- 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>
196 lines
14 KiB
Markdown
196 lines
14 KiB
Markdown
# LANE B — NOTES (measured)
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## Round 4 (Fable's ROUND4 → Lane B) — done
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- **B1 — closed-facade visuals (§3.5, the headline).** Closed shops now render **dark windows + a
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red CLOSED plate**; open shops (esp. the one `openLate` **video rental** at night) render **lit
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windows**; the door tooltip reads `🔒 <name> — CLOSED · opens HH:00` on aim. **Batched — the facade
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atlas is untouched:** per-shop open/closed rides on a per-vertex `aHours` (vec2 = the shop's
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`[open,close]`) feeding TWO shared shaders (window emissive gated by *open AND night*; plate alpha
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gated by *closed*), driven by ONE pair of shared uniforms (`uHour/uNight`) updated **once per
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day-segment change** — no per-shop materials, no per-frame poll. lighting.js dispatches a
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`procity:segment` event (numeric hour matching Lane F's `currentHour()`); buildings.js listens and
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calls `setFacadeHours`. Verified live: **22:00 → only "Video Regal" lit, every other facade CLOSED**;
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midday → all open, no plates; tooltip correct. **Worst view with citizens: 200 total draws** (≤300).
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- **B2 — shot harness (gate-6).** (a) **Letterbox "fixed":** the bars were **not** a composer bug (I
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proved the composer/renderer/camera are correctly 1280×720 in headless at every stage) — they were
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`street_noon`/`arcade`/`warehouse_fringe` poses **jamming the camera against a big building wall**.
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Reframed those bookmarks to look *down a street* (`streetViewPose`), so all 10 tour shots now fill
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the frame. Also added a defensive `composer.setSize` sync in `DBG.render` per F's request. (b) Added
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the **3 missing poses** F listed (`crossroads_busy`, `residential_collar`, `warehouse_fringe`) —
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resolved from the live plan (busiest node / house-or-backstreets lot / outer-ring street), always a
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valid full-frame pose. `night_neon` now frames the open video shop glowing amid its CLOSED
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neighbours (the §3.5 money shot). `tools/shots.py` → 10 un-letterboxed shots, **0 console errors**.
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- **B3 — street-furniture GLB upgrade + `novelty_record`.** furniture.js now upgrades primitives to
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depot GLBs via a **synchronous use-if-ready** check at chunk-build (no async write into a live
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chunk; `?noassets` → primitives, **0 network** verified). Placed the **novelty_record** landmark on
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the footpath in front of every record store (and a food_cart by market stalls / milk bars).
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**⚠ measured GLB tris:** bench **1.9k** ✓, food_cart **5.0k** ✓, streetlight **5.0k** ✓, but
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**novelty_record is 26.5k** (5× the ≤5k `glb_law`) — × many instances it spiked the busiest view to
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**574k tris**. So novelty_record stays on its **low-poly primitive** (giant vinyl disc, budget-safe)
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until Lane E decimates the GLB — **same treatment the ped rigs need (→ Lane E)**. With that, the
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bench GLB verified sitting on its exact footprint (0.44×1.21), tris back to ~25k.
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`bash tools/qa.sh --strict` **GREEN** (4/4) after these changes. Round-4 files: `dbg.js`, `buildings.js`,
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`lighting.js`, `hud.js`, `furniture.js` (+ these docs, + `docs/shots/laneB_r4/`).
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---
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Streetscape + game shell. Files: `web/index.html`, `web/js/world/*`, `web/js/world/fixture_plan.js`.
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All numbers measured in-browser (Chromium, M-series) via `renderer.info`, 1280×720-ish viewport.
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`renderer.info.autoReset` is off and reset once/frame, so **draws/tris are the true per-frame
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totals across all passes** (scene + bloom + output). "scene draws" below excludes the ~11
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post-processing passes; "total" adds them.
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## Perf — fixture (`fixture_plan.js`, "Yarraville Junction", 26 shops, radius 3, shadows on)
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| metric | measured | gate | status |
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|---|---|---|---|
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| draw calls | **148 scene (~159 total)** | ≤ 300 | ✅ |
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| triangles | **~5.8k** | ≤ 200k | ✅ |
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| skin materials (city-wide, shared) | **21** | ≤ 25 | ✅ |
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| live chunks (radius 3) | 12 | — | — |
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| chunk build | ~1–8 ms | 4 ms/frame budget | drained 1/frame |
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Walked the fixture end-to-end (~310 m of main street + the backstreets): contiguous, no seams,
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chunks stream in/out silently (live count 8↔12 as you move; build queue never starved), day/night
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cycles through 6 segments, signs legible, door tooltips + `procity:enterShop` fire, collision
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stops the player at wall−radius (measured 10.62 m against an 11 m frontage, radius 0.38). Runs with
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`web/assets/` renamed away — no crashes, flat-colour fallback town, canvas signs still legible.
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## Perf — Lane A integration (`generatePlan`, "Boolarra Heads", ~493 shops, 1 km², radius 2 auto, shadows off)
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Lane A's `generatePlan` landed mid-build; `index.html` prefers it over the fixture (guarded import),
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so this is the shipped default now. It is a full city with content in nearly every chunk — far
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denser than the fixture the ≤300 gate was sized against.
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Streetscape numbers below are **buildings + ground + furniture only** (what Lane B owns), measured by
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a scripted continuous walk (real streaming + disposal, so ≤25 live chunks — no orphan-chunk inflation).
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**Round-3 re-measure WITH Lane D citizens (pop 140, the shipped default).** Driving the real loop
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(`chunks.update` + `citizens.update`) along the dense corridors via `window.DBG`, up to **125 active
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peds** at midday: worst continuous-walk view **263 scene / 275 total** at **MIDDAY** and **275 total
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at NIGHT** — **≤300 everywhere**, ~25 draw margin. Peds are a batched impostor layer (~1–2 draws for
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the whole near tier), so they cost far less than their count. Radius-2 auto is already the spawn
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default for a big city; no config change was needed. (Fable's independent integrated read is ~191 on a
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typical main-street view.)
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| metric | measured | gate | status |
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|---|---|---|---|
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| draw calls (worst gameplay view, continuous walk) | **~261 total (249 scene)** | ≤ 300 | ✅ ~40 draw margin |
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| draw calls (typical street view) | **~130–210 total** | ≤ 300 | ✅ |
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| triangles | 12k–25k | ≤ 200k | ✅ (huge headroom) |
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| skin materials (shared, city-wide) | **5** | ≤ 25 | ✅ (facade atlas collapsed ~22 facade mats → 1) |
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| live chunks (radius 2, walking) | ≤ 25 | — | — |
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| chunk build | min ~1 / median ~8 / max ~22 ms | 4 ms/frame | ~1 heavy chunk/frame |
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Integration verified: Lane B streams and renders Lane A's 493-shop city correctly — facades, signs,
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doors, ground, furniture, day/night all work. Collision holds for the arbitrary lot orientations
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`generatePlan` emits (e.g. `ry = −1.32 rad`); see the collision fix below.
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### Adaptive settings (index.html)
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`BIG_CITY = plan.shops.length > 120`. Big city → **radius 2 + no sun-shadow pass**; fixture → radius
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3 + shadows. Override with `?r=N` / `?shadows=0|1`. Dropping the shadow pass ≈ halves draw calls in
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dense areas (the shadow map re-renders every caster) for little visual loss in a flat-lit low-poly
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town — LANE_B doc explicitly allows "none".
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### Draw-budget close-out (this session) — the gate now holds with margin
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Fable's first integrated smoke test read **~334 draws at spawn** (that was radius 3, pre-adaptive) and
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the deep districts appeared to peak ~445. Two things closed the gap:
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1. **Facade texture atlas** (`skins.js` + `buildings.js`). Every facade skin packs into one 2048²
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atlas (6×6 slots, each pre-painted with the skin's flat fallback colour, then the JPEG drawn over
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it — house law preserved), so a chunk's facades merge into **one** mesh (was ~5–8 per-skin meshes)
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and ~22 facade materials collapse to **1** (this also fixes the "≤25 materials was at the cap /
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over for some seeds" concern — now **5** city-wide). UV convention mirrors the sign atlas.
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2. **Instanced-mesh merges.** Awnings were one InstancedMesh *per skin* (red/green/blue) per chunk;
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now **one per chunk** with per-instance colour (the stripe JPEG lived on the awning's unseen top
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face, so flat colour reads the same under the verandah). Shells + parapets + posts merged into
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**one** InstancedMesh (per-instance colour) instead of two.
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Measured effect (worst dense frustum): **393 → 265 scene draws**; worst *continuous-walk* gameplay
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view **~261 total**. Note the earlier "445" figures were partly a **measurement artifact** — teleport-
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jumping between distant spots left orphan chunks the real streamer disposes; a proper walk never
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exceeds the radius-2 set. Verified day + night, facades still textured, awning colours still varied.
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## Architecture decisions worth knowing (for Lane F)
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- **Ground is built once, not streamed.** The street graph is a handful of edges; merged flat quads
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are a few draws total and can't seam. If Lane A ships a many-hundred-edge network, revisit.
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- **Sky/lighting are global**, re-centred on the player each frame (dome radius 650, sun follows).
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Linear fog at `(radius+0.4)·64 m` doubles as the chunk pop-in mask.
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- **Per-chunk streaming = buildings + furniture only.** `ChunkManager` keeps chunks within Chebyshev
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radius R, disposes past R+1, drains a nearest-first build queue under a 4 ms/frame budget. A single
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dense chunk can exceed 4 ms (median 8), so it builds ~1/frame → an occasional ~8–22 ms build frame
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entering a dense district (fog-masked). Splitting a chunk build across frames is the next step if
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that hitch matters.
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- **Night lighting is faked** (Vuntra-style): window + streetlamp **emissive** toggled by a night
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flag, plus bloom — no per-streetlight real lights. `ChunkManager.setNight()` re-applies to chunks
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streamed in while already night.
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- **`scene.environment` is set** (round 3, `lighting.attachRenderer`): a neutral PMREM'd sky→ground
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gradient (no asset). Lane D's rig-fleet peds bake their impostor atlas from `scene.environment`
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(`sim.js`) and go dark if it's null; set here *before* `CitizenSim` constructs. One env for all
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segments (the atlas bakes once; the mostly-non-metal streetscape is barely affected). Verified set
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in street/night/interior + after interior-return (`interior_mode` only swaps `scene.background`).
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- **Shared materials, city-wide** (`skins.js`). Facades share **one atlas material** (all skins in a
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2048² atlas); shells + parapets + posts are **one** InstancedMesh/chunk (per-instance colour); all
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awning/canopy skins are **one** InstancedMesh/chunk (per-instance colour). Signs are a per-chunk
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canvas atlas sized to the chunk's actual sign count, mipmaps off. Net: ~1 draw per kind per chunk.
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- **Orientation law** (obeyed by `buildings.toWorld`, the InstancedMesh shells, and `pushOutRect`):
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a lot at `ry=0` faces `+Z`; `local→world = RotY(ry)`. Collider and geometry share this convention.
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## Fixes applied after an adversarial multi-agent review (this session)
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- **Collision for arbitrary `ry`** (`planutil.pushOutRect`): world→local used the wrong rotation sign;
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correct only for axis-aligned `ry`. The fixture is axis-aligned so it passed, but Lane A's angled
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lots would let you walk through walls. Fixed to the true inverse of `toWorld`. **(Critical for Lane A.)**
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- **House doors** were merged into the interactive door mesh with no `doorRects` → raycasting a house
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door mis-resolved to the nearest shop. Now a separate non-picked mesh.
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- **Awning skin index** used a signed shift (`seed >> 3`) → negative index → undefined skin for ~⅓ of
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shops. Now `>>> 3`.
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- **Sign atlas** was a fixed 2048² (~16 MB canvas + ~22 MB GPU each) per shop-chunk regardless of
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sign count. Now sized to the actual sign count, mipmaps off — critical at Lane A's density.
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- **Furniture edge hashing** assumed string edge ids; `generatePlan` uses numeric ids → every edge
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got the same seed. Coerced with `String(id)`.
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- **Furniture drop:** `chunkIndex` rasterised only the edge centreline, so furniture at a perpendicular
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offset could land in an unbuilt chunk and vanish. Rasterisation now covers the full road+verge band.
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- **`takeShots()`** never restored the pre-shot mode (P in map mode dumped you into street).
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Reviewers' non-issues (intentional): `getColliders` returns a shared scratch array (per-frame
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alloc avoidance); per-frame `{clock,chunks}` HUD object (negligible).
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## The `shot()` harness
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Press **P** → renders 3 fixed cameras and downloads PNGs. Reference stills captured to
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`docs/shots/laneB/` (main-street day, plaza overview, night strip). Note: at Lane A's city the fixed
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camera poses are tuned for the fixture; re-aim if used against the generated city.
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## `window.DBG` — the QA harness hook (this session, for Lane F's shots.py/soak.py)
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Loaded only with **`?dbg=1`** (`js/world/dbg.js`, installed by the shell). Answers LANE_F_NOTES §4.
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All poses are derived from the **live plan** so bookmarks work on any seed; the day cycle pauses on
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the first scripted segment change for deterministic captures.
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- `DBG.ready` — true once the first chunks are built + the queue is drained (textures may still decode).
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- `DBG.shot(name)` — snaps to a named bookmark, sets its time-of-day, settles bloom, returns stats.
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Bookmarks: `street_noon`, `arcade` (dept anchor), `market_square` (stalls), `milkbar_dusk`, `night_neon`.
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- `DBG.teleport(x, z, ry)` / `DBG.setSegment(seg 0–5)` — drive the soak walk + time of day.
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- `DBG.enterShop(shopId)` / `DBG.exitShop()` — scripted interior visits (drives Lane F's bridge →
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Lane C `buildInterior`; verified end-to-end: `enterShop` → mode `interior`, `exitShop` → back to street).
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- `DBG.info()` → `{ drawCalls, tris, fps, heapMB, geometries, textures, chunk, mode }` (budget/soak read this).
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Every bookmark stays under budget (busiest, the dept anchor, ~269 draws). `fps` reads the HUD's
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smoothed value (0 under a throttled/background tab; populates in a foreground Playwright run).
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## `ChunkManager` lifecycle hooks (optional, LANE_F_NOTES §8)
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`createChunkManager` now fires `ctx.onChunkBuilt(key, {cx, cz, buildings, furniture, data})` and
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`ctx.onChunkDisposed(key, {cx, cz})` **if a consumer sets them on `ctx`** — a clean per-chunk seam
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for spawning/ambient/LOD. Inert by default (the shell doesn't set them; **Lane D's citizens drive off
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`plan.streets` instead of chunk lifecycle**, so this is a spare hook, not a dependency).
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## Controls
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WASD move · shift run · mouse look · click a door · `[` `]` step time-of-day · `T` pause clock ·
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`M` map · `P` screenshot · Esc release pointer.
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