{ "_comment": "ROUND 39 (v9 39.4) THE ARCADE'S KIT for pipeline/gen_props.py --batch. The synthetic town's arcade is a 42.00 m covered lane, ONE edge of kind 'arcade' at width 5, 2 blocks, 16-17 shops (measured over 5 seeds: 17 @ 20261990, 16 @ 7/123456/999, 17 @ 20260101), mean frontage 3.87-4.05 m, depth 5.1-8.0 m. Path: flux_local -> bg_remove_local -> trellis2_mlx -> normalize.py -> bake_lowpoly.py. $0, on-device, no cloud key. GENERATE NOW, WIRE LATER (R39 brief): nothing here is on a lane's critical path this round.", "_sizing_law": "R38's law, applied BEFORE generating: budget = tris x the instance count the placement rule implies, and can it ride an existing merged list? Measured counts from web/js/citygen/plan.js via pipeline/arcade_measure.mjs. blade-sign: 1 per arcade shop = 17, synthetic only. aframe-board: ~4 in the arcade PLUS v9 Layer 4's unmarked-shop cue at clamp(round(shops*0.06),2,12) = up to 12/town => size for <=16. keycutter-sign: 1. A GLB cannot ride boxMats (BoxGeometry, one shared untextured shell material), so each of these is +1 TOWN-WIDE InstancedMesh draw against the 8-draw margin - one per geometry, not one per chunk. State the draw before wiring.", "_thin_structure_guard": "R38 proved thin structures are NOT a TRELLIS class (hills_hoist wire -> thousands of disconnected fragments; a voxel remesh coarse enough for 600 tris erases the pole). So every prompt here is deliberately CHUNKY: the blade sign is a boxy perspex light-box on a stub, not a plate on a wrought-iron arm; the key sign is a thick solid cut-out slab, not a wire silhouette. The bracket arms are Lane B's boxMats primitives at +0 draws.", "_no_baked_text": "House law since v1: the game overlays the name, the asset never bakes it. Every sign face here is BLANK.", "assets": [ { "name": "aframe-board", "prompt": "a two-sided A-frame sandwich board sign standing open on a footpath, two thick hinged plywood panels leaning against each other, painted bright chipped yellow around a plain blank white sign face on each panel, a short chain between the legs, a cheap discount-shop pavement sign, whole object from feet to top hinge", "height_m": 0.9, "tris": 400, "for": "39.4 the arcade's two-dollar shop AND v9 Layer 4's unmarked-shop cue (<=16 instances/town)" }, { "name": "blade-sign", "prompt": "a boxy rectangular illuminated perspex shop sign that projects out from a wall, a thick white light-box with a bright red plastic frame and completely blank empty faces, mounted on a short square stub at the back, a 1970s Australian arcade projecting sign, whole object", "height_m": 0.55, "tris": 400, "for": "39.4 the arcade's hanging shopfront signage (17 instances) - SEE the +0-draw alternative in LANE_E_NOTES before wiring this" }, { "name": "keycutter-sign", "prompt": "a large thick flat shop sign cut out in the shape of an old-fashioned door key, a solid chunky slab silhouette of a key with a round scalloped bow and a simple square-toothed bit, painted worn brass gold with a dark outline, a key cutter's trade sign, whole object, no lettering", "height_m": 0.6, "tris": 500, "for": "39.4 the arcade's one landmark trade sign (1 instance) - lowest value per draw in the kit, see the ranking" } ] }