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m3ultra 0d8d59a22a Lane C R25: sku-derived slot ids — F's id-collision finding made structural (ledger #3)
One contract line, published first so G re-emits against it. §7.2a added.

THE COLLISION, MEASURED: both packs number items positionally from zero, so all 120 godverse
ids are also generic-pack ids — 120/120 overlap. An id-equality gate cannot discriminate which
pack a rendered item came from; that is exactly why the brief's own #7a spec was vacuous. (The
vacuous-gate law's first application broke the law — and my own R23 metric had the same disease.)

THE RULE (§7.2a): items[].id MUST derive from the source's stable key, never from position, and
MUST be unique across ALL packs. Real-stock packs: id = "sku_" + <POS sku> (G's snapshot already
carries `sku` per item, e.g. 20260314070442 — it's just dropped at emit, so this is index-only).
Generic packs keep rec_NNNN as their namespace; real-stock must not emit into it.

TWO REASONS, and the second outlives the gate:
1. positional ids collide by construction (the 120/120 above) -> id-equality gates can't
   discriminate. Sku ids fix that permanently, now, at two atlases instead of fifty.
2. POSITION IS NOT IDENTITY: a positional id renumbers on every re-bake — sell one record out of
   crate 550 and rec_0050 silently becomes a different record. Anything holding an id across
   snapshots (a wallet purchase, a saved dig, a gate assertion, and above all tier-2's
   sold-means-gone) would point at the wrong item. The POS sku is stable because it is the shop's
   own identity for that copy (release_id identifies the pressing, not the copy). So this is also
   the identity tier-2 will need, bought now for free.

SCOPE: index-only — no atlas bytes, no town cache, no goldens, no C code (id isn't read by the
loader, §7.3; the dig/buy consumers and gates read it).
-> G: re-emit with sku_ ids. -> E: assert the form (present, unique within pack, sku_-prefixed).

Committed by explicit pathspec — F's six staged files sit untouched, as its session left them.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 02:18:37 +10:00
docs Lane C R25: sku-derived slot ids — F's id-collision finding made structural (ledger #3) 2026-07-17 02:18:37 +10:00
pipeline Lane G R24 (v5.0-alpha): the crate's real street — redhill_godverse, the keyed re-emit, and two contract conflicts 2026-07-17 01:31:07 +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 R22 (v4.0 — THE EPOCH CLOSE): the re-measure, the selector, the release tour, the tag 2026-07-16 22:32:32 +10:00
web Lane G R24 (v5.0-alpha): the crate's real street — redhill_godverse, the keyed re-emit, and two contract conflicts 2026-07-17 01:31:07 +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 R25: sku-derived slot ids — F's id-collision finding made structural (ledger #3) 2026-07-17 02:18:37 +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 R23 (v5.0-alpha): the alpha gate — HELD. The crate is real; it has no street. 2026-07-17 00:05:44 +10:00
G-progress.md Lane G R24: G3 §7 RATIFIED — John's write-back ruling, A then B (charter law #4 satisfied) 2026-07-17 01:33:27 +10:00
README.md Lane F R22 (v4.0 — THE EPOCH CLOSE): the re-measure, the selector, the release tour, the tag 2026-07-16 22:32:32 +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 — THE REAL MAP: the towns are the product

23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets. Not "inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. Pick one from the in-HUD selector and walk it. Everything built across v1v3 comes along unchanged — the venues and their seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the interiors behind every door, weather, the tram — because they all hang off the plan contract and never had to know the geography got real.

The towns run from meccas (Fitzroy, 160 shops) to the thin tail (12), at real retail density: the secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere it was honestly "a highway bus", so it's fenced). Everything stays deterministic from the seed, silent under ?noassets=1, and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874).

The tour: docs/shots/release_v4/contact.html — the Fremantle hero, the Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is below it), the synthetic control, and the ?classic=1 covenant made visible. Charter: docs/V4_REAL_MAP.md · data + licences (ODbL): web/assets/towns/SOURCES.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.