Commit Graph

6 Commits

Author SHA1 Message Date
m3ultra
4514cb94b5 Lane B R38 (v8 WAVE 1, INHABITATION): all four runtime items — the whole round costs +1 walked draw
The town is inhabited: 23 towns finally differ, 181 back yards have a Hills Hoist with washing on it,
a magpie owns one street for six weeks of the year, and six point sources put a life off-screen.

MEASURED, walked, not bookmarked — two port-isolated no-store servers (:8472 = `git archive HEAD`,
:8471 = treatment, assets symlinked so E's mid-round wave is identical on both sides), 102 8-metre
spine steps at yaw 0, each frame fully streamed, through the shell's own composer:

  worst draws  224 -> 225   (+1)
  worst tris   89,502 -> 93,298   (+3,796 of ~75k spare)
  sum draws over 102 frames  16,676 -> 16,663   (-13)

The citizen sim and the tram are hidden identically on both sides, and that IS the measurement: with
them live the same step read control 346 vs treatment 232, because peds spawn on wall-clock time.
`?yards=0` reproduces HEAD exactly (224 / 89,502 / 16,676). Isolated at a fixed pose: washing +1 draw
/ +512 tris, magpie +1 draw / +182 tris, every yard box prop +0 draws.

§1.2 THE CHARACTER VECTOR — +0 draws, +0 tris, classic byte-identical BY CONSTRUCTION.
`townCharacter(null)` returns the frozen v1 literals and a null tint keeps the SAME material cache key,
so classic gets the same object, not a copy of it: default-boot ground hashes identical to HEAD
mesh-for-mesh, `?classic=1` hashes unmoved from R37. There is no `if (classic)` in the ground path.
The sky feeds the BASE skyName, never `setSky` (a one-way latch that would have killed R32's dawn dome
on all 23 towns). The vacuous arm is per-town: `newtown_godverse` / `redhill_godverse` carry `state: ''`,
so a per-corpus arm would have dropped exactly those two silently. 21 distinct palettes across 23 towns.
`gravel` and `reddust` were not unwired but UNWIREABLE — their `use` values named no slot ground.js had;
making the slot addressable fixed it at the root, and both are selected now. E's three new grounds
landed mid-round and the upgrade was a name change in one table, which is what procedural-first is for.

§1.4 BACKYARD AUSTRALIA — inside boxMats, +0 draws. Houses inset off their boundaries so there is a
yard; 36 `yard` lots that had rendered as blank shopfront sheds since v1 are now fenced blocks with a
hoist, a shed and often a tank. Collision byte-identical (the lot rect is where the fence stands).

THE WASHING SHIPS, and I wrote the inverted weight rather than dropping it. The shipped top-weighted
mode moves a hem 0.10 cm calm / 0.67 cm gusty; `pegged` gives 4.5 cm / 31 cm — ~52x, and at the hem
instead of the pegs. The `canopy` string is byte-for-byte unchanged, so the gum-tree covenant argument
is untouched. It is ONE TOWN-WIDE InstancedMesh (1 draw at any N, cap 256, proximity-first off the R37
chunk seam) rather than per-chunk, which would have been +1 x 31 live chunks = 4x the whole margin.
Zero on every real town (no hoists ⇒ no mesh) and zero at night.

§1.3 THE MAGPIE — +1 draw on screen, exactly 0 otherwise; 182 tris of 900. Territory scales with the
road graph: 6 on the 6.78 km synthetic town, 157 on bendigo's 188.6 km / 2,593 edges, nearest 120 m
from spawn. The latch sets, the day roll clears it, localStorage gains no key and the save never
mentions it. `swoopPos()` is exported and pure. The hat stays cut.

MY OWN SEASON MECHANISM WAS VACUOUS AND THE SWEEP CAUGHT IT: keyed on citySeed alone it produced a
CONSTANT, because the town key is deliberately off the plan — 24 of 24 towns were 214 days from
swooping season, and it would have gated green because `?magpie=1` forces it. Re-keyed on
(citySeed, townKey): `newtown_real` is in season on arrival on the default seed, marrickville is 8 days
out, and 12.9% of 1,000 seeds put the synthetic default in season against a design ratio of 11.5%.

§1.1 THE AUDIO LAYER — six new mixer layers, zero draws, zero tris, seeded anchors, distance falloff,
AND A StereoPannerNode PER LAYER, so direction is real (measured spread -0.71..+0.85) instead of a
limitation written into the notes. Day-of-week derived locally. All six anchored on the default boot;
3 of 6 report `no-anchor` on real towns rather than being faked onto shopfronts. The falsifiability
control — one manifest key renamed away, served from a third port — makes that source report
`no-entry`, 0 plays, never `audible`, with the other five unchanged and zero console errors.

TWO DEFECTS MY OWN GREEN NUMBERS COULD NOT SEE, both caught by a screenshot: the washing shipped at 256
instances / +1 draw / cap respected and was INVISIBLE behind its own back fence (per-instance peg height,
and a fence taller than the hoist), and the magpie perched on THIN AIR over the road. R37's lesson
relearned at full price. Fence 1.60 / hoist 2.15 measured against the object; territories now snap to
furniture.js's own streetlight rule.

LANE E'S PROPS, ADJUDICATED: hoist + aerial permanently primitive (E's spike killed them, and primitive
is also the +0-draw mechanism). `paling_fence` at 1,121 tris x 905 runs = 1.01M triangles — no. The
`magpie` GLB is HELD FOR THE TINT: it reads as a crow, and a magpie seen for 1.2 s in peripheral vision
IS its white bar. My 182-tri bird already carries it, at a fifth of the triangles and no fetch.
furniture.js's "novelty_record is 26.5k tris" was stale by six epochs — corrected to 8,000.

Zero fetch delta: `?noassets=1` fetches the same 23 assets, same list, on HEAD and on R38.
0 console errors on 10 boots (default, classic, yards=0, washing=0&magpie=0&ambient=0, noassets,
magpie=1, darwin, hobart, bendigo, the patched-manifest control) beyond the known PointerLock ones.

Shots: docs/shots/laneB_r38/. Detail + every number: LANE_B_NOTES §38.
2026-08-03 18:53:26 +10:00
type-two
bb30767b62 Lane B R32 (§31.6 queue 1–3): the crate lives in shops · cluster-pose spawn · dawn reads dawn
hud.js: #pc-game rides document.body (position:fixed, z 30) instead of the mode-hidden street
root — day/cash/CRATE/SLEEP are YOURS inside a shop too (the playtest's 'crate at the counter').
C toggles the crate ANYWHERE; the surface yields to the dig/sell cards and the map (they own
the screen). tickGame() exported so the interior/map frame branches keep it live (buys update
the count while you shop); dispose removes the body-mounted wrap.
index.html: the frozen spawn (-96,9,east) was tuned for the synthetic fixture — on real towns
it faced dirt (§31.6-1). Non-classic boots now spawn ON the main-street footpath door-line
(block kind 'mainstreet', both generators; every-door fallback) at the door nearest the shop
cluster's heart, facing the LONGER run of shopfronts down the strip's dominant axis. Pure plan
math, zero draws — no stream moves; ?classic=1 keeps the frozen pose forever.
lighting.js: dawnSky opt (shell passes high-cirrus, null under classic) — the DAWN segment
swaps the dome off the golden-SUNSET default that read dusk-orange (§31.6-3), and swaps back.
setSky() is now an explicit override: weather's rain/overcast dome always wins over base+dawn.
2026-07-20 18:26:56 +10:00
m3ultra
900b274a9a Lane B round-8: weather (?weather=1) — seeded rain/overcast/clear, exposes PROCITY.weather for D
New js/world/weather.js + a one-line lighting.setSky(). Seeded per citySeed (weatherFor):
~57/24/19% clear/overcast/rain over 400 seeds, deterministic. Rain = ONE draw (camera-following
Points + procedural streak/fall/wind shader) + wet ground (roughness/darken on shared ground mats,
restored on dispose) + matching rainy sky dome via lighting.setSky. Fully procedural (0 depot fetch).

- Exposes window.PROCITY.weather = { state:'clear'|'overcast'|'rain', intensity:0..1 } for Lane D's
  weather-reactive crowds (decision #1). Documented the contract + the exact 3-line shell wiring for F
  in LANE_B_NOTES (I don't touch index.html). ?weather=1 seeded (default town rolls clear);
  ?weather=rain|overcast|clear forces a state for demos/smokes.
- Worst view 141 draws day / 126 night (<=300); composes with ?winmap + night (rain outside a lit
  interior-mapped window = the money shot, screenshotted); deterministic; 0 console errors; flag-off
  byte-identical (shell never constructs it). Deferred cut line: vertex-shader wind sway on
  trees/awnings (touches other lanes' materials) — noted, not done. Tram stretch not attempted.

qa.sh --strict GREEN (5/5).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:34:14 +10:00
m3ultra
6323d58736 Lane B round-4: closed facades (§3.5) + shot poses/letterbox + furniture GLB + novelty_record
- B1: per-shop closed-facade visuals — dark windows + red CLOSED plate + door tooltip, batched via a
  per-vertex aHours attr + two shared shaders + one uHour/uNight uniform pair on a procity:segment
  event (facade atlas untouched, no per-shop materials, no per-frame poll). 22:00 → only the openLate
  video shop lit, all others CLOSED; ~200 draws worst-view with citizens.
- B2: the shots 'letterbox' was camera-jammed-into-a-wall poses, not a composer bug (composer proven
  correctly sized headless). Reframed street_noon/arcade/warehouse to look down a street
  (streetViewPose), added the 3 missing bookmarks, night_neon now frames the lit video shop amid
  CLOSED neighbours, + a defensive composer resize. shots.py: 10 un-letterboxed shots, 0 errors.
- B3: furniture GLB use-if-ready upgrade (bench + food_cart, sit on their footprints) + novelty_record
  placed at record stores. novelty_record GLB is 26.5k tris (5x glb_law) → stays low-poly primitive
  until Lane E decimates it; ?noassets verified 0 network.

qa.sh --strict GREEN (4/4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:59:27 +10:00
m3ultra
fafd5a700a Lane B (Streetscape): round-3 — scene.environment for PBR peds + budget re-measure with citizens
- lighting.js sets scene.environment (neutral PMREM sky->ground gradient, no asset) in attachRenderer, before CitizenSim constructs; Lane D rig-fleet peds bake their impostor atlas from it and render dark if null. Verified set in street/night/interior + after interior-return.
- Re-measured worst continuous-walk view WITH citizens (pop 140, 125 active peds) via window.DBG: 263 scene / 275 total midday, 275 night -- <=300 everywhere. Radius-2 auto already the spawn default.
- Round-3 task 3 (furniture GLB footprints) standby: Fable s3.4 manifest upgrade not yet landed.
- Docs: LANE_B_NOTES.md + B-progress.md round-3 updates.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:00:22 +10:00
m3ultra
5313402e43 Lane B (Streetscape): chunk-streamed walkable town shell
First-person shell: chunk streaming, instanced buildings + facade texture atlas
(22 facade materials -> 1; 5 skin materials city-wide), signs, awnings, furniture,
day/night lighting, minimap, pixel-accurate collision (incl. arbitrary-angle lots),
door raycast -> procity:enterShop, DBG harness, all-fallback mode. Renders Lane A's
full generated town (seed 20261990 'Boolarra Heads', 493 shops); worst continuous-
walk view ~261 draws (<=300 gate). 6 adversarial-review bugs fixed (collision sign,
house doors, awning skin, sign atlas, furniture seed hash, shot-mode restore).

index.html and skins.js include Lane F's inline integration seam edits (marked
'[Lane F integration]'): interior/keeper/citizen wiring + facade filename fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 14:28:47 +10:00