `lid` on its own node so it
flaps before the bin goes over), washing_line_01 (a Hills Hoist — the `head`
freewheels, giving a second wind tell at head height), garden_gnome_01
(collateral bait: a smashed gnome reads where a damage number doesn't).
Bin and tramp land in models/debris/ for Lane C to glob. All 19 assets pass, 28
output files byte-identical across two runs, selftest 129/0/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
world.js sways a tree by rotating a `canopy` group whose origin sits at the
trunk top, so the blobs swing about the trunk. The trees shipped canopy_01..03
as siblings of `trunk` with each origin at its own blob centre — rotating one
spins a sphere in place, which is visually nothing. Lane A could not have swayed
these trees, and the canopy lean is the gust telegraph the player reads a beat
before it hits the sail, so the tell would have gone missing rather than looked
wrong.
Adds the `canopy` empty at the trunk top with the blobs parented under it, so
A's existing code works unchanged, plus sway_amp / sway_phase / sway_pivot_y
for the per-tree tuning SPRINT2 §Lane E asks for (gum_01 is big and leans less
at 0.85; gum_02 is whippy at 1.20 and shows a gust first).
sway_phase draws from its own RNG stream: taking it from the shared one would
consume a value and shift every blob draw after it, resilhouetting a tree the
other lanes have already tuned against. Exported dims are identical to Sprint 1.
e.test.js asserts the pivot by rotating the handle and measuring that a blob
actually travels — red before this change, green after.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
player.sim.js Deterministic core, zero imports: camera-relative movement, the
state-machine table, wind slow/gust-shove/knockdown. step(dt,t)
is the whole clock — no Date.now, no Math.random, no rAF — so a
storm fast-forwards identically in selftest and in the game.
player.js The view: rig load per the 90sDJsim DEVMANUAL rig rules
(SkeletonUtils.clone, height-normalise off the MEASURED head
bone, canonicalised bone namespace), clip retarget, and
createPlayer() satisfying the Player contract.
interact.js Hold-E with radial progress + wireYardActions (re-rig 2.5 s,
turnbuckle trim 1.2 s, carry-one-item), duck-typed so it no-ops
cleanly until Lane B lands sailRig.repair/trim.
d.test.js 20 asserts in Lane A's harness: 38 pass / 3 skip overall.
Ported from the 2D prototype's shape (game.js:250-252), retuned to m/s: the
slow curve, and shove gated to gusts only and scaling with speed² so gusts have
teeth. Knockdown needs 0.5 s of SUSTAINED overload — deliberately the same rule
as a sail corner letting go, so cloth and people speak one language.
Two decisions worth the review:
- The knockdown pitches the root in code rather than playing the Falling clip's
root. Shared clips must drop Hips.quaternion (a different-orientation source
lays the target flat), so a clip physically cannot lie the body down. Doing it
in code also lets the fall go DOWNWIND of the gust that caused it, which a
canned clip could never do, and keeps it deterministic.
- Gust magnitude is recovered from a slow EMA of local wind rather than widening
Lane C's contract: wind.sample() gives the total and gustTelegraph() only fires
BEFORE a gust, so nothing reports gust size during the hold. The EMA
self-calibrates to whatever storm JSON Lane C authors.
Verified in a real scene, not only in asserts: head bone 1.715 m at fig scale
0.983, all six clips bound, walk/run at the tuned speeds, the body lies down and
gets back up, hold-E fires exactly once per press.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Verifying the GLBs in three.js (not just Blender) showed four assets reporting
inflated bounds: tramp_01 came back 3.29 x 1.27 m against a true 2.96 x 0.78.
Box3.setFromObject expands each mesh's LOCAL box by the world matrix, so a node
carrying a rotation over-reports — the same trap Blender's obj.bound_box sets,
and what three uses for frustum culling. Joined nodes inherited parts[0]'s
rotation, which for an arc is half a segment step off-axis.
Applying rotation at join time makes every local box axis-aligned, so the
default Box3 path is now correct for consumers and culling is tight. World
geometry is unchanged; the exported dims are identical.
Adds tools/assetcheck/, the three.js harness that caught this. It's the only
check that can: a Blender round-trip exports Z-up->Y-up and imports Y-up->Z-up,
so a broken export_yup flips back and passes green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
16 generated assets plus the grass billboard atlas and the four debris models
copied verbatim from the 3D-STORE library (copies rule, §0). All meter-scale,
Y-up, and far under the 15k tri budget — garden_bed is heaviest at 2,580.
Regeneration is byte-deterministic: two consecutive runs produce identical
files, so re-running the factory causes no churn.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
One script regenerates every nature/hardware asset in PLAN3D §5-E, following
the house idiom from 3D-STORE/racks_to_glb.py: reset per asset, build under a
root empty at the origin, join by group, stamp props, export Y-up GLB.
Groups are joined per sway-unit rather than per-asset, so trees keep trunk and
canopy_* as separate nodes for Lane A to animate. Paths resolve from __file__
instead of a hardcoded home dir, since the library lives elsewhere on this box.
Verification re-imports each exported GLB from disk and asserts dims, tri
budget, and node-name survival, then renders it against the 1.7 m ref capsule.
Checking the file rather than the in-memory scene is what makes it a real test.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Character is a byte copy of 90sDJsim's man_casual_01 ped (already metre-scale,
head bone 1.75 m, bind pose proven in that game). Clips ride beside it in an
anim-only carrier built from the FBX libraries on the M1 Ultra.
The peds cannot round-trip through Blender: they encode metre scale as a node
scale of 0.01 on mixamorig*:Hips with child bones in centimetres, and Blender
bones carry no rest scale, so the glTF importer silently drops it — the rig is
exploded on import (LeftToe_End 96 m below the floor) before any merge happens.
So merging clips onto the ped (PLAN3D 5-D.1) is not viable; we ship the ped
untouched and retarget rotation-only clips onto it at runtime, the same shape
90sDJsim already uses for peds/idle.glb + peds/walk.glb.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>