Answers Lane F §8 (the counter is kind:'counter' in `places`) and closes the
keeper-spawn gap: buildInterior now returns room.counter = { mesh, pose, stand }
and tags the counter interactable with userData.keeperStand. `stand` = {x,z,ry}
where a shopkeeper stands (service side, facing the customer), in room-local
space, rig-front = local -Z per keepers.js. Deterministic; purely additive.
Verified in-browser: 36-build type sweep + 50-room soak — stand in-bounds,
faces customer (dot>0 all), carried on `places` (deep-equal), deterministic;
no change to existing placement, path, leaks, or perf (avg 3.6ms / worst 7.7ms,
geo/tex leak 0).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
15 KiB
PROCITY — CITY_SPEC (the shared contract)
Every lane reads this first. If a lane needs to change something in here, it changes this file in the same commit and says so loudly in the commit message — this doc is the treaty.
What we are building
A standalone, procedurally generated, fully walkable Australian shopping town — the Vuntra City trick (every building enterable, interiors generated on demand) applied not to cyberpunk towers but to record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. 90s-Australia aesthetic, low-poly + generated texture skins. Content (real item data, lore, economy) plugs in later via the GODVERSE/BaseGod feeds — v1 is the system: plan → streets → facades → doors that open → themed interiors → NPCs walking around.
Engine decision (settled — do not relitigate)
three.js r175, vendored, plain JS ES modules, importmap, zero build step, zero npm.
This is the proven house stack (90sDJsim + thriftgod both ship on it), it runs great on Apple
Silicon, and it lets us lift working code (fittings kit, rig stack, dig.js) verbatim. Unreal was
considered and parked: nothing in v1 needs it, and the asset pipeline (GLB, web-ok licensing,
3GOD depot) is web-native. Serve with cd web && python3 -m http.server 8130.
threeandthree/addons/resolve via importmap toweb/vendor/(copied from 90sDJsim).- No DRACO requirement (house GLBs ship uncompressed/webp-optimized); DRACOLoader is vendored if needed.
- No external CDNs at runtime. Everything local or from
https://digalot.fyi/3god(CORS-enabled).
Units, axes, determinism
- Metres. +Y up. Ground plane is XZ. City origin (0,0) = centre of the main square.
- Right-handed three.js defaults. Buildings face their street; a facade's outward normal points at its street edge. GLB convention: origin at base, facing −Z, real-world scale.
- Seeded everything,
Math.random()is banned in generation code.web/js/core/prng.jsis the only randomness source:seedFor(citySeed, kind, id)→ stable uint32 (xmur3 hash of"seed:kind:id").rng(citySeed, kind, id)→ mulberry32 stream.- Same citySeed ⇒ byte-identical city, forever. This is the thriftgod/90sDJsim house rule and it's what makes the authored-override layer possible later.
The three-layer architecture
LAYER 1 CityPlan (pure data, no THREE) Lane A
LAYER 2 Streetscape (chunked 3D realization) Lane B
LAYER 3 Interiors (on-demand room scenes) Lane C
Citizens (NPCs over layers 2+3) Lane D
Assets (skins + GLB depot) Lane E
Layer 1 — CityPlan (JSON-serializable, generated in <100ms)
The whole town as lightweight data, generated up front from citySeed, dumpable to JSON.
Schema v1 (Lane A owns it; extend, don't break):
{
version: 1,
citySeed: 20261990, // uint32
name: "…", // generated town name
size: { w: 1024, d: 1024 }, // metres, city core v1 = 1km²
districts: [ { id, kind, cx, cz } ],
// kind: 'mainstreet' | 'arcade' | 'backstreets' | 'warehouse' | 'residential' | 'market'
streets: {
nodes: [ { id, x, z } ],
edges: [ { id, a, b, width, kind } ] // kind: 'main' | 'side' | 'lane' | 'arcade'
},
blocks: [ { id, district, kind, poly: [[x,z],…] } ],
// district = district ID (index into districts[]); kind = that district's kind string, denormalized
// onto the block so consumers can theme it without a lookup (Lane A extension, non-breaking).
lots: [ { id, block, x, z, w, d, ry, frontEdge, use } ],
// use: 'shop' | 'anchor' | 'house' | 'yard' | 'stall' | 'infill'
// ry: Y-rotation (radians) so a GLB modelled facing −Z ends up with its facade's OUTWARD normal
// pointing at frontEdge. World facing = (−sin ry, −cos ry). Lane B rotates the shell by ry.
// frontEdge: id of the street edge this lot fronts (guaranteed to exist and be geometrically adjacent).
shops: [ { id, lot, type, name, sign, seed, facadeSkin, storeys, hours: [open, close], openLate? } ]
// type: see SHOP TYPES below. hours: [open, close], 24h integers, 0 ≤ open < close ≤ 23.
// openLate: present and `true` on EXACTLY ONE shop per town — the designated late-night landmark
// (closes ≥ 22:00; a naturally-late type, video rental or milk bar, never a market stall). Absent
// on every other shop. Lane B lights it after dark; Lane F's night gate keys off this field
// (`plan.shops.find(s => s.openLate)`), NOT a magic hours threshold.
}
Field-type contract (Lane A is the source of truth; consumer fixtures must match this, not the reverse). Every
idand every reference to one —lot.block,lot.frontEdge,edge.a/b,block.district,shop.lot— is an integer, not a string.facadeSkin, and every entry in a registryfacadespool, is a full filename underweb/assets/gen/(e.g."facade-fibro-blue.jpg") — load it verbatim; do not prependfacade-or append an extension (the shop-types table below abbreviates skin names for readability only). The same rule holds for Lane E's ground/awning/sky/wall/ interior skins: store the file exactly as the manifest names it, never re-derive a key from it.
Layer-1 invariants Lane A guarantees (enforced by
web/js/citygen/selfcheck.js): fully deterministic percitySeed(with a committed golden fingerprint guarding against drift); everyfrontEdge/block/district/lotreference resolves; every lot faces itsfrontEdge; no two building lots (shop/anchor/house/stall) overlap, within OR across blocks; exactly one shop carriesopenLate(the late-night landmark);chunkIndexcovers every lot and lists every edge in every chunk its road corridor (road + verge, centreline ± width/2) touches — so verge-placed street furniture never resolves to a chunk that omits its edge; strictly JSON round-trippable (all finite numbers, no stray keys).
Chunk key: cx = floor(x/64), cz = floor(z/64). Chunk size 64m. Lane A ships a
chunkIndex(plan) helper: chunk key → { lots, shops, edges } touching it. Edges are bucketed across
the full road corridor (centreline ± width/2), so anything placed in the verge (street furniture,
footpath NPCs) resolves to a chunk whose edges list includes its edge.
Layer 2 — Streetscape (Lane B)
Realizes CityPlan chunks around the player. Hard requirements the two parent games skipped:
- Contiguous geometry — no teleport seams; you can walk the whole core.
- Chunk streaming — build/dispose chunk Groups at radius ~2–3; never rebuild the world.
- InstancedMesh from day one for: building shells, awning boxes, verandah posts, street furniture, trees, streetlights. Canvas signage batched into a sign atlas texture per chunk (one CanvasTexture, many UV-mapped planes) — not one canvas per sign.
- Facade formula (proven in both games): instanced box shell + front
PlaneGeometrywith afacade-*.jpgskin + parametric awning/verandah + sign band + door + window planes. Skins are generated with blank signboards — the game overlays the shop name.
Layer 3 — Interiors (Lane C)
Interiors are not street geometry. Walking into a doorway triggers
enterShop(shop) → separate room Group built from shop.seed (thriftgod archetypes + the
90sDJsim fittings.js parametric kit), themed by shop.type. Leaving restores the street
exactly where you stood. Street windows show a cheap fake (tinted glass + emissive warm glow at
night in v1; interior-mapping shader is a stretch goal).
Shop types v1 (registry lives in web/js/core/registry.js, Lane A writes it, all lanes read)
web/js/core/registry.jsis the machine-readable source of truth — importSHOP_TYPESfor the exact facade pools, sign hints, interior archetype, fittings, storeys, hours and district weights. This table mirrors it. (Lane A amendment 2026-07-14: added a variety facade totoy/book/pawnand rounded out the fittings mixes — acounterto shops that sell over one, afreezerto milkbar, aglass_case+counterto dept — so this table matches the registry lanes actually consume. Non-breaking; all facades exist inweb/assets/gen/.)(Lane A amendment 2026-07-14 · round 2, responding to B/E/F integration notes: gave
stalla 2nd facadefacade-corrugated.jpg(a market-shed backdrop, matching Lane E's manifest facade→type map, so every type now has ≥ 2 facades per Lane E's validator). Replaced the old per-shop 6% "open late" dice — which yielded 0…many late shops and often none past 22:00 — with exactly one deterministicopenLatelandmark per town (see the schema note above). WidenedchunkIndexedge coverage to the full road corridor. All non-breaking; self-check green at 1283/1283; golden fingerprint refreshed to0x098eec2b.)
| type | facade pool | interior archetype | fittings mix |
|---|---|---|---|
record |
timber-teal, arcade-tile, djsim-record | crates + bins | record bins, crates, counter, listening corner |
opshop |
weatherboard, fibro-blue, djsim-opshop | racks + shelves | clothes racks, bric-a-brac shelving, book wall, counter |
toy |
stucco-pink, deco-pastel, boutique | shelves + glass case | cube shelves, display tables, glass case, counter |
book |
federation, sandstone, redbrick | halls of shelves | bookshelves, spinner racks, armchair, counter |
video |
stripmall, djsim-video | aisle shelves | VHS shelving, returns slot, poster wall, counter |
pawn |
besser, grimy, djsim-pawn, corrugated | counter-forward | glass cabinets, wall hooks, barred window, counter |
milkbar |
djsim-milkbar, brickveneer | counter + freezer | counter, fridge, magazine rack, freezer |
dept (anchor) |
terrazzo, djsim-dept | grand hall | mixed sections, escalator prop, glass case, counter |
stall (market) |
market, corrugated | open stall | trestle tables, crates |
NPC contract (Lane D)
- Fleet rule (house law): 2 rigged base meshes + shared clip bank. Canonical rigs:
~/Documents/character_kit/(femalegrandma_game.glbroute, malehum_character.glb) plus the 19 peds in90sDJsim/web/world/models/peds/. Game-local copies are byte-identical builds — copy from character_kit / 90sDJsim, never edit locally. - Distance tiers: near <25m = rigged
SkeletonUtils.clone+ AnimationMixer; mid = billboard impostor (pre-rendered sprite, instanced); far = culled. Walkers path along street-edge footpath lanes from the CityPlan graph. - Licensing: 🟢 web-ok only (Mixamo, CC0/CC-BY, CGTrader RF). No ActorCore in web builds.
Performance budget (M-series laptop, 60fps)
- ≤ 300 draw calls in street mode, ≤ 200k tris in a typical view.
renderer.setPixelRatio(min(devicePixelRatio, 2)).- Textures: skins ≤ 1024px, sign atlases 2048px, total GPU texture < 512MB.
- Chunk build must not hitch: budget 4ms/frame (build incrementally or in idle callbacks).
- Adopt 90sDJsim's
GFX_TIERSidea later if needed; don't gold-plate now.
Modes & shell (Lane B owns the shell)
MODE ∈ { map, street, interior } — one renderer, one state machine, same as both parent games.
map = 2D canvas town directory (Lane A's debug view grows into it). Save/load = localStorage v1.
File ownership (parallel-safety treaty)
| path | owner |
|---|---|
web/js/core/* (prng, loaders, canvas) |
scaffold (frozen — propose changes via CITY_SPEC PR) |
web/js/core/registry.js |
Lane A |
web/js/citygen/*, web/map.html |
Lane A |
web/index.html, web/js/world/* |
Lane B |
web/js/interiors/*, web/interior_test.html |
Lane C |
web/js/citizens/*, web/citizens_test.html, web/models/* |
Lane D |
pipeline/*, web/assets/* + web/assets/manifest.json |
Lane E |
web/package.json |
scaffold/shared — {"type":"module"} only, added by Lane A |
docs/* |
everyone, additively |
Each lane also ships its own standalone test page so it can be verified without the others. Never edit another lane's files. Integration (Lane F) happens after A–E land.
web/package.json(added by Lane A) contains only{"type":"module"}sonoderuns the pureweb/js/**ES modules directly (e.g.node web/js/citygen/selfcheck.js, an acceptance criterion). Browsers andpython3 -m http.serverignore it; no deps, no build step. It changes Node's module interpretation for every lane'sweb/js/**— which is what we want (all lanes can node-test their pure modules) — so it's flagged here as shared scope, not silently added.
Infrastructure map
- This mac — dev box, Blender + Unreal installed, Apple Silicon (no CUDA — all gen is cloud-API or tailnet).
- ultra
ssh johnking@100.91.239.7(key auth works, always-on M1 Ultra): MESHGOD Blender scripts (~/Documents/MESHGOD/scripts/finish_glb.py,render_glb.py,media_primitive.py), sorted model library~/Documents/3D=models/(shop-fittings / street-furniture / furniture — see itsMANIFEST.md+CH_MAPPING.md),character_kit/,mixamo-fetch/out/clip bank (34 clips — never re-download an existing clip). Caveats: no GNU coreutils/timeout/setsid, system python 3.9, Homebrew at /opt/homebrew. - m3ultra
http://100.89.131.57:11434— Ollama (qwen3:235b/32b/8b,gemma3:4bvision,gemma4). Free local LLM for name generation, lore, cataloguing. Use it before any paid API. - 3GOD depot
https://digalot.fyi/3god—POST /api/upload?name=<f>.glb,GET /a/<f>,GET /api/list(CORS on). The shared GLB CDN all sibling games use. - MeshGod
https://digalot.fyi/meshgod— image→GLB generation (~30¢/solid; check the DealGod canon-3D cache first; media/books use the free parametric skinner). - Image gen — house flow is prompt packs (see
~/Documents/FLOW_PROMPTS.mdformat) + thriftgod'sgen_assets.pybatch pipeline (OpenRoutergoogle/gemini-3.1-flash-image, ~$0.004/img, style-bible prefix, resumable) and 90sDJsim's Cloudflare Flux scripts (creds in~/Documents/backnforth/.env).
Style lock (visual)
Low-poly chunky geometry, flat-ish shading, muted 90s Australian palette, warm cinematic light —
the 90sDJsim POLY lock — skinned with the thriftgod generated-texture kit (69 skins already in
web/assets/gen/). Facade prompt template (blank signboards!) is in thriftgod
gen_assets.py:69-86 — reuse it for new skins so everything matches.
House patterns to keep (both games proved these)
- Promise-cached loaders; missing asset ⇒ placeholder box, never a crash. The game must run with zero assets.
CanvasTexturetext planes for ALL signage/text — no font files.SkeletonUtils.clonefor anything skinned; canonicalizemixamorig\d+→mixamorigso one clip drives every character; strip position tracks from shared clips (_rotOnly).- Height-normalize rigs off the head bone; plant feet by min bone Y.
- Seeded flat-colour fallbacks under every texture.
- A
shot()fixed-camera screenshot harness for visual regression (90sDJsimtools/shots.py).