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m3ultra 078245f7bd Lane E R20 (v4.0-beta): the density widening — widened fetch, 5 caches re-emitted, towns index
Ledger #2 (E's half), built to C's LANE_C_PUB §6 table under John's SUBTLE directive.

- Widened fetch: C's tasteful staple list (shop=* + amenity=cafe per C's dagger note), mapped through
  C's copy-paste table onto EXISTING registry types (no new archetypes). Guardrails honoured: no
  vehicle/fuel/funeral/storage/industrial, no pure services. New raw snapshot per town (the fetcher
  auto-refetches when the class list changes -- query recorded in each snapshot), committed like the first.
- SUBTLE by construction: secondhand HEROES never subsampled; texture capped at 3x heroes (top of C's
  ~2-3x band), over-cap towns seed-subsampled deterministically (sha256(townKey:osmId)) with every drop
  counted in counts.textureDropped. Result 3.0x in all five: katoomba 20+60 (-4), newtown 18+54 (-156),
  fremantle 20+60 (-81), bendigo 9+27 (-81), castlemaine 6+18 (-43). Density 6-21 -> 24-80 shops (3-4x).
- web/assets/towns/index.json (new, E-owned): {schema, generated, license, attribution, towns[{key, town,
  state, shops, roads}]} -- B's selector can drop the REAL_TOWNS hardcode (hud.js:11).
- Deterministic (byte-identical re-run, 0 re-fetch). ODbL: SOURCES.md + per-cache license/attribution.

-> Lane A (absorb pass): (1) 10 expected golden re-pins -- the widening moves every real town's base+gig
   golden (designed E->A handoff); synthetic 0x3fa36874 UNMOVED, fixtures frozen. (2) SEAM: index.json
   trips selfcheck's town glob (selfcheck.js:467 takes every top-level towns/*.json as a cache) -- one-line
   fix in your file: .filter(f => f.endsWith('.json') && f !== 'index.json'). Didn't touch selfcheck.js
   (yours, you're mid-round in it); Fable spec'd the index at this path so the path stays.
-> Lane C: kept video_games -> video (absent from your §6 table; was already shipping as video pre-widening,
   so the fallback would have regressed it to opshop). Same family, same target -- flagging for your table.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 19:30:50 +10:00
docs Lane E R20 (v4.0-beta): the density widening — widened fetch, 5 caches re-emitted, towns index 2026-07-16 19:30:50 +10:00
pipeline Lane E R20 (v4.0-beta): the density widening — widened fetch, 5 caches re-emitted, towns index 2026-07-16 19:30:50 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R19 (v4.0-alpha close): the alpha gate + roads dimension + the first real-street money shot 2026-07-16 18:07:24 +10:00
web Lane E R20 (v4.0-beta): the density widening — widened fetch, 5 caches re-emitted, towns index 2026-07-16 19:30:50 +10:00
.gitignore Fable: R14 kickoff rulings recorded (push done, flag stays opt-in, genres final) + gitignore local session files 2026-07-16 00:59:42 +10:00
B-progress.md Lane B (Streetscape): round-12 v3.0-alpha — venue frontage + posters + muffled-gig spill (?gigs=1) 2026-07-15 20:15:40 +10:00
C-progress.md Lane C R20 (v4.0-beta): publish OSM-class -> archetype mapping (ledger #2, C's half) 2026-07-16 18:32:05 +10:00
D-progress.md Lane D round 12: gig band + crowd + patronage surge (?gigs=1) 2026-07-15 19:49:07 +10:00
E-progress.md Lane E R12 (v3.0-alpha gig layer): 5 instruments + 4 posters + 3 gig audio 2026-07-15 19:44:48 +10:00
F-progress.md Lane F R19 (v4.0-alpha close): the alpha gate + roads dimension + the first real-street money shot 2026-07-16 18:07:24 +10:00
README.md Lane F R19 (v4.0-alpha close): the alpha gate + roads dimension + the first real-street money shot 2026-07-16 18:07:24 +10:00

PROCITY

A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.

Run

cd web && python3 -m http.server 8130
# http://localhost:8130            (game shell — Lane B)
# http://localhost:8130/map.html   (2D plan debugger — Lane A)

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • docs/RESEARCH.md — what the parent repos already solved, with exact paths to port from.

The lanes (parallel Opus 4.8 sessions)

Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." AE are parallel-safe (disjoint files, standalone test pages); F integrates after they land.

lane mission owns
A — CITYGEN seed → CityPlan data (streets, blocks, lots, shops) + 2D map js/citygen, js/core/registry.js, map.html
B — STREETSCAPE chunk-streamed instanced 3D town + game shell index.html, js/world
C — INTERIORS every door opens: seeded themed shop interiors js/interiors, interior_test.html
D — CITIZENS rigged-near / impostor-far NPCs + shopkeepers js/citizens, citizens_test.html, models/
E — ASSETS audit ultra's library, normalize GLBs, skins, manifest pipeline/, assets/
F — INTEGRATION wire AE into one seed-to-town game + QA gates (after AE)

Already in the repo

  • web/vendor/ — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
  • web/assets/gen/ — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
  • web/js/core/ — frozen shared modules: prng.js (seeded-everything law), loaders.js (fail-soft promise-cached GLB/texture + 3GOD depot), canvas.js (text planes).

House laws (short form — CITY_SPEC has the fine print)

Seeded everything, Math.random banned in gen code · the game must run with zero assets · instancing from day one · canvas text, no font files · characters = shared base rigs + one clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.

v3.1 — THE FLIP: the town shows its best by default

The Friday-night layer soaked through alpha, beta, and the v3.0 release — so v3.1 flips it on by default, and the mature v2 flags flip with it. Boot the plain URL and each town seeds 24 venues (pub, band room, RSL) with a full seeded week of gigs, town-wide posters, and a Friday night that reads: a 4-piece band (trio + a seated drummer) with real instruments, a mixed crowd, an outdoor queue, a per-venue cover charge, muffled gig spill + walla and applause, town-wide streetlamp pools, and identity continuity — the ped you followed in is in the crowd. Plus weather, the tram, and the parallax interior-window shader, all live by default.

The covenant moved, it didn't disappear. ?classic=1 boots the exact v2 town — byte-identical forever (synthetic golden 0x3fa36874, zero gig layer, zero fetch delta). That is the new frozen regression target; the default boot is deterministic to the gig golden 0xb1d48ea1. Asset-free (?noassets=1) composes with the default boot and stays silent-and-fine.

Flags — the four headliners are ON by default, each with a =0 opt-out; ?classic=1 is the master off:

flag default what
?classic=1 off the exact v2 boot — all four below off, byte-identical to the frozen baseline
?gigs=0 on the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass
?weather=0 · ?tram=0 · ?winmap=0 on seeded weather · the tram loop · the parallax interior-window shader
?roster=v1 · ?pop=N stream chunk-streamed citizen density is the baseline; ?roster=v1 restores the fixed roster
?dig=0 · ?stock=real dig on crate-riffle on record bins · real GODVERSE sleeves in the stock
?noassets=1 · ?plansrc=osm · ?mute=1 · ?dbg=1 off asset-free (zero network) · OSM plan source · silence · the window.DBG capture/soak harness
?plansrc=osm&town=<key> boot a real Australian town: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). v4.0-alpha REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets — walk Katoomba's real main street; without roads[] a cache marches onto synthetic avenues
?seed=N 20261990 town seed

Release tour: docs/shots/release_v3_1/contact.html — the money shots on the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression + default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the no-giants gate at the seated stature band [0.9,1.5] m.