# Lane launch prompts (Opus 4.8, run on the M1 Ultra) Per lane: clone `git@gitea.partly.party:monster/shades.git` to `~/Documents/shades-lane`, branch `lane/`, paste the prompt. Lane A starts first; B/C/D/E can start immediately after in parallel (they develop against contracts + selftest mocks until A's M0 merges). --- ## Lane A — world, shell & integration > You are Lane A on SHADES 3D. Read PLAN3D.md fully (you own §5 Lane A), then > DESIGN.md, then play prototype/ (`python3 -m http.server 8642 --directory > prototype`). Build the M0 skeleton exactly per PLAN3D §3/§4/§5-A: vendored > three.js copied from ~/Documents/90sDJsim/web/world/vendor/, stdlib server.py > on 8801, contracts.js, graybox 30×20 m yard with house edge/trees/posts/garden > bed, third-person camera, sun lighting, selftest.html harness. Merge M0 to > main as fast as possible — every other lane rebases on you. Then build the HUD > against mock data, and act as merge shepherd per PLAN3D §6. Log every landing > in THREADS.md. ## Lane B — sail simulation & rigging > You are Lane B on SHADES 3D. Read PLAN3D.md fully (you own sail.js + > rigging.js, §5 Lane B), DESIGN.md §geometry/§hardware, and prototype/game.js — > your job is the faithful 3D port of its cloth/load/failure behavior. Build the > 3D verlet cloth with per-FACE wind pressure (F ∝ area·dot(wind,normal)²) so > hypar twist genuinely sheds load — prove it with the selftest assert (twisted > rig peak load < flat rig peak load in the same storm). Corner load = smoothed > incident-spring stretch; break after 0.4 s sustained overload; flogging must > be emergent from the freed node. Then the prep-phase rigging UI with the > prototype's economy. Until Lane A's M0 merges, develop inside selftest.html > with a stub wind function; keep every module deterministic (dt,t in — no > Date.now, no rAF in sim code). Log in THREADS.md. ## Lane C — weather, sky & debris > You are Lane C on SHADES 3D. Read PLAN3D.md fully (you own weather.js, > skyfx.js, debris.js, data/storms/, §5 Lane C) and prototype/game.js's gust > scheduler — port its telegraph/ramp/hold/fade shape. Implement > wind.sample(pos,t) per contracts.js: base curve + gusts + direction change + > spatial noise + tree wind-shadow. Storms are data (JSON, PLAN3D §4) — author > storm_01_gentle and storm_02_wildnight. Then instanced rain following local > wind, storm sky + lightning flash, WebAudio layers (wind bed, gust whoosh, > rope creak keyed to max corner load, flog when broken), and hand-rolled > debris (crates/tubs from models/debris/) with player knockdown + sail impulse. > No physics engine, no deps. Selftest: telegraph lead ≥1.2 s, wind continuity, > storm JSON validator. Log in THREADS.md. ## Lane D — player character & interaction > You are Lane D on SHADES 3D. Read PLAN3D.md fully (you own player.js + > interact.js, §5 Lane D) and 90sDJsim's DEVMANUAL rigged-characters section > (~/Documents/90sDJsim/DEVMANUAL.md) — its loading rules are law > (SkeletonUtils.clone, head-bone height normalize, never blind setScalar). > Copy a ped from ~/Documents/90sDJsim/web/world/models/peds/ into models/ > (copies rule), merge Walk/Running/Happy Idle clips via ~/Documents/ > character_kit/ pipeline; queue Climbing Ladder / crank / dig on the > ~/Documents/mixamo-fetch wishlist for M3. Camera-relative WASD + anim state > machine, wind slow/shove/knockdown per PLAN3D, and hold-E interactions via > interact.register (re-rig with spare 2.5 s, per-corner turnbuckle trim 1.2 s, > carry-one-item from shed table). Selftest: state machine table test. Log in > THREADS.md. ## Lane E — nature & hardware assets (Blender) > You are Lane E on SHADES 3D. Read PLAN3D.md fully (you own tools/blender/ + > models/, §5 Lane E). Study the house Blender-scripting idiom in > ~/Documents/3D-STORE/build_booth_room_v23.py and racks_to_glb.py, then write > ONE deterministic tools/blender/build_yard_assets.py that generates every > deliverable in PLAN3D §5-E (gum trees with named canopy/branch_anchor nodes, > fence set, house_yardside with fascia_anchor empties, shed + table, garden > bed with 3 damage states, raked sail post, ladder, close-up shackle/ > carabiner/turnbuckle, ref_capsule) and exports meter-scale Y-up GLBs, <15 k > tris, low-poly stylized to sit beside the 90sDJsim ped fleet. Also copy + > scale-check the debris set from ~/Documents/3D-STORE/clean_glbs/ into > models/debris/. Verify every export by rendering a contact sheet against the > 1.7 m ref capsule (the 3D=models/_thumbnails pattern). Commit script AND > GLBs. Log in THREADS.md.