web/world/editor.html + js/editor.js. Loads any existing site or an empty template and renders the REAL dressed world through the same loadSite/createWorld/dress path the game boots -- not a diagram, and no second renderer to keep in sync. Place/drag/delete on the ground plane by raycast, writing the SAME named-key site-JSON shapes world.js already reads (the gnome pattern; there is deliberately no generic props[] and the editor does not invent one). Live validateSite into a panel, canonical stable-key-order export with a loud _INVALID key, visible _design/_why authoring fields, and an export panel that says export != shipped. Published the DOM seam contract in editor.html's header so B's SCORE IT and C's wind authoring can start against it immediately -- mountPanel + a class kit, the way E's .letterhead kit worked in Sprint 12. Two rendering bugs in world.js that the editor surfaced in its first ten minutes, both verified by looking at the yard rather than by reasoning: - the graybox house was built unconditionally and dress() only retires it when a house GLB loads, so site_02_corner_block -- which declares no house -- has been shipping a 16x3x6 m grey slab across night 3's whole north horizon, in solids, on the public URL. - SHED alone was bound raw while SHED_TABLE/GNOME/BIKE all get their degrees converted, so SHED.rotY was undefined, the shed's quaternion was all NaN, and three.js silently declines to draw a NaN world matrix. The Hendersons' shed has never rendered; ladder.js has been leaning the ladder on thin air. Also: createWorld threw on a site with no shedTable (unreachable for both shipped sites, reached by the editor template on its first frame). Now null, which every consumer already guards and which CONTRACT.world permits. Selftest 362/0/0. Asserts for the two fixes land with the round-trip test in the next commit -- pushing now because B and C are blocked on the seam. 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 | ||
| 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 | ||
| THREADS.md | ||
SHADES — rig it, then survive the night
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 gotchasTHREADS.md— the append-only lane log. The project's memory. Read the last few[I]integrator entries to know the current state.SPRINT12.md— the current sprint (highest-numbered SPRINTn.md wins)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/shades.git ~/Documents/shades
for L in A B C D E; do
git clone git@gitea.partly.party:monster/shades.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.