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>
240 lines
15 KiB
Markdown
240 lines
15 KiB
Markdown
# PROCITY — CITY_SPEC (the shared contract)
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*Every lane reads this first. If a lane needs to change something in here, it changes this file
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in the same commit and says so loudly in the commit message — this doc is the treaty.*
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## What we are building
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A standalone, procedurally generated, fully walkable Australian shopping town — the Vuntra City
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trick (every building enterable, interiors generated on demand) applied not to cyberpunk towers
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but to **record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars,
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market stalls**. 90s-Australia aesthetic, low-poly + generated texture skins. Content (real item
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data, lore, economy) plugs in later via the GODVERSE/BaseGod feeds — v1 is the *system*: plan →
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streets → facades → doors that open → themed interiors → NPCs walking around.
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## Engine decision (settled — do not relitigate)
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**three.js r175, vendored, plain JS ES modules, importmap, zero build step, zero npm.**
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This is the proven house stack (90sDJsim + thriftgod both ship on it), it runs great on Apple
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Silicon, and it lets us lift working code (fittings kit, rig stack, dig.js) verbatim. Unreal was
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considered and parked: nothing in v1 needs it, and the asset pipeline (GLB, web-ok licensing,
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3GOD depot) is web-native. Serve with `cd web && python3 -m http.server 8130`.
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- `three` and `three/addons/` resolve via importmap to `web/vendor/` (copied from 90sDJsim).
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- No DRACO requirement (house GLBs ship uncompressed/webp-optimized); DRACOLoader is vendored if needed.
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- No external CDNs at runtime. Everything local or from `https://digalot.fyi/3god` (CORS-enabled).
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## Units, axes, determinism
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- **Metres. +Y up. Ground plane is XZ.** City origin (0,0) = centre of the main square.
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- **Right-handed three.js defaults.** Buildings face their street; a facade's outward normal
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points at its street edge. GLB convention: origin at base, facing **−Z**, real-world scale.
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- **Seeded everything, `Math.random()` is banned in generation code.**
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`web/js/core/prng.js` is the only randomness source:
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- `seedFor(citySeed, kind, id)` → stable uint32 (xmur3 hash of `"seed:kind:id"`).
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- `rng(citySeed, kind, id)` → mulberry32 stream.
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- Same citySeed ⇒ byte-identical city, forever. This is the thriftgod/90sDJsim house rule and
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it's what makes the authored-override layer possible later.
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## The three-layer architecture
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```
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LAYER 1 CityPlan (pure data, no THREE) Lane A
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LAYER 2 Streetscape (chunked 3D realization) Lane B
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LAYER 3 Interiors (on-demand room scenes) Lane C
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Citizens (NPCs over layers 2+3) Lane D
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Assets (skins + GLB depot) Lane E
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```
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### Layer 1 — CityPlan (JSON-serializable, generated in <100ms)
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The whole town as lightweight data, generated up front from `citySeed`, dumpable to JSON.
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Schema v1 (Lane A owns it; extend, don't break):
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```js
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{
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version: 1,
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citySeed: 20261990, // uint32
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name: "…", // generated town name
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size: { w: 1024, d: 1024 }, // metres, city core v1 = 1km²
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districts: [ { id, kind, cx, cz } ],
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// kind: 'mainstreet' | 'arcade' | 'backstreets' | 'warehouse' | 'residential' | 'market'
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streets: {
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nodes: [ { id, x, z } ],
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edges: [ { id, a, b, width, kind } ] // kind: 'main' | 'side' | 'lane' | 'arcade'
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},
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blocks: [ { id, district, kind, poly: [[x,z],…] } ],
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// district = district ID (index into districts[]); kind = that district's kind string, denormalized
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// onto the block so consumers can theme it without a lookup (Lane A extension, non-breaking).
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lots: [ { id, block, x, z, w, d, ry, frontEdge, use } ],
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// use: 'shop' | 'anchor' | 'house' | 'yard' | 'stall' | 'infill'
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// ry: Y-rotation (radians) so a GLB modelled facing −Z ends up with its facade's OUTWARD normal
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// pointing at frontEdge. World facing = (−sin ry, −cos ry). Lane B rotates the shell by ry.
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// frontEdge: id of the street edge this lot fronts (guaranteed to exist and be geometrically adjacent).
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shops: [ { id, lot, type, name, sign, seed, facadeSkin, storeys, hours: [open, close], openLate? } ]
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// type: see SHOP TYPES below. hours: [open, close], 24h integers, 0 ≤ open < close ≤ 23.
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// openLate: present and `true` on EXACTLY ONE shop per town — the designated late-night landmark
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// (closes ≥ 22:00; a naturally-late type, video rental or milk bar, never a market stall). Absent
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// on every other shop. Lane B lights it after dark; Lane F's night gate keys off this field
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// (`plan.shops.find(s => s.openLate)`), NOT a magic hours threshold.
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}
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```
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> **Field-type contract** (Lane A is the source of truth; consumer *fixtures* must match this, not the
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> reverse). Every `id` and every reference to one — `lot.block`, `lot.frontEdge`, `edge.a`/`b`,
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> `block.district`, `shop.lot` — is an **integer**, not a string. `facadeSkin`, and every entry in a
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> registry `facades` pool, is a **full filename** under `web/assets/gen/` (e.g. `"facade-fibro-blue.jpg"`)
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> — load it verbatim; do **not** prepend `facade-` or append an extension (the shop-types table below
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> abbreviates skin names for readability only). The same rule holds for Lane E's ground/awning/sky/wall/
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> interior skins: store the file exactly as the manifest names it, never re-derive a key from it.
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> **Layer-1 invariants Lane A guarantees** (enforced by `web/js/citygen/selfcheck.js`): fully
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> deterministic per `citySeed` (with a committed golden fingerprint guarding against drift); every
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> `frontEdge`/`block`/`district`/`lot` reference resolves; every lot faces its `frontEdge`; **no two
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> building lots (`shop`/`anchor`/`house`/`stall`) overlap, within OR across blocks**; **exactly one shop
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> carries `openLate`** (the late-night landmark); `chunkIndex` covers every lot and lists every edge in
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> every chunk its road **corridor (road + verge, centreline ± width/2)** touches — so verge-placed street
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> furniture never resolves to a chunk that omits its edge; strictly JSON round-trippable (all finite
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> numbers, no stray keys).
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Chunk key: `cx = floor(x/64)`, `cz = floor(z/64)`. **Chunk size 64m.** Lane A ships a
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`chunkIndex(plan)` helper: chunk key → { lots, shops, edges } touching it. Edges are bucketed across
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the full road **corridor** (centreline ± `width/2`), so anything placed in the verge (street furniture,
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footpath NPCs) resolves to a chunk whose `edges` list includes its edge.
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### Layer 2 — Streetscape (Lane B)
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Realizes CityPlan chunks around the player. Hard requirements the two parent games skipped:
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- **Contiguous geometry** — no teleport seams; you can walk the whole core.
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- **Chunk streaming** — build/dispose chunk Groups at radius ~2–3; never rebuild the world.
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- **InstancedMesh from day one** for: building shells, awning boxes, verandah posts, street
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furniture, trees, streetlights. Canvas signage batched into a **sign atlas texture** per chunk
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(one CanvasTexture, many UV-mapped planes) — not one canvas per sign.
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- Facade formula (proven in both games): instanced box shell + front `PlaneGeometry` with a
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`facade-*.jpg` skin + parametric awning/verandah + sign band + door + window planes.
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Skins are generated with **blank signboards** — the game overlays the shop name.
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### Layer 3 — Interiors (Lane C)
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Interiors are **not** street geometry. Walking into a doorway triggers
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`enterShop(shop)` → separate room Group built from `shop.seed` (thriftgod archetypes + the
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90sDJsim `fittings.js` parametric kit), themed by `shop.type`. Leaving restores the street
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exactly where you stood. Street windows show a cheap fake (tinted glass + emissive warm glow at
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night in v1; interior-mapping shader is a stretch goal).
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## Shop types v1 (registry lives in `web/js/core/registry.js`, Lane A writes it, all lanes read)
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> **`web/js/core/registry.js` is the machine-readable source of truth** — import `SHOP_TYPES` for
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> the exact facade pools, sign hints, interior archetype, fittings, storeys, hours and district
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> weights. This table mirrors it. *(Lane A amendment 2026-07-14: added a variety facade to
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> `toy`/`book`/`pawn` and rounded out the fittings mixes — a `counter` to shops that sell over one,
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> a `freezer` to milkbar, a `glass_case`+`counter` to dept — so this table matches the registry
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> lanes actually consume. Non-breaking; all facades exist in `web/assets/gen/`.)*
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>
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> *(Lane A amendment 2026-07-14 · round 2, responding to B/E/F integration notes: gave `stall` a 2nd
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> facade `facade-corrugated.jpg` (a market-shed backdrop, matching Lane E's manifest facade→type map,
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> so every type now has ≥ 2 facades per Lane E's validator). Replaced the old per-shop 6% "open late"
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> dice — which yielded 0…many late shops and often none past 22:00 — with **exactly one** deterministic
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> `openLate` landmark per town (see the schema note above). Widened `chunkIndex` edge coverage to the
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> full road corridor. All non-breaking; self-check green at 1283/1283; golden fingerprint refreshed to
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> `0x098eec2b`.)*
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| type | facade pool | interior archetype | fittings mix |
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|---|---|---|---|
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| `record` | timber-teal, arcade-tile, djsim-record | crates + bins | record bins, crates, counter, listening corner |
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| `opshop` | weatherboard, fibro-blue, djsim-opshop | racks + shelves | clothes racks, bric-a-brac shelving, book wall, counter |
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| `toy` | stucco-pink, deco-pastel, boutique | shelves + glass case | cube shelves, display tables, glass case, counter |
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| `book` | federation, sandstone, redbrick | halls of shelves | bookshelves, spinner racks, armchair, counter |
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| `video` | stripmall, djsim-video | aisle shelves | VHS shelving, returns slot, poster wall, counter |
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| `pawn` | besser, grimy, djsim-pawn, corrugated | counter-forward | glass cabinets, wall hooks, barred window, counter |
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| `milkbar` | djsim-milkbar, brickveneer | counter + freezer | counter, fridge, magazine rack, freezer |
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| `dept` (anchor) | terrazzo, djsim-dept | grand hall | mixed sections, escalator prop, glass case, counter |
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| `stall` (market) | market, corrugated | open stall | trestle tables, crates |
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## NPC contract (Lane D)
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- **Fleet rule (house law):** 2 rigged base meshes + shared clip bank. Canonical rigs:
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`~/Documents/character_kit/` (female `grandma_game.glb` route, male `hum_character.glb`) plus
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the 19 peds in `90sDJsim/web/world/models/peds/`. Game-local copies are byte-identical builds —
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**copy from character_kit / 90sDJsim, never edit locally.**
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- Distance tiers: near <25m = rigged `SkeletonUtils.clone` + AnimationMixer; mid = billboard
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impostor (pre-rendered sprite, instanced); far = culled. Walkers path along street-edge
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footpath lanes from the CityPlan graph.
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- Licensing: 🟢 web-ok only (Mixamo, CC0/CC-BY, CGTrader RF). **No ActorCore in web builds.**
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## Performance budget (M-series laptop, 60fps)
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- ≤ 300 draw calls in street mode, ≤ 200k tris in a typical view.
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- `renderer.setPixelRatio(min(devicePixelRatio, 2))`.
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- Textures: skins ≤ 1024px, sign atlases 2048px, total GPU texture < 512MB.
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- Chunk build must not hitch: budget 4ms/frame (build incrementally or in idle callbacks).
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- Adopt 90sDJsim's `GFX_TIERS` idea later if needed; don't gold-plate now.
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## Modes & shell (Lane B owns the shell)
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`MODE ∈ { map, street, interior }` — one renderer, one state machine, same as both parent games.
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`map` = 2D canvas town directory (Lane A's debug view grows into it). Save/load = localStorage v1.
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## File ownership (parallel-safety treaty)
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| path | owner |
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|---|---|
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| `web/js/core/*` (prng, loaders, canvas) | scaffold (frozen — propose changes via CITY_SPEC PR) |
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| `web/js/core/registry.js` | Lane A |
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| `web/js/citygen/*`, `web/map.html` | Lane A |
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| `web/index.html`, `web/js/world/*` | Lane B |
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| `web/js/interiors/*`, `web/interior_test.html` | Lane C |
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| `web/js/citizens/*`, `web/citizens_test.html`, `web/models/*` | Lane D |
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| `pipeline/*`, `web/assets/*` + `web/assets/manifest.json` | Lane E |
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| `web/package.json` | scaffold/shared — `{"type":"module"}` only, added by Lane A |
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| `docs/*` | everyone, additively |
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Each lane also ships its own standalone test page so it can be verified without the others.
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**Never edit another lane's files.** Integration (Lane F) happens after A–E land.
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> `web/package.json` (added by Lane A) contains only `{"type":"module"}` so `node` runs the pure
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> `web/js/**` ES modules directly (e.g. `node web/js/citygen/selfcheck.js`, an acceptance criterion).
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> Browsers and `python3 -m http.server` ignore it; no deps, no build step. It changes Node's module
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> interpretation for every lane's `web/js/**` — which is what we want (all lanes can node-test their
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> pure modules) — so it's flagged here as shared scope, not silently added.
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## Infrastructure map
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- **This mac** — dev box, Blender + Unreal installed, Apple Silicon (no CUDA — all gen is
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cloud-API or tailnet).
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- **ultra** `ssh johnking@100.91.239.7` (key auth works, always-on M1 Ultra): MESHGOD Blender
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scripts (`~/Documents/MESHGOD/scripts/finish_glb.py`, `render_glb.py`, `media_primitive.py`),
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sorted model library `~/Documents/3D=models/` (shop-fittings / street-furniture / furniture —
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see its `MANIFEST.md` + `CH_MAPPING.md`), `character_kit/`, `mixamo-fetch/out/` clip bank
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(34 clips — never re-download an existing clip). Caveats: no GNU coreutils/timeout/setsid,
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system python 3.9, Homebrew at /opt/homebrew.
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- **m3ultra** `http://100.89.131.57:11434` — Ollama (`qwen3:235b/32b/8b`, `gemma3:4b` vision,
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`gemma4`). Free local LLM for name generation, lore, cataloguing. Use it before any paid API.
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- **3GOD depot** `https://digalot.fyi/3god` — `POST /api/upload?name=<f>.glb`, `GET /a/<f>`,
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`GET /api/list` (CORS on). The shared GLB CDN all sibling games use.
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- **MeshGod** `https://digalot.fyi/meshgod` — image→GLB generation (~30¢/solid; check the
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DealGod canon-3D cache first; media/books use the free parametric skinner).
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- **Image gen** — house flow is prompt packs (see `~/Documents/FLOW_PROMPTS.md` format) +
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thriftgod's `gen_assets.py` batch pipeline (OpenRouter `google/gemini-3.1-flash-image`,
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~$0.004/img, style-bible prefix, resumable) and 90sDJsim's Cloudflare Flux scripts
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(creds in `~/Documents/backnforth/.env`).
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## Style lock (visual)
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Low-poly chunky geometry, flat-ish shading, muted 90s Australian palette, warm cinematic light —
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the 90sDJsim POLY lock — skinned with the thriftgod generated-texture kit (69 skins already in
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`web/assets/gen/`). Facade prompt template (blank signboards!) is in thriftgod
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`gen_assets.py:69-86` — reuse it for new skins so everything matches.
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## House patterns to keep (both games proved these)
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- Promise-cached loaders; missing asset ⇒ placeholder box, never a crash. The game must run
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with zero assets.
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- `CanvasTexture` text planes for ALL signage/text — no font files.
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- `SkeletonUtils.clone` for anything skinned; canonicalize `mixamorig\d+` → `mixamorig` so one
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clip drives every character; strip position tracks from shared clips (`_rotOnly`).
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- Height-normalize rigs off the head bone; plant feet by min bone Y.
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- Seeded flat-colour fallbacks under every texture.
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- A `shot()` fixed-camera screenshot harness for visual regression (90sDJsim `tools/shots.py`).
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