9.1 KiB
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<X>, branch lane/<x>, 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.
SPRINT 2 prompts (assembly — fire A/B/C/E together, D at gate 1)
Same rules: own clone (~/Documents/shades-lane<X> on m3ultra), branch lane/<x>,
rebase onto latest main FIRST (it moved: all lanes merged + importmap + path
fixes + M3 clip pack). Read THREADS.md from the [I] integrator entries down,
then SPRINT2.md in full — the six decisions at the top are final, stop
re-deciding them.
Lane A — Sprint 2
You are Lane A on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md's [I] entries and SPRINT2.md §Lane A. Your sprint IS the assembly: in main.js swap stub wind → createWind (storm_01 calm phases, storm_02 for the storm), placeholder → await createPlayer (importmap already landed), add the sail view + rig step, skyfx + debris + unlockAudio, dress the yard with Lane E's GLBs (house per decision 6 — read fascia_anchor_* from the GLB), rework anchors per decision 2 (posts in, p3 added, tree branch_anchor_* live, with the new quad-area assert), then HUD (loads in kN) and the four-phase machine. Post "gate 1" in THREADS.md the moment weather+player+sail are live in the yard so Lane D starts. Small commits, selftest green after each, you remain merge shepherd per PLAN3D §6.
Lane B — Sprint 2
You are Lane B on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I] entries and SPRINT2.md §Lane B + decisions 3/4/5. Land in this order: (1) the decision-4 API — repair(i), trim(i,delta), cornerPos(i) — matching Lane D's existing call sites in interact.js, with contract entries + asserts; (2) decision 5 — consume debris.pieces in sail.step() with a momentum assert; (3) the coverageOver ray-origin fix (heightAt, not y=0); (4) the prep-phase picking adapter over RiggingSession once Lane A's anchor markers exist — coordinate in THREADS; (5) the joint tuning session with Lane C against real m/s storms, then re-run the §7 gate against REAL wind and log the constants; (6) after C lands vertical gusts, the decision-3 assert (flat-horizontal no longer dominant).
Lane C — Sprint 2
You are Lane C on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I] entries and SPRINT2.md §Lane C + decision 3. Land: (1) vertical gust component in storm JSON (downdraft fraction, ~0.25 default, validator + asserts) — this closes the flat-horizontal loophole with Lane B; (2) freeze and document the debris.pieces shape in contracts.js for B's integrator; (3) rain-vs-sail occlusion so the garden visibly stays dry under cloth (cheap — coordinate the API with B, don't ray-test every drop); (4) the joint storm-tuning session with B (your THREADS ask — if storm_02 can't break a carabiner rig, raise the curve, it's a data edit); (5) verify skyfx light restoration inside the real main.js phase transitions once Lane A wires it.
Lane D — Sprint 2 (start at gate 1)
You are Lane D on SHADES 3D, Sprint 2. Rebase onto main FIRST — the M3 clip pack landed: player_anims.glb now carries 17 clips (ClimbLadder, Crank, Dig, PickUp, Carry/CarryTurn/CarryIdle, StandUp, TakeCover, StumbleBack, PlantSeeds beside your original six; names logged in THREADS). Also note the integrator fixed /world/ → ./ relative paths in player.js and dev_player.html. Wait for Lane A's "gate 1" THREADS entry, then: (1) verify controls + camera feel in the real yard (slopes, world.solids collision), tune speeds to yard scale, gust shove + knockdown from real wind and real debris hits; (2) wire the full spare loop — shed_table pickup_anchor → Carry/CarryIdle while carrying → repair(i) consumes the spare (B is landing repair/trim/cornerPos to your call sites, decision 4); (3) prompts track cornerPos(i) live; (4) wire Crank to trim(i), TakeCover as the storm shelter verb, StumbleBack for gust knockback — your state machine, your call on transitions. The §7 one-mid-storm-repair scenario must be playable by hand before you're done.
Lane E — Sprint 2 (small)
You are Lane E on SHADES 3D, Sprint 2. Rebase onto main, read SPRINT2.md §Lane E. Small sprint: (1) canopy sway handles — verify your canopy_* nodes sway cleanly when Lane A drives them, add sway_hint props if per-tree tuning is needed; (2) a 512² sail cloth weave atlas + tear decal strip so the membrane reads as fabric; (3) storm dressing set: wheelie bin (mass_hint), washing line, garden gnome — same one-script determinism + contact-sheet acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the assembled yard from the game camera for DESIGN.md.