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type-two 701403ab1d Sprint 13 gate 2.5: two camera fixes — spawn framing, aftermath cloth-swallow
SPAWN FRAMING. The QA pass: "a pole dead-centre through the player on every
single first impression." Measured, not eyeballed — player spawns at (0,6)
looking up the yard, and post p3 stands at (0,7), one metre behind, dead on the
view line. spawnYawFor() sweeps outward from the ideal frame (camera opposite
the bed, so the player stands in front of what they protect) and takes the
first yaw that clears every obstacle. Per YARD, off site data: site_02 spawns
elsewhere with its posts elsewhere, so a hand-tuned constant would frame the
corner block by luck.

Two numbers here are measured and both were wrong first. Clearance 0.6, not 1.1
— my first pass asked 1.1m and produced a WORSE frame than the bug, swinging
105° to stare at a fence, because the greatest distance any obstacle can have
from the camera->head line is its own distance from the player, and p3 is only
1m away, so 1.1 was unreachable by construction. maxOff 90° — a frame turned
more than a quarter-circle off the bed is no longer a frame of the bed, so the
"roomiest" fallback is bounded to the arc. The assert reproduces the 105° from
the real yard and pins that the cap brings it to 68°.

AFTERMATH CLOTH-SWALLOW. "The dead draped sail can swallow the camera whole."
The camera has collided with the house since Sprint 2; the sail was just never
in the list. While up it hangs above head height and nothing notices — but a
FAILED sail lies in the yard at head height, the one moment you most want to
look at it. refreshCameraSolids() adds the cloth to the set, called from both
rebuilds (loadSiteInto makes new world.solids, rigSail makes a new cloth; either
alone strands the camera on a disposed mesh). Its bounding sphere recomputes
every frame, so the raycast reads live geometry. Verified live: camera solids
9 -> 10 the moment a sail rigs, and the cloth is in the set.

Added camera.solids getter so that was checkable at all — "did the sail join
the set" was otherwise a claim with no seam. And hoisted sailView's declaration
with rig/rigging: loadSiteInto's boot-time call reads it before any cloth
exists, which is a TDZ throw (page goes blank) that the same block already
documents for rig/rigging.

selftest 339/0/0 (was 338).
2026-07-18 01:18:29 +10:00
.claude Sprint 11 integration: merge all lanes, wire leadFor + setBudget, untrack launch.json; Sprint 12 plan + prompts 2026-07-17 18:08:32 +10:00
docs Sprint 12 integration: merge all lanes (335/0/0), skyfx effective-rating creak, [I] entry 2026-07-17 21:17:45 +10:00
prototype Add side-systems to design doc + playable sail-storm prototype 2026-07-16 20:55:31 +10:00
tools Add deploy_hardyards.sh: partly.party deploy per the games-VPS pattern 2026-07-17 21:39:09 +10:00
web/world Sprint 13 gate 2.5: two camera fixes — spawn framing, aftermath cloth-swallow 2026-07-18 01:18:29 +10:00
.gitignore Sprint 11 integration: merge all lanes, wire leadFor + setBudget, untrack launch.json; Sprint 12 plan + prompts 2026-07-17 18:08:32 +10:00
DESIGN.md Add side-systems to design doc + playable sail-storm prototype 2026-07-16 20:55:31 +10:00
LANE_PROMPTS.md QA pass: fix Enter storm-skip (deployed), log findings; Sprint 13 plan + prompts 2026-07-17 23:26:47 +10:00
PLAN3D.md Correct PLAN3D asset inventory; log M0 contract additions 2026-07-16 21:33:42 +10:00
README.md README: point at SPRINT12, document per-clone launch.json ports 2026-07-17 18:09:41 +10:00
server.py Vendor three.js r175, add stdlib dev server and launch config 2026-07-16 21:33:42 +10:00
SPRINT2.md Add Sprint 2 assembly instructions: wire proven modules into one playable storm 2026-07-16 22:24:35 +10:00
SPRINT3.md Add Sprint 3 plan and lane prompts: close the game loop 2026-07-17 01:11:16 +10:00
SPRINT4.md Add Sprint 4 plan and lane prompts: face and water 2026-07-17 02:03:47 +10:00
SPRINT5.md Add Sprint 5 plan and lane prompts: hail and the broom 2026-07-17 02:44:30 +10:00
SPRINT6.md Add Sprint 6 plan and lane prompts: winnable, then a week of nights 2026-07-17 08:54:02 +10:00
SPRINT7.md Add Sprint 7 plan and lane prompts: one truth, then the week 2026-07-17 09:48:23 +10:00
SPRINT8.md Add Sprint 8 plan and lane prompts: ship the week 2026-07-17 11:57:51 +10:00
SPRINT9.md Add Sprint 9 plan and lane prompts: pyrrhic call, $80 win, second site 2026-07-17 14:03:45 +10:00
SPRINT10.md Add Sprint 10 plan and lane prompts: sites are data 2026-07-17 15:12:55 +10:00
SPRINT11.md Add Sprint 11 plan and lane prompts: prove the corner block, then the job sheet 2026-07-17 16:44:11 +10:00
SPRINT12.md Sprint 11 integration: merge all lanes, wire leadFor + setBudget, untrack launch.json; Sprint 12 plan + prompts 2026-07-17 18:08:32 +10:00
SPRINT13.md QA pass: fix Enter storm-skip (deployed), log findings; Sprint 13 plan + prompts 2026-07-17 23:26:47 +10:00
THREADS.md QA pass: fix Enter storm-skip (deployed), log findings; Sprint 13 plan + prompts 2026-07-17 23:26:47 +10:00

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

  1. DESIGN.md — the design canon (what the game is)
  2. PLAN3D.md — the build canon (stack, contracts, lane model)
  3. THREADS.md — the append-only lane log. The project's memory. Read the last few [I] integrator entries to know the current state.
  4. SPRINT12.md — the current sprint (highest-numbered SPRINTn.md wins)
  5. 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 main before 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 AE 88248828). The real launch.json is untracked — six checkouts on one laptop can't share one port.

Sprint cycle

  1. 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).
  2. Lanes work, push their branches, log in THREADS.md.
  3. 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, write SPRINT(n+1).md + prompts, push main AND fast-forward all five lane/* branches to main.