C measured my proposed pin and it could not have failed. Converging rather than
landing a second pin that disagrees. Knobs are now C's:
site_02_corner_block / storm_02_wildnight / throat (-6,y,0) / t=60.0 / exact ===
Three wrong answers before this, all the same failure:
1. backyard_01 has venturi: [] — nothing to detect. (I found this one.)
2. site_02's BED is funnel-blind, Δ 0.0000 m/s. (Both of us, independently.)
3. t=30 on the wildnight is worth 0.44%. I MISSED THIS ONE: my throat
measurement read a healthy Δ +4.948 m/s and I trusted it, but that was on
storm_03b_earlybuster, not the wildnight the pin flies. A sensitivity
measured on one storm says nothing about another. The mutation check I was
proud of would have passed on the wrong storm.
Adopted C's vacuity guard and its 25% threshold — one number, not two. It is
the check that would have caught my proposal on its own: mutation asks 'did it
move', the guard asks 'is the funnel worth enough here that a wiring bug could
not hide in the rounding'.
Game side now imports main.js's createWindRouter instead of retyping its two
wiring lines (C's correction). My old version built BOTH sides with
windForSite, so it could only have caught a bad input, never a router that
routed wrong.
CONVERGENCE RECEIPT — my chain reads C's numbers to the decimal:
t=60 throat editor 47.38 game 47.38 exact === true funnel-off 31.60 = 33.3%
t=30 throat on 18.55 off 18.46 = 0.44% (C's finding, reproduced)
What my half adds over C's: C pins windForSite (the builder) against the game;
this pins buildScoringWorld — the path SCORE IT actually runs — against the
same router. Three chains, one number.
Kept the garden bed as a SECOND probe on C's explicit offer: what the sail
shades is what the audit is about, and equality there is a real claim even
though the funnel is not what decides it. Labelled as carrying no funnel
tripwire, because it cannot.
Mutation-checked: setting t back to 30 reds the guard and both tripwires with
the exact diagnostic (0.44%, 18.46 -> 18.55) while the EQUALITY asserts stay
green — which is precisely C's argument, reproduced on my own chain.
Selftest 375 passed / 0 failed / 0 skipped.
|
||
|---|---|---|
| .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.