S16 shipped the glasshouse and priced it at $320. e.test said the rest in its own words: "nothing in the sim wrecks a glasshouse yet — the value is inert data". main.js bills collateral off a broken rig corner's baked key, and a glasshouse rightly offers no anchors, so the most expensive object in the game could not cost anybody a cent — RULE 2's mirror image, a price with no key that can reach it. DESIGN.md line 179 named the missing asset: hail nets rigged OVER glass. You tie to the frame that straddles it. hail_net_frame_01 / _wrecked: a powder-coat portal frame clear of the glasshouse on all four sides, head at 2.75 m to clear the 2.28 ridge, four welded eyes at 2.690 baking collateral 'glasshouse'. The tell is a POSITION, not a defect — the frame's numbers are good and the hazard is where it stands. Pinned as geometry off two GLBs (footprint strictly contains the glass; head clears the ridge) rather than as paint on one. The 20 m read is metalness: powder-coat at 0.05 renders bright where every trusted galvanised steel at 0.90 goes near-black with no environment map (S17's measured lesson, applied on purpose this time). Rung 0.80, proposal, A rules: it earns the highest rung below the honest post (engineered frame, four footings, the only structure built to be tied to) and is de-rated 20% for section, not condition. It usually holds — that is the tier: the corner failure that costs a shackle on a sail post costs $320 here. The root deliberately carries NO collateral_key. structFor() takes the first match, so a frame claiming the glass's key would bill the panes and wreck the frame, both papers agreeing and both wrong. That omission is gate 5 in one line. Wreck racks at one end (0.45 in at the head, 0.45 out at the feet) after the first cut still read as a clean level rectangle in the render. Carries no glass: the glasshouse swaps independently. Unpriced by ruling. ANCHOR_TYPE widened with 'hail_net_frame' (contracts.js is A's — revert and tell me; corroded_post precedent). Manifest unambiguous: 0.80, glasshouse, 4 sources. Determinism held: runs 2 and 3 are 56/56 byte-identical. NOTE the shipped GLBs were exported by Blender 5.1.2 and this box has 5.0.1 — the 45-binary churn that causes is semantically nil (60 nm accessor drift, PNGs losing sRGB/gAMA/cHRM with identical pixels) and was reverted, not shipped. Documented in the header. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .claude | ||
| docs | ||
| prototype | ||
| tools | ||
| web/world | ||
| .gitignore | ||
| DESIGN.md | ||
| LANE_PROMPTS.md | ||
| PLAN3D.md | ||
| README.md | ||
| ROADMAP.md | ||
| server.py | ||
| SPRINT2.md | ||
| SPRINT3.md | ||
| SPRINT4.md | ||
| SPRINT5.md | ||
| SPRINT6.md | ||
| SPRINT7.md | ||
| SPRINT8.md | ||
| SPRINT9.md | ||
| SPRINT10.md | ||
| SPRINT11.md | ||
| SPRINT12.md | ||
| SPRINT13.md | ||
| SPRINT14.md | ||
| SPRINT15.md | ||
| SPRINT16.md | ||
| SPRINT17.md | ||
| SPRINT18.md | ||
| THREADS.md | ||
HARD YARDS — rig it, then survive the night
(repo/product history: the project was codenamed SHADES through Sprint ~8; the shipped game is HARD YARDS. Internal docs and the gitea repo name still say shades — that's the same thing, not a second game.)
Geometry/tower-defense: you're a small person rigging shade sails against Australian storms. three.js r175 (vendored, no build step) + a zero-dep Python server. Everything the repo needs is in the repo.
Run it
python3 server.py --port 8801 # any free port
# game: http://localhost:8801/web/world/index.html
# selftest: http://localhost:8801/web/world/selftest.html (must be all green)
# 2D proto: http://localhost:8801/prototype/index.html (the original thesis)
No pip, no npm, no build. Python 3.8+ and a browser.
Read in this order
DESIGN.md— the design canon (what the game is)PLAN3D.md— the build canon (stack, contracts, lane model) ·docs/MANUAL.md— the HOW: tool map, asset/site cookbooks, earned gotchas ·ROADMAP.md— the growth canon (the arcs from the week to the business)THREADS.md— the append-only lane log. The project's memory. Read the last few[I]integrator entries to know the current state.SPRINT15.md— the current sprint (highest-numbered fired sprint wins: SPRINT16 is pre-speced TEETH and fires only when 15 integrates — its own header says so)LANE_PROMPTS.md— copy-paste prompts per lane, per sprint (bottom = newest)
The lane model (how this repo is built)
Five parallel Opus agents ("lanes"), each in its OWN clone, on its own branch:
| lane | owns |
|---|---|
| A | main.js, world.js, camera, hud, week, sites, server — shell & integration, merge shepherd |
| B | sail.js, rigging — cloth sim, economy, balance.test pen |
| C | weather, skyfx, debris, storm/site wind data |
| D | player, interact, ladder, broom — and the designated playtester |
| E | Blender asset factory (tools/blender), models/, textures |
Hard rules (they exist because each was earned — see THREADS):
- One clone per lane. Never two agents in one working tree.
- Rebase onto latest
mainbefore starting; small commits; push your branch. - File ownership is the merge strategy; cross-lane needs go in THREADS.md.
- Selftest green after every landing. Skips must be real. An assert that cannot fail is decoration.
- All sim code is deterministic
(dt, t)— no Date.now, no rAF. - Measure, don't reason: the repo's biggest bugs were all "a number gathered from the wrong harness". When two harnesses disagree, find the variable.
Setup on a new machine
Gitea's SSH runs over tailscale (the public host is Cloudflare-proxied, no
direct SSH). Add to ~/.ssh/config:
Host gitea.partly.party
HostName 100.71.119.27
Port 222
User git
Then:
git clone git@gitea.partly.party:monster/hardyards.git ~/Documents/shades
for L in A B C D E; do
git clone git@gitea.partly.party:monster/hardyards.git ~/Documents/shades-lane$L
git -C ~/Documents/shades-lane$L checkout -B lane/$(echo $L | tr 'A-Z' 'a-z') origin/lane/$(echo $L | tr 'A-Z' 'a-z')
done
~/Documents/shades is the integration checkout (main; where merges and
sprint docs happen). The five shades-lane* clones are where lane agents run.
Per clone, once: cp .claude/launch.example.json .claude/launch.json and pick
a port of your own (integration 8823, lanes A–E 8824–8828). The real
launch.json is untracked — six checkouts on one laptop can't share one port.
Sprint cycle
- Fire lanes with the newest prompts at the bottom of
LANE_PROMPTS.md(Lane A usually first if the sprint gives it rulings/blocking items). - Lanes work, push their branches, log in THREADS.md.
- Integrate in the main checkout: merge
origin/lane/{e,c,b,d}(THREADS.md conflicts resolve keep-both-chronological; real code conflicts get read), run selftest, play the result, writeSPRINT(n+1).md+ prompts, push main AND fast-forward all fivelane/*branches to main.