ae2137fd9c
25 Commits
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2fd4c1cf79 |
Lane D R36 w2.5 (Fable ruling): CLASSIC KEEPS ITS PEOPLE — the 5 DJ bodies gate out of ?classic's pool
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10025d4082 |
Lane D R29 (v6 Spike 1): look.glb bound and wired — peds glance, feet planted (wave 0)
The spike reaches the game. E's look.glb (mesh-free, 65 joints, 6.5s 'Look') is bound
through the fleet gate; street peds now glance around during window-shop stops. `lean`
is absent and never existed (E's R28 measurement). Goldens untouched — clips sit outside
every plan hash; the synthetic anchor stays R27's amended 0x5f76e76.
WIRED: loadPedFleet(base, {sit, look}) -> fleet.lookClip, the exact twin of the R16 sit
gate; the shell passes look:!CLASSIC so ?classic fetches NOTHING (a raw fetch would have
breached the zero-fetch-delta covenant — E flagged it, the gate is the answer).
makeActor gains lookA, played only on setLooking(true) — crossfaded (0.3s), not snapped
like sit, since idle->idle-variant reads naturally and there's no replant for a fade to
fight. sim.js gains a dedicated `glance` rng stream, rolled ALWAYS (deterministic) but
only flipped when a clip exists => classic inert at the source. Mutually exclusive with
bench-sit (sit rolls first at 35%, glance takes 40% of the rest). RigPool threads
lookClip; release snaps the glance off so no rig is pooled mid-look.
THE FINDING — my own prediction was wrong, and the measurement caught it. I wrote that a
STANDING clip needs no foot replant ("no hip descent to recover — that trap was sit's
alone"). Measured over the full loop: idle keeps the lowest bone within 4cm of the ground
(-0.04..0.00); look.glb ranges -0.009..+0.205 — the ped HOVERS up to 20.5cm, drifting
through the loop. Same trap, different coat: _rotOnly drops the Hips POSITION track for
rig-height independence, so the clip's authored weight-shift dip can't move the hips and
comes out as the FEET RISING. Sit's one-time replant can't fix it — the float varies per
frame.
FIX: plantFeet() — the per-frame twin of sit's replant. Reset to bind plant -> measure
posed feet -> drop inner by float/scale. ABSOLUTE (reset->measure->correct), never
incremental, so it cannot drift. Reproduces the authored motion exactly: the hips dip
relative to the ground instead of the feet leaving it. Scale-aware like sit's. Foot bones
cached once; cost paid only by glancing peds, on frames their mixer ran (both mixer sites
— the drummer's post-mix lean taught that coupling rule).
PROOFS: foot float 0.205m -> 0.000m (pinned); head yaw sweep span 1.735 (-0.85..+0.89) so
the glance still animates; ?classic — no look fetch, no Look action on any rig, glance
never flips (0); identity signature unchanged, no glance term; sit AND glance never
simultaneous (0); 0 NaN; goldens 0x5f76e76 untouched. A glancing ped is NOT tagged
seated/posed — standing pose at standing stature, so F's no-giants gate needs no arm.
D->F: the pose gate HAS ITS SUBJECT — un-SKIP it. Fresh ?localdepot=1 boot shows a ped
glancing on the footpath, head sweeping, feet planted.
Spike 2 readiness: plantFeet() is the general machinery the brief asked for ("data, not
new code") — riffle and wall-lean should land as clip + roll; the lean's wall-contact
placement is the only genuinely new part.
FLAGGED (A's file, A rests): selfcheck.js:301 still says "the synthetic golden above stays
0x3fa36874" while line 267 pins the amended 0x5f76e76. A stale comment, not a rule — but
the same species as the epoch's five holds, so: flagged, not touched.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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afad68b114 |
Lane D R28 (v5.1): instrument LOD — KILLED with the measurement (ledger #4)
E: STOP — do not build the _lo variants. That work is unnecessary; the item is dead.
The oldest tri item on the books, killed under the wind-sway rule attached to the brief
("if the measured win is <20k tris in practice, KILL it with the measurement").
MEASURED, from the shipped depot GLBs: each of the five instruments is exactly 14,000
tris; band + amp on stage = 70,000. On paper a 3-4k _lo each "saves" ~52k, clearing the
20k bar easily.
But the rule says IN PRACTICE, and the brief named the reason — "interiors are
close-quarters". So I measured the rooms an LOD would have to fire in (live, all three
venue archetypes, interiorMode driven by hand since rAF is throttled):
pub 9.7 x 9.7m, diagonal 13.7m, 12522 tris, 38 draws
band_room 8.9 x 9.6m, diagonal 13.0m, 11699 tris, 35 draws
rsl 12 x 9.4m, diagonal 15.2m, 15115 tris, 38 draws (the biggest)
VERDICT: practical win = 0 tris. A player can NEVER be more than 15.2m from the band —
corner-to-corner in the largest venue, and the stage sits at one end so the real max is
shorter. An LOD is a distance trade; inside a <=15.2m room the band is never small — it
is the subject of the gig and of F's tour money shot. Any sane threshold (15-25m) never
fires; an aggressive 8m one fires in half a room at a distance where a 3-4k _lo is
visibly worse with no perceptual cover. The win isn't "small", it's STRUCTURALLY ZERO —
the distance an LOD needs does not exist in this game. Off the backlog forever.
No budget motivates it either: a venue interior is ~12-15k tris, ~85k with the band —
inside the 200k stress ceiling E's R22 tri diet restored, at 35-38 draws vs <=350.
SIDE-OBSERVATION for E (not a proposal, no breach motivates it): all five instruments
are EXACTLY 14,000 tris — a decimator target, not a measurement of the objects. A mic
stand does not need 14k. If instrument tris ever do drive a real breach, the lever is a
flat re-decimation by object complexity (mic stand -> ~1k), which beats any LOD because
it needs no distance. Filed so the next tri hunt starts from it.
Spike 1 (ledger #1) pending E's lean.glb — look.glb has landed, lean.glb not yet.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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47f05ecaa8 |
Lane D R23 (v5.0-alpha): the GIG_RANGE chunk-neighbour fix — scoped to the gig path (ledger #6)
My carried v4.x finding, fixed post-release as scheduled. Runtime-only: no plan, no
golden, no flag, no fetch. selfcheck ALL GREEN 161300/161300, 0x3fa36874 frozen.
THE FINDING GREW WHILE IT WAITED: filed at 8.7% (measured at katoomba's isolated pub);
A's R21 cluster bias made it WORSE — venues now sit inside the retail cluster where peds
converge from every side, so 42.6% of in-gig-range peds (5094/11971) were chunk-blind.
THE OVERRIDE (measurement wins): the brief asked for "extend to chunk + 8 neighbours"
AND "byte-identical flags-off". I built the literal version and measured that those
cannot both hold: on the synthetic town (what ?classic=1 boots, gig layer absent) a full
3x3 scan sourced 127 of 855 finds (14.9%) from neighbour chunks — finds v2 never made.
The frozen v2 crowd would shop ~15% more. Covenant breach, in a clause of the same brief.
So the fix is scoped to the GIG path — which is what I actually filed:
- ordinary shops: own chunk only (v2 semantics, frozen — noticed from its own block)
- gig venues: the full 34m radius, honest across chunk edges ("follow the sound" is the
whole reason GIG_RANGE 34 > PATRON_RANGE 18)
- no gig on -> _gigVenues empty -> neighbour loop skipped entirely -> ?classic and every
flags-off boot take the IDENTICAL code path and cost to v2. Byte-identical BY
CONSTRUCTION, not by measurement luck.
Both ranges < CHUNK(64) so 3x3 is exact, not approximate; fixed dz/dx order keeps ties
deterministic as the old single-list scan was.
BEFORE -> AFTER: cross-chunk in-range peds seeing the gig 0% (structural: v2 scanned only
the ped's own chunk) -> 100% (katoomba 4/4, fitzroy 11/11). Same-chunk unchanged 100%.
Classic neighbour-sourced finds: 0 (127 under the rejected full scan). Determinism
identical. 0 NaN on katoomba/fitzroy/synthetic. Sim 0.056 -> 0.057 ms/frame (+2%, i.e.
0.006% of a 16.7ms budget); lookup 0.58us unchanged with no gig, 1.3-2.7us with a gig on
(fires per PATRON_STRIDE, not per frame). Fitzroy clean at 376 peds.
CARRIED, documented: PATRON_RANGE keeps v2's own chunk-blindness — fixing it costs the
classic covenant, and the covenant wins. A frozen v2 quirk now, not an oversight.
Known minor: a scheduled-but-closed gig still runs the loop for nothing (0.58->1.3us).
D->F: no blocker for v5.0-alpha; classic untouched by construction.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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15ff53685f |
Lane D R22 (v4.0): citizens at pack scale — fitzroy stress PASS + the thin-tail clustering finding (ledger #5)
Against A's pack absorb (
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01c925816e |
Lane D R21 (v4.0-beta close): relocation verify — A's venue cluster bias PASSES (ledger #4)
Verified A's venue cluster-adjacency bias (
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0d992803c5 |
Lane D R20 (v4.0-beta): citizens at density — five-town verdict + the main-street relocation finding (ledger #7)
Re-ran everything against A's absorbed graph (
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62cbb955b1 |
Lane D R20 (v4.0-beta): the density A/B + correcting my own sparsity misread (ledger #7, part 2)
SELF-CORRECTION first. My part-1 note called the 95-98% patronage null rate "sparsity-throttled" and made it the headline metric. Both halves were wrong: (1) it was measured at 21:00, when only 4 of 69 shops are open — retail is shut BY DESIGN, so a high night null is correct behaviour, not sparsity; (2) it sampled each town's first venue, and katoomba's is the pub — 1000m from the retail cluster with 1 neighbour. I had parked the camera on the one isolated venue in town. Same town, same seed: at the pub 99.4% null / 0 visits; on the actual main street 77.2% / 64 visits. The gig-crowd table stands (it measures the mechanism — 0 NaN, rosters, venue-win — which is location-independent); only my sparsity reading was bad. THE REAL A/B (main street, 14:00, same seed, pre-cache from git vs E's widened): hub density 8 -> 25 shops within 160m; null 90.2% -> 77.2%; total visits 17 -> 64 (3.8x); hero visits 17 -> 19; texture visits 0 -> 45; hero share 100% -> 30% of visits from 26% of shops. THE DIRECTIVE LANDS, measured from the crowd side: the secondhand heroes did NOT lose footfall (17 -> 19). The 45 texture visits are added ON TOP, not taken from them. The street is 3.8x busier while the heroes stay over-indexed. "More alive, not a different game." FILED: (a) venue placement at density — katoomba's rsl/band_room sit in the strip (13/10 neighbours) but the pub is 1000m out with 1; a gig there has no passing retail crowd. Quality observation, A/F's lane. (b) GIG_RANGE is a 34m radius but _nearestOpenShop searches only the ped's own 64m chunk — 8.7% of in-range peds are chunk-blind. Real but small; v4.x candidate, not a mid-beta hot-path change. POST numbers are vs E's committed caches but BEFORE A's absorb (11/80 still overflow- drop). Final re-run + the other four towns once A lands. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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85745d2017 |
Lane D R20 (v4.0-beta): gig crowd on the five real towns — pre-density baseline (ledger #7, part 1)
The unblocked half of "citizens at density": the gig crowd's BEHAVIOUR on all five real towns' venues, measured BEFORE E's widening so the after-table is a real A/B. Density re-audit follows once E's caches + A's absorb land. BEHAVIOUR IS CORRECT ON ALL FIVE: 0 NaN everywhere; tonightRoster populates (2-7), so R14 identity continuity holds on real bones; every town generates 3 venues (pub/band_room/rsl) on night hours; and the surge works — whenever a patronage check finds any shop, the gig venue beats ordinary shopfronts (venue-win 100% on newtown/ fremantle/bendigo, 74% katoomba). Castlemaine's 40% is the 6-shop floor, not a leak: 3 of its 6 shops ARE venues, so "other" hits are mostly other venues. FINDING (quantifies Fable's ledger #2 "real towns are sparse"): the crowd is SPARSITY-throttled — 94.9-97.7% of patronage checks return null on every town, because peds spend nearly all their time in shopless chunks (katoomba: 19 shops in ~5 door-chunks of a ~78x78-chunk town). The mechanism is fine; the town has no shops per chunk. The density widening attacks exactly this — null% is my headline before/after metric. FILED (not fixed): GIG_RANGE is a 34m radius but _nearestOpenShop searches only the ped's own 64m chunk, so in-range peds across a chunk edge are blind to the gig — 8.7% of in-range ped-samples (852/9740) on katoomba. Small vs the 97% sparsity throttle; not worth a hot-path change mid-beta. Revisit if the widening leaves null% high. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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96b3dea70f |
Lane D R19 (v4.0-alpha close): fragmentation re-measure — A's ruling verified (ledger #3)
Post-fix re-measure of my R18 finding against A's committed connectivity pass
(
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db33faa628 |
Lane D R18 (v4.0-alpha): citizens on real bones — audit + fragmentation finding (ledger #5)
Audited the citizen sim on real irregular street topology. E landed katoomba_real's real roads (484 ways -> 872 nodes/799 edges) mid-round, so this is measured on the real Katoomba graph plus a crafted irregular proxy. VERDICT: the CityPlan graph contract IS the contract — zero sim changes. On real Katoomba (7.2deg junctions, 1303m edge, 105 components): 0 NaN over 1,095,500 samples, peds footpath-perfect (0 off-footpath), loiter/bench-sit/patronage all fire, chunk streaming works over non-grid, determinism byte-identical (1167 identity sigs, R14 chunk-local law holds). No source touched. FILED FOR A: katoomba_real's graph is 105 components — main holds 58% of street-metres + 18/20 shops, but 42% of street-metres + 2 shops strand (~10% of near-main crowd presence lands on tiny fragments). Primary cause is expected: median fragment 71.5m from main = peripheral/bbox-clipped roads. Secondary (corroborated with Lane B on A's selfcheck fixture): per-way Douglas-Peucker drops collinear junction points + no mid-edge split — bites only the 9/85 fragments <10m from main. Reconciles with B: B verified 126 intersections form (main component); I add the global measurement (still 105 components). A fidelity knob (charter risk #4), not a blocker; sim degrades gracefully (no crash). A owns the connect-tolerance decision. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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64ded4ea01 |
Lane D R17 (v3.2): bench-sit loiter (ledger #2) — the carried R16 stretch
Street peds occasionally sit during a window-shop loiter (verandah/footpath edge). makeActor gains an opt-in setSitting with a SCALE-AWARE re-plant (the R16 spawnRig re-plant was scale-naive; the sim scales these rigs per-citizen), played only on sit so walkers/placeholders/?classic are byte-identical. Seeded via a dedicated benchsit rng stream (no shift to turn/loit/patron; identity signature unchanged). Classic inert at the source (roll gated on sitClip). In-shell (default, seed 20261990): head bone 1.466->1.070, bone span 1.667->1.299 (in seated gate [0.9,1.5]), feet re-plant to y=0 and hold through sit-idle, stand-up restores inner.y 0.929 byte-for-byte, procitySeated tagged, innerRotY:pi throughout. 9 distinct peds sat naturally per soak. Classic: fleetSitClip:false, everSat:0. Plan golden 0x3fa36874 unchanged. Draws 35/tris 6k. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6671cf08f4 |
Lane D R17 (v3.2): the drummer's pelvic-lean (ledger #1)
The R16 seated drummer sat bolt-upright (the sit clip can't carry a pelvic tilt
— Hips.quaternion is unusable on these rigs). Fix: a small constant forward torso
lean applied POST-MIX. spawnRig({seated}) caches the mid-spine bone (seatBone);
seatedLean(spine) rotates it forward ~0.34 rad each frame after the mixer resets
it (constant offset, not accumulation); band.js calls it for m.seated members.
The drummer leans into the kit — head 0.28m forward of the hips, reads as a real
drummer from the side.
Byte-identical (my signature): standing rigs get no seatBone (found only in the
seated block) and seatedLean runs for seated figs only. Verified with the lean
live — walkers 188/188 face travel, keeper standing rig (stature 1.718,
hasSeatBone:false, innerRotY pi). No existing consumer moves.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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ab7a8d0edf |
Lane D R16 (v3.1): the drummer sits + backline unification (ledger #2, #5)
Ledger #2 — drummer sits. E's sit.glb is wired into the shared rig stack: - FINDING: Fable's prescribed _rotWithHips (keep Hips.quaternion) MANGLES the pose in-shell (head folds to hip height / laid flat) — the fleet rigs' bind Hips orientation is incompatible with the Mixamo clip's, exactly what _rotOnly documents. So the sit clip rides _rotOnly (drops Hips.quaternion) like every clip; _rotWithHips removed. The seated read comes from the leg bends + a new spawnRig({seated}) foot-replant (opt-in; standing spawns skip it). - Drummer uses fleet.sitClip when present (retires SEAT_DROP), tags fig.userData.procitySeated=true (F's gate). Stature ~1.1-1.3m in [0.9,1.5]; reads seated from the crowd POV (kit hides the legs). Graceful SEAT_DROP fallback when sitClip absent (?noassets / before F wires {sit}). - BYTE-IDENTICAL proof (load-bearing): with sitClip null AND loaded, keepers are standing rigs (stature 1.718, innerRotY pi, replanted:false) and walkers 188/188 face travel. Parallel/opt-in path; _rotOnly + makeActor untouched. - F seam: loadPedFleet(base, {sit}) — pass sit:<gig active> (false under ?classic → no sit.glb fetch, classic covenant intact). Default off, graceful. Ledger #5 — backline unification. _addBackline plants E's guitar_amp at C's stage.backline[0] (== D's R15 pose, 0.75m bass clearance) instead of a hardcoded pose. C dropped its primitive ampStacks, so D owns the backline: placeholder- persists (primitive amp → GLB swap) with the primitive as the ?noassets fallback. Verified: GLB swaps, primitive under noassets, no crash, 0 fetch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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66aec0f83c |
Lane D R15 (v3.0): guitar_amp up-stage per C's §3 ruling (ledger #4)
The R13 backline plant sat down-stage (stage.z + 0.15), 0.29 m from the bass rig — it interpenetrated the bassist (C's R14 audit caught it). Move it up-stage-right to C's blessed pose (stage.x + w*0.36, deckY, stage.z - d*0.22): 0.75 m clear of the bass, behind the front line, flanking C's primitive ampStacks. Pose-only. Verified: draw/tri delta 0 (same GLB moved — pub 50 draws / ~183k tris, <=350); ?noassets unaffected (amp is fleet-gated dressing → 0 props, band placeholders, no crash). No other code — continuity + the ratified sit-clip deferral are closed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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9a65f51a88 |
Lane D R14 (v3.0): identity continuity — the ped you followed is in the crowd
The last charter promise. A per-venue tonight roster (sim.js _venueRoster) of
who entered a gig venue tonight — surge occupants self-record in _enter, queue
admits relay via citizens.recordVenueEntry — is consumed by GigCrew.spawn: the
crowd's front slots BECOME the roster identities (same pedIndex, same height),
seeded strangers fill the rest.
- No golden move: both goldens are plan-gen hashes; each crowd slot is an
independently-keyed rng stream, so a roster override touches only that slot and
an EMPTY roster is byte-identical to R13 (verified). Roster heights 1.55-1.95m
stay inside the no-giants [1.4,2.0] gate. Pure bookkeeping: 0 rng, 0 GPU.
- Roster persists across interior exit/re-enter, bounded, auto-clears on the
setGig(id,false) transition (per-night). Deduped by stable key.
- queue.js: admitOne() returns {pedIndex,height,key} + fires an onAdmit callback
(auto-drain AND explicit) so F relays every walked-in punter to the roster;
_spawnAt stashes the identity. band.js: _make returns pedIndex; members carry
it for F's continuity smoke; crew.spawn is now null-gig-safe.
- Verified: surge 8/8 + queue 4/4 real identities land in the crowd; empty-roster
== R13; 7-night x 3-venue soak leak geo0/tex0, roster bounded, no identity
churn; interior 64 draws <=350 (0 new rigs); ?noassets placeholders, 0 fetch.
- F seam in LANE_D_NOTES: crew.spawn({roster}) + queue onAdmit relay + the
tonightRoster(venueShopId) accessor.
- Debt #2 (sit clip): investigated, deferred to v3.1 — the clip converts+binds
(tailnet Sitting_Idle.fbx -> 394KB sit.glb) but a real seated pose is ~1.2m
stature (fails F's no-giants floor) and needs a _rotWithHips loader + replant
(shared rig-stack) + an F smoke exemption; not a freeze-week change. SEAT_DROP
hack kept (reads seated from the money-shot front).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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fefbb4b806 |
Lane D R13 (v3.0-beta): 4-piece + instruments, outdoor queue, multi-venue surge, RY fix
- RY audit (debt #4): the ped GLB fleet's visual front is +Z but the whole system assumed -Z (sim heading math, C's pose ry, placeholder, impostor). Fixed at the source (rigs.js buildFigure normalises every rig to -Z front) and dropped band.js RY_FLIP. Corrects keepers/browsers (faced the back wall) and streamed walkers (moon-walked): 223/223 gig + 188/188 flags-off now face travel. Visual only, no golden move. keepers.js/placeholder.js/impostor.js unchanged (fixed for free). Canonical convention -> LANE_D_NOTES for C. - Instruments (debt #2): E's manifest GLBs swap over the primitives async (placeholder-persists, fleet-gated -> 0 fetch under ?noassets), guitar/bass held, mic + kit planted, guitar_amp dressing. - Drummer (debt #3): 4-piece, seated at C's drums pose (sink + kit occlusion; reads from the front/crowd POV - a sit clip is the polish). - Outdoor queue (new queue.js): seeded 2-6 line at the frontage, drains on admitOne() + auto-drain, consumes B's queueZone or a frontage-hugging door fallback. F wiring seam documented in LANE_D_NOTES. - Multi-venue surge (sim.js): setGig -> Set of concurrent venues. - Interior gig 56 draws <=350; ?noassets+?gigs placeholders, silent-and-fine. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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34145e24a7 |
Lane D round-9: interior presence — occupancy truth + browser rigs (C->D->F seam)
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>
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3daf8df3ec |
Lane D round-8: shop patronage v0 + weather reaction
The crowd comes alive. Default-on for the streamed roster (behind ?patronage=0); v1 path
(?roster=v1) untouched — no patron fields, golden identity holds. qa --strict GREEN.
Patronage (D1): per-ped state machine walking -> going (steer to a nearby open shop's door,
seeded ~every 10m within 18m) -> inside (hidden, 5-20s seeded dwell) -> emerge (resumes walk).
Hours-aware: noon = all types (up to ~38 inside, 7 types); night = video-only (the openLate shop
draws the crowd, roll ramps up as streets empty). Deterministic (150 chunk-keyed ids), leak-free
(0 GPU delta over the churn), budget-neutral (inside peds hidden -> draws -1).
Weather (D2): reads Lane B's PROCITY.weather contract (no import). setWeather({state,intensity}).
Rain -> density -56% (40-60% target), walk speed +14%, more sheltering (inside 6->25); overcast
-10%; clear = v1.
Also this session: R7 post-flip shell verification (no-flag boot streams, determinism, leak-free,
?roster=v1 restores golden roster) and pushed main + v1.0/v1.1/v2.0-alpha/v2.0-beta to origin.
F wiring (setShops door-point recipe, setWeather, ?patronage=0) documented in LANE_D_NOTES.
Only web/js/citizens/sim.js + web/citizens_test.html changed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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43edabfe56 |
Lane D round-7: validate ped-merge → GO for roster flip + full-density defaults + escape hatch
Lane E's R7 merge (
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5db3155991 |
Lane D round-6: harden streamed roster + default-on readiness memo
Flag ?roster=stream stays default-off; v1 path byte-identical (citizen-0 = R4 golden, passes F1 flags-off regression). Full evidence memo in LANE_D_NOTES for the R7 default-on decision. - Soak (in-shell, real town): 242 chunk builds/disposes over 3 walks -> 0 GPU geom/tex delta; 16 shop enter/exit -> 0 delta; heap oscillates 50->77->54MB (GC, no leak); 188 chunk-keyed identities re-derive from seed; 0 console errors. - Hours-aware density: added setNightLivelyChunks + NIGHT_LIVELY_FLOOR so the open-late video block stays lively at night (31->16) while ordinary streets go near-empty (65->6). F call-site documented (openLate lot -> chunkKey via sim.chunkKeyAt). - Composition with ?dig=1: roster is street-tier, inert while interior/dig open (frame loop is street-branch-only); enter/exit record shops leak-free with stream on. No shared state with any v2 flag -> all-on combo safe. - Budget gap found + made safe: each decimated ped is 8 sub-meshes / 2 materials = ~7 draws/rig, so full-density stream (perChunk 16) hits 356 draws (>300 street budget). Set default perChunk 8 (291 draws, budget-safe today). The clean unlock for full-density default-on = merge ped sub-meshes by material (8->2 -> ~2 draws/rig -> perChunk 16 fits ~260); documented as R7 work, F1-safe (v1 spawn view has ~0 near-rigs). Only web/js/citizens/sim.js + web/citizens_test.html changed (+ NOTES/progress). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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93a3168a99 |
Lane D round-5: chunk-streamed roster (v2) behind ?roster=stream
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> |
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a5e4b64a9d |
Lane D round-4: in-shell verify (D1) + decimated-ped validation (D2) + impostor tone-map fix (D3)
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> |
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0985b05790 |
Lane D (Citizens): round-3 support — setExposure day/night hook + design notes
Fable round-3 §Lane D (all three tasks): - sim.js: add CitizenSim.setExposure(e) passthrough so mid-tier billboards track the shell's per-segment renderer.toneMappingExposure (lighting.js animates it); stored so it survives the placeholder->rig atlas re-bake. Verified: uniform tracks 0.55<->2.3 and persists across the fleet upgrade. - Keeper GLB-rig upgrade contract verified leak-free (my side): 15 enter/exit cycles with a fleet-backed rig keeper leave renderer.info.memory geo/tex exactly at baseline. Enabling it in the shell is one arg (pass `fleet` to KeeperManager) once F's §3.4 lands. - LANE_D_NOTES: exact Lane F call sites for setExposure + keeper fleet-upgrade, and the chunk-streamed roster v1.5 design note (chunk-local identity, windowing, ownership/hand-off, budget, opt-in migration) — design only, no implementation. Code touches only sim.js; no sibling files edited. Determinism still passes, near cap 24, mixer 0.3ms, no console errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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9eb1acc61b |
Lane D (Citizens): deterministic LOD crowd — rigs/impostors/keepers + test page
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> |