Go to file
m3ultra 12eb571357 Lane E R39 (6/n): THREE GLBs shipped as GLASS, not one — transmissionFactor 1 stripped, published, sha1-verified, and now GATED. Plus the arcade's three meshes.
Lane C measured the bookshelf's transmission halving interior draws (opshop/hall 191->104, book/hall
101->51, dept/hall 116->116 control). The cause, with vendored line numbers: three.module.js:16209
enters renderTransmissionPass(opaqueObjects, ...) whenever currentRenderList.transmissive is
non-empty, and :16433 re-renders the WHOLE OPAQUE LIST into a render target — every opaque draw
issued twice. Trigger is material.transmission > 0 (:6890), set from the glTF at GLTFLoader:1202.
And at 1.0 it is not 'a bit glassy': :494 does totalDiffuse = mix(totalDiffuse, transmitted.rgb,
material.transmission) — the diffuse term is REPLACED by the backdrop.

I SCANNED ALL 103 GLBs. Three carried it:
  procity_fit_bookshelf_01      mtl_10218_Bookshelves_v1     shipped and hurting (C's)
  procity_street_longbench_01   lambert3SG                   NOT WIRED — the 5.86 m arcade bench
                                                             the v9 charter names, on my R38
                                                             recommend list for Lane B
  procity_street_streetlight_01 Streetlight_HighResSG3       NOT WIRED — one per ~18 m of street
The two unwired ones are the worse finding: the street budget is 292/300 with EIGHT draws of margin,
and a pre-pass there costs another ~292, not eight. Armed, not fired.

FIXED SURGICALLY. pipeline/strip_transmission.py rewrites only the JSON chunk and copies BIN through,
printing sha1(BIN) before and after: BIN IDENTICAL on all three, tris/dims/mtl/img/tex unchanged.
KHR_materials_ior deliberately left (ior does not trigger the pre-pass).

PUBLISHED + VERIFIED under John's R22 standing authorization via the passwordless tailnet ingress:
6/6 HTTP 200 off the PUBLIC depot, byte counts exact, sha1 identical, depot copies re-scanned clean.
_published.json 56 -> 59.

GATED, which matters more than the fix: validate_manifest.py now HARD FAILS on transmissionFactor>0
with the three.js line numbers and the fix command in the message; glb_stat.py grew a transmission
column and a loud footer. Nobody looked for three epochs because a bookshelf is obviously not glass.

ALSO: the arcade's three meshes, published and catalogued the same round they were generated —
aframe_board 366 tris (<=16 inst), blade_sign 299 (17 inst), keycutter_sign 498 (1 inst). manifest
furniture 13->16, GLBs 36->39, validate 0 errors 0 warnings. blade_sign ships FLAGGED: its back face
carries TRELLIS-hallucinated art where the concept had no data, which is one more reason the
+0-draw perpendicular-quad answer is the recommendation and this GLB is the fallback.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 21:11:34 +10:00
docs Lane E R39 (6/n): THREE GLBs shipped as GLASS, not one — transmissionFactor 1 stripped, published, sha1-verified, and now GATED. Plus the arcade's three meshes. 2026-08-03 21:11:34 +10:00
pipeline Lane E R39 (6/n): THREE GLBs shipped as GLASS, not one — transmissionFactor 1 stripped, published, sha1-verified, and now GATED. Plus the arcade's three meshes. 2026-08-03 21:11:34 +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 R38 (v8 WAVE 1, CLOSE): the budget did NOT move — 292/300 stands, and four gates ship with four controls 2026-08-03 19:48:45 +10:00
web Lane E R39 (6/n): THREE GLBs shipped as GLASS, not one — transmissionFactor 1 stripped, published, sha1-verified, and now GATED. Plus the arcade's three meshes. 2026-08-03 21:11:34 +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 R39 39.2: THE FOG — the map shows what you walked past, and is finally readable 2026-08-03 21:04:34 +10:00
C-progress.md Lane C R39 §39.3: the op shop gets a bin — the verb table, and the margin was never six 2026-08-03 20:59:42 +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 R39 (4/n): signpost E-progress.md, which stopped at R12 and has since R13 2026-08-03 20:55:47 +10:00
F-progress.md Lane F R38 (v8 WAVE 1, CLOSE): the budget did NOT move — 292/300 stands, and four gates ship with four controls 2026-08-03 19:48:45 +10:00
G-progress.md Lane G R27 (v5.0): tier 2 — the two read endpoints, the three fences, and the gate's missing subject 2026-07-17 13:56:02 +10:00
README.md Lane F R37 (v8 wave 0, 0.1 F-half): THE KERB GATE — poster clearance measured on the PAINT, and the ?verge=0 control fires at exactly 14 2026-08-03 17:30:59 +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)

The manual — how to play (private test)

Click START to lock the mouse. Then:

input does
W A S D + mouse walk / look (first person)
walk into a shop door enter the interior (open shops only — check the hours tooltip)
E (inside a shop) open the crate at a record bin — then it's cursor-driven: click sleeves to riffle, click BUY
E (at the counter) · C (anywhere) · SLEEP (bottom bar) sell a find to the keeper (he pays under the guide band, never over) · open THE CRATE — your collection, in shops too now · sleep = save, the day advances, stock rotates
read the guide stamp on every price card the 90s price-guide band ("guide $824"). An item asking under its band is a gem — buy it, sell it to a keeper, pocket the margin. Bought slots stay gone for the day (the bin remembers)
☆ WANT IT on a pull card start hunting it — keepers gossip ("saw one in Castlemaine"), and buying one clears the hunt. Switching towns costs a day — the 23 towns are a map now, not a dropdown
⚖ LIST in the crate consign a find to GodBay — the auction hammers overnight (sleep or ride somewhere). One hammer per item, ever: keeper cash now, or the gavel tomorrow
wake up (sleep or arrive) the morning paper rides the wake/arrival toast: "⚖ SOLD 'Milk Bar Dreams' — hammer $8, $7 after fees" (or "PASSED IN — it comes home"). The news is a toast, never saved — the ledger is your cash and crate
click a book spine / toy box pull-and-buy card (real price stickers in godverse shops)
walk out the door / Esc leave the shop (Esc also frees the mouse anywhere)
M 2D town map (street only)
[ / ] step time of day back / forward · T pauses the clock
P capture screenshots (street)
HUD dropdown (top-left) switch towns — synthetic, fixtures, 23 real AU towns, godverse

Worth trying: ?classic=1 (the original v2 town, byte-identical forever) · ?noassets=1 (zero-network boot) · ?stock=real in a godverse town (Monster Robot Party's actual crate) · ?seed=<n> (any number = a different town). Night is when the gigs happen — step time with ].

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • docs/V7_THE_GAME.md — the CURRENT epoch (ratified): persistence, the collection, the gem thrill. docs/V6_LIVING_STREET.md runs in parallel (mocap NPCs, footpaths, cars).
  • docs/THE_FRONTIER.md — the honest map of what is not figured out yet.
  • 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
?verge=0 off reverts the ground to the pre-kerb-ruling geometry (bitumen painted to the full corridor). John's v8 ruling made the band between kerb and shopfront footpath — 9 m on the synthetic town's 28 m main, 7 m on a real 24 m main, and 3 m on the side@12 edge that is 72% of the corpus. The flag stays forever as the gate's falsifiability control: the poster-clearance leg is asserted to FAIL under it, at exactly 14 posters standing on road paint. ?classic=1 forces the ruling off — the covenanted town keeps its paint
?r=N · ?shadows=0|1 auto streaming radius and the sun-shadow pass. Auto is load-bearing: a big town (>120 shops or >200 street edges) gets radius 2 with shadows off. Forcing ?r=3 on the default town measures 307 draws, i.e. over the 300 gate — these overrides are diagnostics, not supported boots
?live=1 · ?live=<url> off tier 2 — live stock from the GODVERSE server (sold-in-the-real-shop means gone in the game). Opt-in by design: absent ⇒ byte-identical to tier 1, and the game never asks a question it has no reason to expect an answer to
?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.

v5.0-alpha — THE FIRST REAL CRATE: the shops get real too

v4 made the towns real. v5 makes the shops real — and the first one is standing.

Boot ?plansrc=osm&town=redhill_godverse&stock=real, walk down Musgrave Road into Monster Robot Party (147 Musgrave Rd, Red Hill, Brisbane — a real record shop), and riffle its crate. The records in it are that shop's real stock: 120 real records off its real point-of-sale, real covers, real titles, real prices. Buy one and the wallet debits what the sticker says. It's gone for the session and back next boot — because until the live tier lands, the crate is a file, not a shop's ledger.

Stock is a data tier now, exactly like assets — each rung fully playable, each degrading softly to the one below, so the game never depends on a server to be a game:

tier what deterministic?
0 · parody seeded canvas sleeves (v1) — any boot, always works yes — the QA baseline
1 · static real per-shop atlases baked from the shop's own POS yes — atlases are files
2 · live GODVERSE ?live=1 — live stock off the real till: sell a record in the shop and it's gone from the game crate no — by design

The offline law: the server enriches, never gates. ?noassets=1 still fetches zero bytes and plays silent-and-fine; a shop whose atlas is missing falls soft to parody rather than borrowing someone else's crate; and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874). The world stays seeded and golden-gated — only the stock inside it is data.

Provenance: item photos are each shop's own product shots, 🟢 in-house — flagged before any public or commercial release, and every atlas carries that flag where the QA gate must print it. Real titles and artists are an in-house amendment to the no-real-trademarks law, on the same footing. Nothing an in-game purchase does touches real inventory — v5.0 ships sell-sandboxed by ruling; a real reservation tier is chartered for v5.x, not assumed. Charter: docs/V5_REAL_SHOP.md · economy design: docs/G3_ECONOMY_DESIGN.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.

v7.0 — THE GAME: you're a crate-digger in 90s Australia

v4 made the towns real, v5 made the shops real — v7 makes it a game. Boot the plain URL on a fresh browser and you arrive HUNTING: the splash names a seeded first want and your pocket money ("You're hunting HILLS HOIST — $191 in your pocket"), three toast-beats walk you through the first dig, and from there the loop is live:

dig (E at a record bin — the crate riffle) → read the guide (every price card carries a 90s price-guide band; an item asking under its band is a gem, and spotting one is the whole skill) → ☆ WANT what you're hunting (keepers gossip seeded rumors — "saw one in Castlemaine") → travel (switching towns costs a day; the 23 towns are a strategy map) → sell to the keeper (instant cash, always under guide — the no-pump law) or ⚖ LIST on GodBay (a seeded offline auction that hammers overnight; one hammer per item, ever — no retry farm) → SLEEP (= save; the day advances, parody/mint stock rotates per (shop, day), bought slots come back) → wake to the morning paper ("⚖ SOLD — hammer $22, $19 after fees"). Repeat, richer and one gem wiser.

The machinery under it: a versioned localStorage save carrying THE DELTA ONLY (cash · collection · day · town · wants · pulls · listings — the world always regenerates from seed, so a corrupt save can cost you your stuff, never the town), JSON export/import for moving machines, and an economy fenced by gates: sell < guide-band structurally, auction EV ≈ 0.8×mid (random flips bleed; only finds profit), save/load byte-determinism, rotation seeded by (citySeed, shop, day).

?classic=1 still boots the pure v2 town — zero save, zero game DOM, zero Storage calls, instrumented every run — and ?game=0 opts out of the layer on any boot. Charter: docs/V7_THE_GAME.md (ratified 2026-07-17, risk verdicts appended at the close) · economy: docs/G3_ECONOMY_DESIGN.md · the tour (day one to first gem, 6 frames, no staging): docs/shots/v7_tour/.