Follow a ped into a shop and find them browsing. D owns occupancy truth; C owns browse points;
F wires the handoff. Validated end-to-end in-shell (?stock=real). qa --strict GREEN; v1 untouched.
Occupancy (D1): patronage records who's inside which shop by shopId. New
citizens.occupancyOf(shopId) -> {count, occupants:[{seed,enteredAt,pedIndex}]} (pedIndex = the
exact ped who ducked in, for identity continuity). Cleaned on emerge/chunk-drop/stream-toggle.
Deterministic: 17 shops + occupants byte-equal across two runs (fixed a stale-occupancy leak on
stream toggle).
Browsers: keepers.js gained browse:true (faces the shelf via ry, no player-greet) + pedIndex +
seedKey. Each = a merged ped ~1 draw. 12 enter/exit cycles: count == min(occupancy,3) 12/12,
worst 61 draws <=350 (C's headroom holds), leak-free (0 GPU delta after warmup), disposed every
exit via keepers.disposeAll().
Consistency (D2): inside peds hidden on the street (0 rendered), re-emerge at the door.
F handoff verified by running F's exact interior_mode wiring (enter -> occupancyOf ->
browsePoints.slice(0,min(count,3)) -> keepers.spawn). index.html setShops door points need
shopId:s.id added. Closing-time handled by the dwell model (pending A's explicit ruling).
Evidence: docs/shots/laneD/r9_browsers_in_shop.jpg. Changed sim.js + keepers.js + test page.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements the R3 design note (was design-only). Default-off; the v1 whole-graph path is
byte-identical when the flag is off (shell citizen-0 signature matches the R4 golden exactly).
- chunk-local identity keyed (seed, chunkKey, i) — same seed + chunk -> same residents,
independent of town size / visit order; home edge picked from that chunk's edges.
- windowed spawn/despawn: hook-driven via Lane B's onChunkBuilt/onChunkDisposed (sim auto-
detects and stops polling) + a camera-poll fallback that needs zero Lane B changes.
- global near-cap + mixer stagger + rig pool + impostor layer unchanged, run across live chunks.
- owner-chunk despawn (no cross-boundary re-keying); per-chunk time-of-day thinning (hours-aware).
Proven on a 9x9 fixture grid: constant far-field density (~58-129 within 70m at spawn AND 150m
out, vs v1's uniform ~12-15); deterministic (507 chunk-keyed identities re-derive from seed);
leak-free (2 full grid walks / ~380 chunk cycles -> 0 geom/tex delta, pool capped 30); budget
unchanged (near-cap 24 + 1 impostor draw, 2.31ms/frame). qa.sh --strict GREEN.
Only web/js/citizens/sim.js + web/citizens_test.html changed. Flag + shell call-site documented
in LANE_D_NOTES for Lane F to wire web/index.html.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
D1: peds+keepers upgrade placeholder->rig in the shell; 12 enter/exit shops leak-free
(renderer.info.memory back to exact baseline); determinism holds across reload; ?noassets
fully placeholder with zero ped fetches.
D2 (gate-3 critical path): validated Lane E's decimated fleet — all 19 peds <=3k tris
(1564-2805, avg 2450), rigs bind+animate (skinning/skeleton preserved), 0 broken meshes under
eviction churn, silhouettes+identity intact, atlas bakes clean. Near fleet ~59.6k tris at the
24-cap (was ~1.2M) — F clear to re-measure gate 3.
D3: fixed a real bug found only in-shell — the impostor self-tone-mapped (toneMapped:false +
in-shader ACES), correct on the direct-canvas test page but DOUBLE-tone-mapped under the shell's
EffectComposer/OutputPass. Reworked to a standard toneMapped:true material outputting linear via
three's own tonemapping/colorspace chunks, so it matches the near rigs on both render paths.
setExposure is now a no-op (exposure is global). Verified noon+night in-shell.
Only web/js/citizens/impostor.js changed (+ NOTES/progress/R4 shots).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Populate the town at city scale, on budget, deterministic per-citizen identity:
- rigs.js — ported 90sDJsim rig stack: mixamorig canonicalisation so one shared
walk clip drives all 19 peds, head-bone height-normalise, feet-plant, pooled
near-tier actors with walk<->idle crossfade
- impostor.js — 4-yaw sprite-atlas baker + instanced billboards: whole mid crowd
in 1 draw call, tone-matched to the ACES near rigs
- sim.js — deterministic roster, footpath lanes off the street graph, near/mid/far
LOD with hysteresis + hard 24-cap, staggered mixer budget, time-of-day density
- placeholder.js — seeded low-poly box humanoids (frame-one population + ?noassets)
- keepers.js — one keeper per shop at the counter, idle + greet-turn
- 21 ped GLBs (byte-identical from 90sDJsim), citizens_test.html harness,
LANE_D_NOTES.md, 5 beauty shots
Verified in-browser: 200 citizens at max mixer 0.2ms (budget 2ms), near capped 24,
determinism holds (200 identities match seed), no T-pose, ?noassets crash-free.
Consumes Lane A plan.streets with zero adapter. Six adversarial-review bugs fixed
(non-deterministic fleet order, shared-resource disposal on pool eviction,
impostor colour-management).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>