Gate 2.4 asked for lean/stagger/brace clips staged by wind band. The answer,
measured twice, is that the asset shouldn't exist.
1. The lean cannot be a clip. _rotOnly drops Hips.quaternion from every clip at
load (player.js:53, applied :239). Parsed the shipped pack to confirm rather
than trust the read: 17 clips, 195 channels each, 64 survive. A lean baked
into a clip's hips is discarded. And stripping it is right — the wind's
bearing swings (the change; site_02's venturi) and a canned clip has one
fixed lean axis, so only the sim can aim it. Same trick as the knockdown and
climbY. The lean is D's root pitch; thresholds proposed off Beaufort 7
("inconvenience felt when walking against the wind" = 13.9 m/s), which lands
storm_01 never leaning, storm_03 gusting through the line, storm_02 in gale.
2. Mixamo has no wind animations. Searched the real API, not assumed: shiver
returns zero, brace returns eleven ledge-hang clips, wind returns Catwalk
Turn. The factory header already recorded this in Sprint 3.
Rendered the two real candidates on a skinned rig, twice each — as authored and
as the game shows them. Pushing is a squat shoving a couch. Leaning is a man
waiting for a bus. Both rejected. Both would have passed every check we own:
they load, they're metre-scale, their nodes survive. Dims can't answer "is this
the right shape" — the bike rule, catching a whole feature this time.
Brace and stagger already ship (TakeCover, StumbleBack, Reaction). D should wire
the root lean first; I'll hand-author a WindPosture additive into the gap we can
both see, if one remains. Spine rotation survives _rotOnly, so it would land.
Evidence, harness and repro in tools/character/windclip_candidates/, plus the
four pipeline traps I hit in order so the next lane doesn't.
selftest 335/0/0, unchanged — no asset added, no shipped file touched.
|
||
|---|---|---|
| .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 | ||
| 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)THREADS.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.