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m3ultra 0c4dad5acc Lane B round 22 (v4.0): #1a venue_night tri diagnosis — the driver is E's four furniture GLBs (91.5%)
BLOCKING-ITEM DIAGNOSIS, filed first so E/A/F aren't waiting. Method: katoomba venue_night, settled, then
hide-a-layer-and-re-measure (frustum-accurate: a layer's cost = the tris that vanish when hidden), then the
same drill inside furniture bucketed by geometry.

VERDICT: the four GLB street-furniture props are 149,161 of 163,015 tris = 91.5% of the stress view.
OWNER: LANE E (asset tris), per the ledger's own rule. Decimation clears the gate with ~120k to spare.

Layer breakdown (baseline 163,015 tris / 88 draws):
  chunk-furniture 151,341 (92.8%) | ground 9,932 | venue-presentation 770 | lighting 624 |
  chunk-buildings 348 (0.2%) | venue-posters 222 | citizens/weather/tram/venue-pools 0

Buildings are 348 tris (the R3 atlas/instancing holds). Posters are 222 -- A's cap already worked and was
never the lever. Pools cost 0.

Inside furniture -- the four GLBs are the whole bill:
  bench 1,942 tris/inst x64 = 60,202 (37%)      <- procity_street_bench_01
  bus_shelter 7,998 x10     = 55,986 (34%)      <- procity_street_bus_shelter_01
  bin 3,000 x19             = 18,000 (11%)      <- procity_street_bin_01
  food_cart 4,991 x8        = 14,973 (9%)       <- procity_street_food_cart_01
  pole/lamp/trees/novelty (primitives) x303 = 2,180 (1.3%)
Identity confirmed by DCC-authored material names (wire_143225087 = a Sketchfab scan, baked_mat,
"2 wood frame ", Material_0) -- E's GLBs, not our procedural materials. Two use MeshPhysicalMaterial.

WHY NOW (and why it is NOT the density widening): shop count doesn't drive this -- ROAD density does. Real
towns put the bench/bin/shelter cadence on a 966-edge graph, so ~100 GLB props land in the streamed set
where synthetic had a handful. A 1.2m bench at 1,942 tris is ~5x the entire building stock in frame. This is
B's own R6 note coming due ("street_bin 3.0k tris... a decimate to ~500 would give back tri headroom if the
combined-lane budget tightens").

-> E, suggested targets: bench 1942->~250, bus_shelter 7998->~600, bin 3000->~200, food_cart 4991->~400.
   149,161 -> ~29,000 (saves ~120k). Projected: my 163k -> ~43k; F's 221,935 -> ~102k. Both far under 200k.
   Cheap extra: drop the two MeshPhysicalMaterials to MeshStandardMaterial.
-> Fable: a B-side fallback exists (furniture.js already has a primitive fallback for every GLB prop via the
   R4 use-if-ready path), so a distance-gated LOD is a contained B change I can land fast. NOT doing it
   unilaterally -- per the ledger this is E's, and source decimation helps every town/view, not just this one.
-> F: my baseline is 163,015 vs your 221,935 on the same view -- my automation's rAF is throttled so the live
   gig crowd never spawns (citizens measured 0). Furniture is still ~68% of your number; decimation clears the
   gate on either baseline. Re-measure against the live crowd, not my figure.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:52:43 +10:00
docs Lane B round 22 (v4.0): #1a venue_night tri diagnosis — the driver is E's four furniture GLBs (91.5%) 2026-07-16 21:52:43 +10:00
pipeline Fable (integrator): merge Lane G R1 at the v4.0-beta boundary — godverse adapter + newtown_godverse (per FABLE_TO_LANE_G ruling) 2026-07-16 21:42:04 +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 R21 (v4.0-beta close): the beta gate — tram dimension, the re-measure, the beta shot 2026-07-16 21:37:04 +10:00
web Fable (integrator): merge Lane G R1 at the v4.0-beta boundary — godverse adapter + newtown_godverse (per FABLE_TO_LANE_G ruling) 2026-07-16 21:42:04 +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 R21 (v4.0-beta): the five-town density door-soak (ledger #3) 2026-07-16 21:05:17 +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 R21 (v4.0-beta close): the beta gate — tram dimension, the re-measure, the beta shot 2026-07-16 21:37:04 +10:00
G-progress.md Lane G (GODVERSE, ultra) R1: real-shop census adapter — 18 real Newtown shops on the real road graph 2026-07-16 20:19:14 +10:00
README.md Lane F R21 (v4.0-beta close): the beta gate — tram dimension, the re-measure, the beta shot 2026-07-16 21:37:04 +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). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed

v4.0-beta — the five towns, at density

Five real Australian towns (Katoomba, Newtown, Fremantle, Bendigo, Castlemaine — 292 shops) boot on their actual OSM street graphs, at real retail density: secondhand heroes keep their footfall while the street around them gets ~4× busier (texture, never a takeover). Venues bias toward the retail cluster, the tram runs only where it fronts a real high street (Newtown/Castlemaine — elsewhere it was "a highway bus", so it's fenced), and the in-HUD town selector reads the towns index, so you can just pick one. Every town: deterministic, districted, silent under ?noassets, ?classic=1 still byte-identical to v2. See docs/shots/v4_beta/ and the charter, docs/V4_REAL_MAP.md. | ?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.