The network-log assertion behind the previous commit, written into the lane notes so F's gate can read the numbers rather than re-derive them: default boot 1 magpie GLB request (asset 'glb', 894 tris) · ?classic=1 0 · ?magpie=0 0 · ?noassets=1 0 (asset 'primitive', 182 tris). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
154 KiB
LANE B — NOTES (measured)
Round 39 (v9 Layer 2 — THE FOG, item 39.2) — the map costs what it always cost: nothing
minimap.js drew every lot in the plan from the first frame. It now draws what you have walked past,
and frames itself to it. Zero draws, zero triangles, zero plan fields, one optional save block.
New file web/js/world/discovery.js; minimap.js rewritten; save.js gains the ledger; the shell
wires it. ?fog=0 / ?game=0 / ?classic=1 are the pre-R39 map pixel-for-pixel — proven below,
not asserted.
The zero, measured rather than claimed
Two port-isolated no-store servers — :8592 serving git archive HEAD web/js web/index.html
(assets/vendor symlinked from the live tree so the other lanes' mid-round waves are identical on both
sides), :8591 serving the treatment — driven through the shell's own composer at 1600×1000. The A/B
walks the same 15 stations × 4 yaws, computed from the plan on each build and compared as JSON
before either sweep runs, so a station list that drifted would fail the run rather than quietly make
the comparison meaningless. The citizen sim and the tram are hidden identically on both sides
(R38's recorded trap, obeyed).
| synthetic, 60 station×yaw samples per arm | HEAD | R39 | delta |
|---|---|---|---|
| default boot, noon — worst draw frame | 243 | 243 | 0 on 60/60 samples |
gig layer off (&gigs=0&roster=v1), noon |
235 | 235 | 0 on 60/60 |
| gig layer off, NIGHT — the budget's worst frame class | 235 | 235 | 0 draws AND 0 triangles on 60/60 |
| triangles, every arm | — | — | never higher on the treatment: 0 samples of 240 above zero |
map mode (M held open) |
— | — | the counter does not move at all |
The night arm is the one the budget cares about (F's pin is a night frame) and it is exactly identical in both counters. At noon the draw calls are identical too and the triangle delta is ≤ 0 in every sample — 13 of 60 samples where HEAD drew more, which is a moving town measured twice, not a treatment that adds geometry. The fog never touches the scene graph, so the only honest direction for a difference is the one that showed up: never positive.
Map mode cannot cost a draw, and the reason is structural, not careful: index.html's frame loop
never calls composer.render() in the map branch (it only ticks the HUD and paints the 2D canvas),
so renderer.info.render.calls reads the same number with the map open as with it closed — 131 and
131 at the same pose in the measured run. The map is a canvas over the WebGL canvas and hud.js:361's
counter never sees it.
Two measurement bugs I made, both caught by my own numbers rather than by a gate.
- The harness called
lighting.togglePaused()once per segment, so the second call un-paused the clock. Fixed with the idempotentsetPaused(true). - The night arm then still read −16 to −37 draws / +8,346 to +18,249 tris, deterministically, on a
change that adds no geometry. It is the gig layer: at NIGHT
gigStateopens the doors andVenueQueue.spawn(scene, …)adds 10–20 punters straight to the scene (not into thecitizensgroup my hide targets), and each is a placeholder primitive until the GLB fleet resolves. Fewer draws with more triangles is exactly that swap — an async asset race between two pages, measured twice. The night arm is therefore taken with the gig layer and the roster off on both sides (&gigs=0&roster=v1&pop=0), which is the only night A/B in which the fog is the only variable. R38 recorded "hide the sim"; the queue is a second population that the same instruction misses.
The framing IS the payoff — the legibility numbers
Replicating minimap.js's own transform (span = extent + 40, sc = (720 − 48) / span) against the
median shop lot on each town:
| bowral | launceston | daylesford | castlemaine | katoomba | adelaide | fitzroy | synthetic | |
|---|---|---|---|---|---|---|---|---|
| full-plan extent (today) | 0.83×1.11 px | 1.07×1.42 | 1.19×1.58 | 1.38×1.84 | 1.42×1.89 | 1.74×2.32 | 2.65×3.54 | 5.22×10.24 |
| framed to the 240 m floor | 29.4×39.2 | 29.4×39.2 | 29.4×39.2 | 29.4×39.2 | 29.4×39.2 | 29.4×39.2 | 29.4×39.2 | 21.0×41.2 |
| gain | 35.3× | 27.6× | 24.8× | 21.3× | 20.8× | 16.9× | 11.1× | 4.0× |
Those reproduce Fable's binding table to the digit (bowral 35×, katoomba 21×, adelaide 17×, fitzroy
11×, synthetic 4×) — the +40 margin is part of the transform and must be carried into the framed
number or the gain reads 42× instead of 35×.
And it is worse than "small": at the shipped scale a real town's shops do not survive rasterisation at all. The pixel detector counts pixels that exactly match one of the ten shop-type colours (an exact palette, not a threshold — the vacuous-gate law's preferred instrument). On the synthetic at the full-plan transform it reads 26,506 px. On katoomba_real, same code, same boot, it reads ZERO: a 1.42×1.89 px rotated rect has no fully-covered pixel, so all 72 Katoomba shops rasterise to not one pixel of their own colour. Fogged and framed, the same map reads 1,902 px for the 34 shops you walked past. The screenshots say it faster than the numbers do: HEAD's Katoomba is 993 edges of grey spaghetti with the shops invisible; the fogged one is a legible strip of Katoomba Street with Edwards Street running off it, and a caption that says 34 shops known · 6 streets walked.
Measured live, both towns, fresh boot then a 900 m walk through the real rAF loop:
| synthetic | katoomba_real | |
|---|---|---|
| fresh boot | 4/493 shops · 1/22 segs · frame 240 m · lot 20.97×41.16 px | 4/72 shops · 1/993 segs · frame 240 m · lot 29.4×39.2 px |
| after 900 m | 113/493 shops · 7 segs · frame 515 m · 9.77×19.18 px | 34/72 shops · 18 segs · frame 965 m · 7.31×9.75 px |
| the shipped map | — · frame 965 m · 5.22×10.24 px | — · frame 4,984 m · 1.42×1.89 px |
(Fresh boot reads 4 shops rather than 0 because the +sin fix below landed: you now start standing in
front of four shopfronts instead of behind them. On katoomba that fresh-boot map draws 3,478 pixels
of shop colour — against HEAD's ZERO for the entire town. Four shops you can read beat seventy-two
you cannot see.)
One harness assertion of mine is wrong and F should not inherit it: r39_verify.py's fog arm
asserts more shop-colour pixels after the walk, which only holds at a fixed zoom — after 900 m on
katoomba the frame has grown to 965 m, so 34 shops draw 1,902 px where 4 drew 3,478. The honest
assertion is the shop count (4 → 34, already checked separately), or px-per-known-shop.
The frame is the shops you have stood in front of, plus where you are standing — NOT the streets you have walked, and that was a real correction to my own first cut. An edge is drawn as the whole node-to-node line, and the synthetic's main street is one ~400 m edge, so stepping onto it at spawn expanded the frame to 340 m before the player knew a single shop. Framing on shopfronts holds the fresh-boot frame at the 240 m floor (a 200 m window plus the transform's own margin), and a walked street that runs off the edge of the frame is clipped by the canvas — which is what a map does.
The proximity rule I settled on
Within FOG_RADIUS_M = 25 m of the shopfront AND in front of it. Not chunks.onChunkBuilt
(R=2 ⇒ the outermost live chunk centre is 128 m out), and not the live door meshes either: the probe
runs off a plan-derived spatial hash, so discovery means you were there, never it happened to be
streamed. At R=2 anything inside 25 m is always in a live chunk, so the two can never disagree — the
grid is chosen because it does not depend on streaming, not because it sees more.
- Cadence: every 6th street frame, the same throttle class as
hud.js:337's door raycast. At WALK 4.6 m/s / 60 fps that is a probe every 0.46 m of travel (0.88 m at RUN) — finer than a shopfront. - Cost: 1.09 µs/probe on the synthetic, 1.37 µs on bendigo_real (2,593 edges, 188 km of road), 1.27 µs on fitzroy. Once every 6 frames ⇒ 0.23 µs per frame, 0.0014% of a 16.7 ms frame. Index build is 0.8 ms (synthetic) / 5.0 ms (bendigo), once, at boot.
- Streets are learned too (
e.id, distance to the segment ≤width/2 + 4 m), because "the map shows the streets you've learned" is the round's own sentence. A lot with no shop rides itsfrontEdge: walk the road, see the houses. A shop needs the walk-past. - Walking in the door discovers the shop regardless of geometry — placed INSIDE the successful-entry
branch of
enterShop, after the closed check and the cover charge, never on the dispatch.
THE SIDE TEST'S FALSIFIABILITY CONTROL, WITH A RED ARM. Walk the synthetic's two service laneways (560 m, behind the main-street blocks): a radius-only probe reveals 93 shops, the shipped probe reveals 59 — 34 shopfronts refused through the back wall. Walk the 42 m arcade and it refuses 0 of 17, which is correct: an arcade is a front. Sampled over every walkable square metre inside the radius on a 2 m grid (lot interiors excluded), the side test refuses 31.6% of the disc on the synthetic, 40.3% katoomba, 43.4% bowral, 43.5% fitzroy — and on a shopper's walk down the strip it refuses 0–2, which is exactly the shape you want: free where a shopper stands, decisive behind the buildings.
THE SIGN WAS WRONG — the FOURTH instance of the −Z/+Z confusion (Fable ruled: landed, a982f3c)
The lineage, because the next lane to touch a heading should find it. Every time, the rule is the same: the rig/pose convention is local −Z, the visible front is local +Z, and every time it survived because the thing checking it shared a convention with the thing that was wrong.
| round | where | what it did | how it was caught |
|---|---|---|---|
| R13 | Lane C's pose ry vs Lane D's rig |
the band played 180° off; settled with RY_FLIP = π (ROUND13_INSTRUCTIONS:26-28) |
another lane's mesh looked wrong |
| R15 | buildPosters item 1, lot + (−sin, −cos)·d/2 |
the venue's own frontage poster on the back wall — measured 15.9 m from the street facade, 0.07 m from the back | a screenshot of the pub |
| R27 | real-town shopfronts | dot = −1.000 exactly on 35/35 redhill and 72/72 katoomba lots — every real shop had faced the paddock since v1. CITY_SPEC:71 says the facade is −Z, CITY_SPEC:335 says +Z; the two generators each implemented one half (ROUND27_INSTRUCTIONS:169 already named it "the same −Z/+Z species as R13's RY_FLIP and R15's posters") |
standing on Musgrave Road and looking |
| R39 | index.html:428 patronage door points · :500 the R32 spawn |
Lane D's peds ducked into the back fence and every non-classic boot since R32 opened behind the shop row | the fog: my probe copied the shell's sign and read 4 shops known / 1,231 in-radius rejections |
Four instances, four rounds apart, and each one was found by a picture or by a consumer with a
different convention — never by a metric. That is the entry worth keeping: a heading has no
falsifiable arm inside the file that computes it. If you write one, check it against
buildings.js's toWorld and take the screenshot.
The R39 instance, measured
My first cut copied index.html's own front-normal and the walk read 4 shops known and 1,231
in-radius rejections on the synthetic — the fog hiding the town from a player standing in front of it.
The geometry says the shell is wrong:
buildings.js:410-416, :583-597build the facade, the door and thedoorRectat local +Z —lot + (sin ry, cos ry)·d/2.minimap.js's front-edge tick has always been drawn at local +Z.dbg.js:53says it in words: "Front normal = local +Z rotated by lot.ry",fx = Math.sin(ry).index.html:428(Lane D's patronage door points, since R8) andindex.html:500(doorOf, the R32 cluster-pose spawn) used(−sin ry, −cos ry)— the back of the building. Both now+sin/+cos.- Measured against each lot's own
frontEdge: the +sin point is 0.00 m from the kerb on the synthetic and −1.50 m on katoomba (i.e. on the kerb line, where a facade belongs); the −sin point is 15.25 m / 12.50 m the wrong side of it. 493 of 493 and 72 of 72 shops agree.
THE PATRONAGE DOOR POINT — is it on the footpath? (in the verge band per registry.js's own
roadWidth/vergeBand split, outside the carriageway, outside every lot):
| town | shipped | fixed | median distance from the street centreline |
|---|---|---|---|
| synthetic | 0 / 493 | 427 / 493 | 26.22 m → 9.40 m (carriageway edge 5 m, facade 14 m) |
| katoomba_real | 0 / 72 | 67 / 72 | 19.10 m → 3.90 m |
| fitzroy_real | 0 / 139 | 139 / 139 | 19.10 m → 3.90 m |
| bowral_real | 0 / 30 | 28 / 30 | 21.10 m → 5.90 m |
Not one door point in the corpus was on a footpath. Lane D's peds have been ducking into the back fence since R8. (The residue — 31 synthetic / 5 katoomba / 2 bowral — are corner lots whose front point lands inside a neighbouring lot; that class is pre-existing and 14 fewer than before.)
THE SPAWN — booted code on both sides, :8702 serving the fog commit, :8701 the fix, nothing
monkey-patched:
| shipped | fixed | |
|---|---|---|
| synthetic | (25.5, −17.9) · 3 shops within 25 m, 0 in front, 0 discovered | (6.1, −19.8) · 4 within 25 m, 4 in front, 4 discovered |
| katoomba_real | (−219.0, −471.3) · 3 within 25 m, 0 in front, 0 discovered | (−200.0, −474.4) · 4 within 25 m, 4 in front, 4 discovered |
And the picture, which is the whole argument (docs/shots/laneB_r39/sign-*): the shipped katoomba
boot opens standing in a paddock facing the blank back wall of a building — which is the R31
playtest's own complaint, "faced dirt and building-backs", the complaint R32 was written to fix and,
because of the sign, never did. The fixed boot opens on the footpath under the awnings with the
shopfronts and their signage running away down Katoomba Street.
NO GOLDEN MOVES, plainly: SPAWN and the patronage points are RUNTIME POSE, computed in the shell
from a plan it never writes to. Lane A's selfcheck run either side of the change:
fingerprint 0x5f76e76 → 0x5f76e76, 157,647/157,647 checks. ?classic=1 is untouched by
construction — it never enters the branch and keeps the frozen (−96, 9, looking east) pose forever.
→ LANE F, two gates photograph this pose and need re-baselining: the R32 cluster-pose spawn gate and the R35 first-five-minutes smoke. Both are correct to move — the pose they baselined is the defect. The falsifiable arm to gate on instead, which needs no picture: at the spawn, the count of shops within 25 m that are in front of the player must be > 0 (it was 0 on 4 of 4 towns before, 4 of 4 after), and it goes red the moment the sign flips back.
The save shape, and its bound
known — OPTIONAL, absent until something is learned, so a save that predates R39 stays valid forever
and a boot that discovers nothing writes the same bytes it always did (verified: a fresh export has no
known key, and calling knownStore() without writing does not create one).
known: { "<fogKey>": { s: [shopId…], e: [edgeId…] } } // e.g. "osm/katoomba_real", "synthetic/default@20261990"
Keyed by TOWN, not by townKey — I re-derived Fable's claim rather than take it: across seeds
20261990 / 7 / 424242, all 23 caches produce byte-identical shop ids, edge ids AND lot
geometry+frontEdge; only the synthetic moves (493 / 479 / 465 shops), so it alone keys default@<seed>.
A re-seed is the same Katoomba with different secrets and the map you learned survives it.
Bounded three ways, and the bound is checked rather than trusted:
| axis | bound | why it is enough |
|---|---|---|
| ids per town per kind | KNOWN_IDS_CAP 8,192 |
self-bounding by the plan: max 493 shops (synthetic), max 2,593 edges (bendigo_real). 3.2× the biggest town in the corpus — no legitimate save can reach it |
| towns | KNOWN_TOWNS_CAP 64 |
the only axis a save can grow along without walking (?town= takes any string). FIFO eviction at write time, verified: writing 74 town keys leaves 64, oldest gone |
| the ids | non-negative integers ≤ 1e6 | a plan index, not free text |
Worst case, built and stringified rather than estimated — every shop and every street segment of all 24 towns learned: 1,712 shops + 31,008 edges = 32,720 ids = 137,547 bytes (134.3 KB), 2.62% of a 5 MB localStorage quota — against 5–9 game-days of walking per town. A measured save after a 500 m outing on the synthetic (68 shops, 7 segments) is 482 bytes.
Reject arms, all demonstrated (whole-blob, loud, stashed — the existing law): a string id · a
negative id · a float id · a town entry that is an array · known itself an array · 8,193 ids · 65
towns · an empty town key. All eight rejected with their own why; a rejected import() leaves live
state untouched (counts identical before and after); a foreign town's fog imports without leaking into
this town's (this town reads 0).
Lane A's address layer, consumed
A landed createAddresses mid-round (f628bf5) and it is wired: getTownCache(CHAR_TOWN) →
createAddresses(plan, cache) → street names along the streets you have walked, deduped by name
(one label per name, on the longest known edge, never upside down, capped at 40 and skipped when the
edge is shorter than its own text), plus localityOf(shopId).street || label for the towns where
street is null by construction. The consumer never branches on town type — it asks, and draws
whatever answers; the synthetic gets "the south end of the main street" from the same line that gets
"Templeton Street" on castlemaine. The caption counts distinct streets when the address layer is
present and street segments when it is not, because an edge is not a street. stats().supplier is
printed at boot: a forgotten cache degrades visibly to district labels, never to a wrong name.
Classic, by construction
createMinimap(plan, known, opts) — known === null is the pre-R39 map and minimap.js contains no
flag test at all. The null store is what ?classic=1, ?game=0 and ?fog=0 each produce in the
shell, the same shape townCharacter(null) gives ground.js (R38 §1.2). Verified as pixels, not as an
argument: the map canvas FNV hash at a fixed pose is identical to HEAD's on all three —
?classic=1 57fc623d, ?fog=0 and ?game=0 3eac8261 (the two hashes differ from each other
because classic also turns the gig layer and the yards off, which is the control proving the hash is
sensitive to the map's content at all).
THE MAGPIE, SETTLED ON E'S PICTURE — the GLB is the path, the fallback is fixed anyway
(Fable's second R39 ruling. Lane E's sheet: docs/shots/laneE/r39_magpie_ab.png.)
Wired as furniture.js's use-if-ready second path, not a substitution — ?noassets and ?classic
still get the procedural bird, so it had to be fixed too. loadGLB('depot:procity_street_magpie_01.glb')
once at module init, a synchronous ready-check in createMagpie, and the geometry/material swapped
into the one InstancedMesh. state.asset reports which bird is bound so a gate reads it instead of
inferring it from a fetch.
| same page, same frame, bird on vs off | draws | tris |
|---|---|---|
| GLB (default boot) | +1 | +894 |
procedural (?noassets=1) |
+1 | +182 |
| procedural on HEAD (before the re-placement) | +1 | +182 — the placement fix is +0 tris, in-engine |
TWO THINGS I HAD TO MEASURE BEFORE WIRING IT, AND BOTH WOULD HAVE SHIPPED WRONG.
-
E's bird faces +Z; this file flies −Z (
Matrix4.lookAt's −Z column is the travel direction, and the primitive's nose is modelled along −Z). Sliced the GLB's 894 tris along Z, ten bins: the +Z end is high and narrow (mean y 0.31, half-width 0.009 — head and bill), the −Z end low and thin (mean y 0.028 — tail). WithoutrotateY(π)the magpie swoops tail-first. This is the FIFTH −Z/+Z instance — the first one caught before it shipped, and only because the lineage table above told me to point a measurement at it. Verified in a picture both ways: perched with the head leading, and a swoop frame taken head-on. -
Its origin is at the feet (GLB law
minY = 0) whilePERCH_Y = 4.32is a body-centre height — dropped 0.20 m so the feet land on the lamp arm at 4.12 (furniture.js: pole 4.2, arm 4.1) instead of hovering over it. Andfolded(the 0.42× X squash that makes the primitive's flight geometry sit) is 1 for the GLB, which is already the perch pose. -
THE FETCH IS ARMED BY
createMagpie(), NOT BY THE IMPORT — and that is the classic covenant.index.htmlimports this module unconditionally and gates only the construction, sofurniture.js's module-scope load shape would have put a brand-new GLB request on the?classic=1boot — a fetch delta on the one boot that is not allowed one. Asserted on the network log, not on the code:
| boot | magpie GLB requests | state.asset |
|---|---|---|
default (and ?magpie=1) |
1 | glb, 894 tris |
?classic=1 |
0 | (never constructed) |
?magpie=0 |
0 | (never constructed) |
?noassets=1 |
0 | primitive, 182 tris |
A defect my own edit introduced into ANOTHER LANE'S TOOL, caught by running it. A module-scope
loadGLB fires GLTFLoader's fetch path under node, and Lane E's pipeline/dump_bird.mjs imports this
module unmodified — ReferenceError: ProgressEvent is not defined, E's A/B tool dead, my fault. The
load is now gated on IN_BROWSER as well as ?noassets. E's tool then ran against my edited file and
reported 182 triangles, 216 verts — the placement changes are exactly +0 tris, confirmed by the
lane that filed them.
THE FALLBACK FIX, AND ITS MEASURED CEILING — which is not the answer E hoped for. E's finding is right: the white bars sat 3 mm above horizontal wing planes, so from below (perch 4.32 m, EYE 1.62 m — the player is always below) the black wing occluded its own flash. I moved the bar under the wing (y 0.048 → 0.042), and did the same class of fix for the other two marks with my own arithmetic: the nape was buried in the head (head-sphere surface at z = −0.10 is y 0.0728, the box topped out at 0.067) so it moved back to z −0.07 where the body's back is at 0.0675, and both nape and rump were thickened (0.014 → 0.030, 0.02 → 0.034) because from the flank — 80% of viewing — a 14 mm slab on a 166 mm bird is 1.3 px at 64 px and a slab you can see the side of is not. All +0 triangles.
Then I measured the result instead of trusting it, and it is a half-win: counting pixels in the same crop of the same pose, pale area (lum 110–150) went 180 → 399, dark (<70) 3,017 → 2,755 — but true white (>150) went 33 → 28. A downward-facing surface gets no sun, so the white I moved into view reads grey. E's GLB in the same crop: 755 px above 150. The fallback is measurably better and it cannot be made pied with primitives at zero cost, because the problem is photometric as well as geometric. Worth recording as the reason the GLB is the path rather than a preference.
Stale comments corrected: magpie.js:9 and :123 both said 154 triangles; it is 182
(sphere(8,6) 80 + sphere(6,5) 48 + cone(5) 10 + 3 boxes 36 + 4 planes 8), and E's dump of my own
birdGeometry() agrees — 216 verts, index length 546.
→ LANE E / a later round: THE ARCADE'S AWNING POSTS — filed, measured, NOT fixed
Confirmed E's number independently from the plan: the arcade lane is 5.00 m (facades at ±2.50 m
from the centreline) and buildings.js:643's post line lands at ±0.50 m — two rows 1.00 m apart,
34 posts down a 42 m lane. AWNING_DEPTH = 2.2 is tuned for a main street with a ~9 m footpath; in
a 2.5 m half-lane it reaches nearly to the middle, and it reads as a colonnade standing in its own
doorway (no collider, so it walks). The fix is one clamp — awning depth ≤ a fraction of the
front clearance, which needs a lot.block → block.kind lookup buildings.js does not do today.
Not this round: it changes shipped geometry on the default boot for a district whose whole
treatment (roof lights, tiled floor, reverb, E's 5.86 m longbench, a mouth) is a scheduled item, and
the post line should be designed with the roof rather than ahead of it.
Lane E's transmission recall, checked rather than assumed: the three republished GLBs staged in
web/assets/models/ carry no KHR_materials_transmission (only KHR_materials_specular/ior,
benign) — longbench, streetlight and magpie all clean on disk. My lane wires none of the first
two today (furniture.js GLB_FILES is bench / food_cart / bin / bus_shelter), so there was nothing of
mine to re-fetch; the magpie I am wiring is clean.
Held — for Fable / for John
- The inverted front normal at
index.html:384and:450(above). Two characters, measured to death, not applied: it moves the default boot's opening pose mid-round. - John's standing call: is the fog default-on or a mode? Shipped default-on on the flagOn
precedent, with
?fog=0a true revert (hash-identical to HEAD) so both answers are one character apart and either can be felt today. Not a decision made — a decision kept available. - John's standing call: how harsh? Shipped (a) walked within 25 m of the shopfront. (b) entered
and (c) every shop on a walked street are both one line at the probe — (b) drops the radius
arm and keeps
discoverShop, (c) unionshasEdge(lot.frontEdge)into the shop test. The store, the save, the bound and the framing are identical under all three. - A walked edge is drawn end to end. Step onto the synthetic's main street and its whole ~400 m
line appears. On real towns edges are short and this is invisible; on the synthetic (22 edges) it
over-tells. Clipping to the walked span needs per-edge
tranges — i.e. new save state — so it is a proposal, not a patch. It no longer affects the FRAME (which is shopfront-derived). - Late game, the frame grows back toward the overview — fully explored, fitzroy's frame is today's map, which is the right map at that point. If it ever wants a zoom, the transform is one function and the cache key already carries the box.
- The HUD tooltip street label (
hud.js, one template literal,PROCITY.addresses.localityOf) is the charter's other B line for this layer. Not landed — out of 39.2's scope, and it is ready to drop in a round that ownshud.js.
Round 38 (v8 WAVE 1 — INHABITATION, all four runtime items) — someone lives here, for +1 walked draw
Four items, all built procedural-first, all measured walked. The whole round costs +1 draw at the worst walked frame and −13 draws summed over 102 of them; the only item that spends a draw at all is the washing. Two of the four found a defect in their own first cut that every number was green through.
The A/B, and how it was taken
Two port-isolated no-store servers at 2560×1440: :8472 serving git archive HEAD web/js web/index.html
(assets symlinked from the live tree, so Lane E's mid-round asset wave is identical on both sides) and
:8471 serving the treatment. Same 102-step walk, 8 m steps down the concatenated main spine at
yaw 0 (the audit's bearing, the worst one), each frame fully streamed (drain to pending === 0)
and rendered through the shell's own composer, not a bare renderer.render.
The citizen sim and the tram are hidden for the walk, identically on both builds — and that is not tidiness, it is the measurement. The first run had them live and read control 346 draws vs treatment 232 at the same step: peds spawn on wall-clock time and each near rig is ~1 draw, so an A/B that includes them measures the sim. R37 recorded this exact trap; R38 reproduced it inside an hour.
| walked spine, 102 steps, sim quiet | HEAD control | R38 | delta |
|---|---|---|---|
| worst-draw frame | 224 | 225 | +1 |
| worst-tri frame | 89,502 | 93,298 | +3,796 |
| sum of draws, all 102 frames | 20,081-era method: 16,676 | 16,663 | −13 |
| per-frame draw delta | — | — | min −7 · max +3 |
| per-frame tri delta | — | — | +512 … +4,468, mean +2,119 |
| live chunk count, every step | identical | identical | 0 |
?yards=0 reproduces the HEAD control exactly — worst 224 / 89,502, sum 16,676, the same three
numbers — so the flag is a true revert, not an approximation.
The residential district, where all 181 yards actually are (edge 16, 107 steps):
?yards=0 |
R38 | delta | |
|---|---|---|---|
| worst draws | 138 | 139 | +1 |
| worst tris | 19,308 | 21,128 | +1,820 |
| sum draws / sum tris | 8,010 / 983,210 | 8,142 / 1,150,788 | +1.2 draws, +1,566 tris per frame |
Isolated, at a fixed residential pose, by toggling each layer on one frame: washing = +1 draw / +512 tris (256 instances × 2) · magpie = +1 draw / +182 tris · every yard box prop = +0 draws (it is instances in a draw call that was already submitted).
§1.2 — the per-town character vector: +0 draws, +0 tris, and classic byte-identical BY CONSTRUCTION
web/js/world/character.js — 23 town keys, each with its own entry, returning a ground palette, a sky
bias and an ambience mix. townCharacter(null) returns CLASSIC_CHARACTER: the exact v1 literals.
- There is no
if (classic)in the ground path. A boot with no town key has no character, and that is what both?classic=1and the synthetic default get. Proven, not argued: the default boot's ground vertex+UV hashes arec4c72181 / 735250c9 / a300d701 / 12c1241b / bfa81387on HEAD and on R38, mesh for mesh, with the same four maps andcolor #ffffffon all of them.?classic=1hashesc4c72181 / c111d968 / 1a80ebcd / 12c1241b / fd0d3211— the R37-recorded classic set, unmoved. skins.groundMat(name, tint)keys the cache on the tint, and a null tint keeps the key exactlyground:<name>— so classic doesn't merely look the same, it gets the same cached material object.- The sky never touches
setSky.createLightingtakes askyoption feeding the baseskyName, becauseexternalSky(lighting.js:53) is a one-way latch with no un-set path — pushing a character sky through it would have silently killed R32's dawn dome on all 23 towns and beaten the rain dome. - The vacuous arm is per-town. Keying on
statefrom the towns index is the trap:newtown_godverseandredhill_godversecarrystate: ''(2 of 23), so a per-corpus arm drops exactly those two into a branch nobody printed. All 23 keys have their own entry (verified against the shipped index: 0 missing); an unmatched key returns the frozen literals withmatched:false, and the shell prints which key fell through. 21 distinct palettes across 23 towns (the 2 repeats are the deliberate godverse↔real sibling pairs, written as two entries so it reads as a decision rather than a fallthrough). - Why the two orphans were orphans, and it isn't what it looks like (Lane E's R38 finding, confirmed):
gravelandreddustcarryusevalues —"verge"and"outback"— that name no slot the oldground.jshad; it hardcoded four skin names. They were not unwired, they were unwireable. Fixed at the root by making the SLOT addressable: any skin name can be road / footpath / base / plaza, andusegoes back to documentation (groundMatnever read it — it builds a filename). Both are now selected: gravel = Castlemaine's goldfields tailings, reddust = Darwin and both Red Hills. - Lane E's grounds landed mid-round and the use-if-ready upgrade was a name change in one table,
which is what procedural-first is for:
grass-dry(Bendigo/Adelaide/Northbridge),grass-temperate(Daylesford/Katoomba/Bowral/Hobart/Launceston),coastal-sand(Fremantle/Newcastle). Tints re-picked against the delivered pixels (grass-drymeasures #c0b7aa, a pale tussock, not a green).skins.js's fallback table gained three entries prepended, becausegrass-dry/grass-temperateboth matched the old bare/grass/and would have fallen back to the one colour neither of them is.
| boot | character | ground actually bound | meshes |
|---|---|---|---|
default / ?classic=1 |
(none — frozen v1) | grass · djsim-road · djsim-footpath · brickpave, no tints | 5 |
darwin_real |
top-end red dust · sky monsoon |
reddust · asphalt1 #c8a894 · footpath1 #e0c4a0 | 4 |
hobart_real |
cold-light southern · cold-front |
grass-temperate #c0d4c8 · asphalt2 #9ea6ae · djsim-footpath #b4bcc2 | 4 |
bendigo_real |
goldfields dry · heat-haze |
grass-dry #cbbf92 · asphalt1 #c8bfa8 · footpath2 #e6dcc4 | 4 |
(4 meshes not 5 on real towns: no market district ⇒ no plaza quad. Unchanged from pre-R38.)
§1.4 — backyard Australia: +0 draws for every box prop, and a yard lot is finally a yard
Built inside buildings.js's existing boxMats — the same per-chunk InstancedMesh that already
carries shells, parapets and verandah posts. A world/yards.js could not reach it and would have paid
+1 draw × up to 31 live chunks against a margin of 8.
- 181 lots on the default boot: 145
house, 36yard(the brief's number, confirmed at runtime). - The dwelling is now inset off its boundaries — front garden, side gaps, and a back yard to put things in. Pre-R38 the shell was the whole lot, which is why 145 houses had nowhere for a hoist.
- A
yardlot had fallen through tobuildShopfront()since v1 — 36 lots Lane A explicitly labels "yard" rendered as blank 3.2 m sheds with a decorative door and two windows. They are now fenced blocks with a hoist, a fibro shed and often a tank. Net ~+100 tris each, because the shopfront it replaces was ~230. - Collision is byte-identical:
lotCollider(lot)is unchanged on every lot, and the lot rect is exactly where the fence now stands. - Per lot: fence 5 boxes (back + 2 sides + a front picket split around a gate) · hoist 3 (mast + two crossed arms = four arms) · aerial 3 (72% of roofs) · tank 2 (two boxes at 45° = a round tank in silhouette for 24 tris). 12 tris a box, ~130 tris a yard.
?yards=0reverts permanently and reproduces HEAD exactly (see the table above);?classic=1forces it off.
THE DEFECT MY OWN NUMBERS WERE GREEN THROUGH, AGAIN. The washing shipped at 256 instances, +1 draw,
+512 tris, cap respected — and was invisible from every angle a player can stand at. Two causes,
both only findable in a picture: (1) the instance origin used the unscaled PEG_DROP constant instead
of the per-instance sy, so every garment hung with its pegs below the line; (2) the paling fence was
1.75 m and the hoist 1.92 m, so a whole street of washing sat behind its own back fence. Fixed by
measuring against the object rather than the spec: fence 1.60, hoist 2.15 (a real hoist is
adjustable to 2.4 and a real paling fence is 1.5–1.8), and the peg line is now per-instance. The hoist's
arm was also a 6.4 m machine in a 5 m yard — the cap was on the half-span and read as the full one.
R37's lesson cost me a second round to relearn: green metrics over a wrong world.
§1.4's washing — the inverted wind weight, and why it is town-wide
wind.js:38-45 computes wH = clamp(y/4.4,0,1); wH *= wH — top-weighted, base planted. Correct for a
gum, upside down for a sheet, which is pegged at the top and free at the hem. On the shipped
amplitude (updateWind: 0.05 calm → 0.35 gusty) a 1.6 m line of washing under the canopy weight moves
0.10 cm calm / 0.67 cm gusty at the hem, and most at the pegs. I wrote the mode rather than dropping
the washing: applyWind(mat, {mode:'pegged'}) weights by distance below the peg line — hem 1, pegs 0
— giving 4.5 cm calm / 31 cm gusty at the hem, a ~52× gain and in the right place, plus a faster
flutter and a Z-flap because a sheet is a sail and a gum is a spring. The canopy string is
byte-for-byte what it was, so the gum-tree program compiles from the same source and the R17 covenant
argument is untouched. A third mode, wing, weights by |x| from the centreline for the magpie. All three
ride the one shared uWindAmp, so dead calm is still exactly * 0.0.
web/js/world/washing.js is ONE town-wide InstancedMesh — 1 draw at any N, cap 256, spent
proximity-first and refilled off chunks.onChunkBuilt / onChunkDisposed (the seam R37 §0.4 wired for
exactly this). A per-chunk washing mesh is "+1 draw" the way any per-chunk thing is: +1 × up to 31
live chunks = 4× the entire remaining budget. It is free when empty and to the vendored line:
all 21 real towns have 0 hoists ⇒ no mesh ⇒ exactly 0, and at night count = 0 (the washing comes
in) — measured washingCount: 0, magpieCount: 0 at segment NIGHT. Pegs come off hoistAnchors(plan, citySeed), exported from buildings.js and derived from the same yardLayout the geometry is
built from, so a line of washing cannot hang next to a hoist that moved. 181 hoists → 394 items → 256
active on the default boot. Fabric is a canvas weave: no fetch, ?noassets is one code path.
§1.3 — the magpie: +1 draw while he is on screen, exactly 0 otherwise; 182 tris of 900
web/js/world/magpie.js. One town-wide InstancedMesh, count 0 or 1. Merged primitives with baked
vertex colours — black body, white nape, white rump, white wing bars. swoopPos(launch, t) is
exported and pure (the tram's contract); the only state is when a launch starts, recorded as three
numbers. The ice-cream-container hat is cut and stays cut — no street verb exists.
Territory scales with the road graph, which was the binding correction and is the whole difference between a feature and a rumour:
| town | road graph | territories | nearest to spawn |
|---|---|---|---|
| synthetic default | 22 edges, 6.78 km | 6 | — |
darwin_real |
46.85 km | 39 | — |
hobart_real |
98.42 km | 82 | — |
bendigo_real |
2,593 edges, 188.6 km | 157 | 120 m (median 1,356 m) |
One per ~1.2 km of street, and only the nearest is ever instantiated, re-picked on the chunk seam. That is the swooping density, not the magpie density: territories are 2–4 ha so a suburb is thick with magpies and ~90% of males never swoop, so the sparse layer IS the 10%. A capacity-4 magpie on Bendigo would have put the nearest bird ~20 km away.
THE SEASON MECHANISM I SHIPPED FIRST WAS VACUOUS, AND THE SWEEP CAUGHT IT. A 364-day year with
swooping from ~1 August is real and completely unreachable (day 1 is January, a game day is 240 s). So I
seeded a per-town year offset — rng(citySeed, 'swoopseason', 0). plan.citySeed is the ?seed=
value and the town key is deliberately NOT in it (plan_osm.js:515 keeps it off the plan so the
Melbourne golden stays frozen), so all 23 towns share one seed, one offset, one answer: measured across
the corpus, 24 of 24 towns were 214 days from swooping season. The mechanism produced a constant, and
it would have gated green because ?magpie=1 forces it. Re-keyed on (citySeed, townKey):
newtown_realis in swooping season on arrival on the default seed — a real, unforced sighting.marrickville_real8 days out ·redhill_real12 ·bowral_real20 ·fitzroy_real50.- 129 of 1,000
?seed=values (12.9%) put the synthetic default in season on day 1 — against a design ratio of 42/364 = 11.5%. The distribution is the intended one, not an accident of one seed.
The latch, and F's gate arm, demonstrated:
| value | |
|---|---|
| after 3 swoops at 12 m | gotYouToday: **true**, swoopsToday: 3, launches: 3 |
after game.sleep() |
gotYouToday: **false**, swoopsToday: **0**, day 8→9, dayRolls: 4 |
| new localStorage keys | [] |
| save file mentions magpie/swoop/washing/yard | false (keys: cash, collection, day, savedAt, schema, town, wants) |
The day roll also puts him back on his pole — and that is not decoration. The first run of this
measurement read swoopsToday 1 → 0 but gotYouToday still true: the clear had worked and was then
re-set half a second later by the leg already in the air. A gate would have called a working clear a
failure. He now perches, and a swoop cannot be in progress across a night.
A bird perched on thin air. The first cut put the anchor at an arbitrary distance along the edge and
he hovered over the road. Territories now snap to furniture.js's own streetlight rule (s = 8, 26, 44…,
alternating sides, width/2 + 0.7) so he sits on a pole that exists. Perched, the instance is squashed
to 0.42 in X — the wings are baked into the one shared geometry, so folding them is the only pose there
is, and a magpie sitting with its wings spread is not a magpie sitting.
§1.1 — the audio inhabitation layer: SIX new mixer layers, zero draws, zero tris — and it PANS
Not a generalisation of audio.js:300-311: those are hardcoded bed layers, one per source class, each
with a bespoke rule. This is a generic point-source system — a table of six, each with its own mixer
layer, its own seeded anchor set derived from the plan, its own falloff, hours and day-of-week rule.
Nothing in it touches the scene graph; the zero is structural, not careful.
There is panning now, and there wasn't. playSfx is mono with a gain multiplier, so distance worked
and direction did not — and a dog equally loud in both ears is a dog nowhere. Rather than write that down
as a limitation, each layer gets a StereoPannerNode driven by the bearing-to-anchor dotted with the
camera's world right vector (matrixWorld column 0). Fail-soft to mono where createStereoPanner is
absent, with state.ambient.panning:false saying so. Measured live: pan spread −0.71 … +0.85.
Day-of-week is derived locally: dowOf(day) = (day-1) % 7 off PROCITY.game.day — not read from the
gig week, not imported, not persisted.
Standing on a residential street at midday, day 5 (Friday), after a real user gesture unlocked the context — 9 buffers loaded, and Lane E's six sounds landed mid-round in exactly the banks the table expects:
| source | anchors | status | measured |
|---|---|---|---|
dog-bark-fence |
63 | audible | 15 m, gain 0.169, 1 play |
magpie-carol |
57 | audible | 1.1 m, gain 0.221, pan 0.85, 1 play |
radio-through-window |
81 | audible | 15 m, gain 0.01 (edge of a 17 m radius) |
sprinkler |
32 | idle | in range, out of hours (6–10) |
mower-distant |
8 | idle | weekend only — day 5 is a Friday |
roller-door |
39 | idle | 222 m, radius 42 |
The falsifiability control, run on a third port with a patched manifest (sfx["dog-bark-fence"]
renamed to dog-bark-fence-MISSING, everything else byte-identical): that one source reports
no-entry, plays 0, and never reaches audible, 8 buffers instead of 9, the other five unchanged,
zero console errors. A missing key is silence by house law, so state.ambient.sources[key].status is
the only thing that can tell a missing key from a quiet street — which is why it exists.
Scope, stated rather than faked: anchors come from the plan, and all 21 real towns are 100%
use:'shop' in one district, so on a real town three of six report no-anchor (dog, mower,
sprinkler) instead of being pretended onto shopfronts. radio-through-window (flats above shops,
storeys ≥ 2), roller-door and magpie-carol (verge trees off the road graph) work everywhere:
measured on darwin_real 0/0/2/0/2/379 and bendigo_real 0/0/2/0/7/402. 6 of 6 on the default boot,
3 of 6 on real towns, and 6 of 6 everywhere the moment A's civic fetch lands districts.
One honest gap: audible OUTPUT cannot be confirmed headlessly on a first pass — the autoplay policy
needs a trusted gesture, and the automation browser's synthetic click does not always count. A real
click through the browser tool did unlock it (ready: true before I forced anything), and everything
downstream of the unlock — manifest resolve, fetch, decode, layer gain, pan, one-shot scheduling, play
counters — is measured above. Nobody in this loop has ears.
Lane E's R38 findings, taken and recorded
hills_hoistandtv_aerialfailed decisively (thin wire → thousands of fragments; a voxel remesh coarse enough for 600 tris erases the pole). Already built asboxMatsprimitives; they are now permanently primitive, which is also the +0-draw mechanism.magpie(894 tris) NOT ADOPTED this round, and the reason is the white. E's caveat is that it reads as a crow — traced to the operator's PBR bake, our decimation exonerated. Against it: my procedural bird is 182 tris (4.9× lighter), carries the white nape/rump/wing-bars as vertex colours, and fetches nothing. A magpie seen for 1.2 s in peripheral vision is its white bar; a uniformly dark bird is a currawong and the joke does not land. §1.3 does not hold for the tint — the GLB does. The swap point isbirdGeometry()/birdMaterial(), two singletons, one call site each. Deliberately no speculativeloadGLB: probing for a file nobody has shipped is the blind probe R26 spent a round killing.paling_fence(1,121 tris) andwater_tank(500 tris): no, on arithmetic. This town wants 905 fence runs (5 × 181 lots) ⇒ 1.01 M triangles against ~75 k spare, and neither can rideboxMats, so both would also pay draws. 24 tris of boxes is the answer, not a stopgap.furniture.js:30's "novelty_record is 26.5k tris" was stale by six epochs — 8,000 since R5. Comment corrected; the prop is still not inGLB_FILES, so the primitive draws either way, but the reason on file was wrong. Whether to wire it is a round that measures it.
Honest notes / handed on
- Zero fetch delta.
?noassets=1fetches the same 23 assets, same list, on HEAD and on R38. All four items are procedural: they add no network at all. (The 23 skin JPEGs under?noassetsare pre-existingskins.jsbehaviour, not mine — the asset law as implemented gates the manifest, the rig fleet, interior GLBs and audio, not the skin textures. Recorded, not touched.) ?classic=1constructs none of it:washingnull,magpienull,ambientOFF,yardsfalse, no meshes in the scene, ground hashes unmoved.- §1.4 is synthetic-only and says so. Real towns have 0 house/yard lots, so 0 hoists, 0 washing, 0 yard props — and the washing layer's mesh is never created there, which is where its "free on real towns" claim comes from.
- The four
THREE.PointerLockControlsconsole errors are the automation browser refusing Pointer Lock, same as R30/R37. 0 other console errors on every boot tested (default ·?classic=1·?yards=0·?washing=0&magpie=0&ambient=0·?noassets=1·?magpie=1· darwin · hobart · bendigo · the patched-manifest control). - Shots:
docs/shots/laneB_r38/— the hoist with washing on it over a paling fence, a residential street with aerials and front fences, an overhead row, the magpie perched on a streetlight and mid-swoop, and Darwin / Hobart / Bendigo showing three different grounds and three different skies.
Round 37 (v8 WAVE 0 §0.1 + §0.4) — THE KERB IS FOOTPATH: shipped at +0 draws, and tris went DOWN
John's ruling is in the geometry. The road quad narrows from the whole 28 m corridor to the
carriageway and the EXISTING merged footGeos class extends inward to meet it — so the 9 m band
registry.js has called "verandah'd footpath" since R13, and that buildings.js has been building
an awning over for just as long, is finally paved. All 14 gig posters were standing in painted
bitumen on the boot every player gets; 0 are now. Not one poster moved — the ground did.
Commit 47db478, pinned at lane-b/r37-kerb-footpath.
The economy: +0 draws is proven, and the charter's tri estimate was wrong in our favour
True A/B, fresh boots, two port-isolated no-store servers — :8178 serving HEAD (ground.js +
chunks.js restored from git show HEAD:), :8177 serving the treatment — at 2560×1440.
| control (HEAD) | treatment | delta | |
|---|---|---|---|
| synthetic ground | 5 draws / 224 tris | 5 draws / 216 tris | 0 / −8 |
| walked spine, 102 steps @ 8 m — worst frame | 276 / 99,880 | 276 / 99,872 | 0 / −8 |
| …sum of draws over all 102 frames | 20,081 | 20,081 | 0 — identical at every step |
8 bookmarks (street_noon … warehouse_fringe) |
— | — | 0 draws each, −8 tris each |
katoomba_real ground |
4 draws / 9,932 | 4 draws / 9,644 | 0 / −288 |
| katoomba walk, 120 steps — worst / sum draws | 100 / 7,703 | 100 / 7,703 | 0 |
The charter budgeted ~2 k tris and the honest number is negative. That estimate was made against
a class that already existed; extending a quad's width re-parameterises it, it does not add geometry.
The only quads that change count are the ones the arcade case removes (−8 tris per arcade edge:
no road quad, no two kerbs, one footpath quad instead of two). 36 arcade edges on katoomba ⇒ −288.
Fill-rate improves for free — 18 m of every synthetic main street stops being painted as road.
Surfaces proven by RAYCAST, not by reading the code
Sampling every 0.25 m out from the centreline and recording the topmost ground hit:
| edge | band (A's vergeBand) |
what is actually painted |
|---|---|---|
main@28 (synthetic) |
[5, 14] | road 0–4.75 · kerb 5 · footpath 5.25–17.5 · grass |
main@24 (real) |
[5, 12] | road 0–5 · footpath 5.25–15.25 · grass |
side@12 (real — 72% of the corpus) |
[3, 6] | road 0–3 · footpath 3.25–9.5 · grass |
lane@8 (real) |
[4, 4] degenerate | road 0–4 · footpath 4.25–9 — pre-ruling geometry |
lane@4 (synthetic) |
[2, 2] degenerate | road 0–1.75 · kerb 2 · footpath 2.25–5.25 — unchanged |
arcade@5 / @6 |
[0, w/2] | footpath from the centreline out. No road quad, no kerbs. |
residential side@14 |
[3, 7] | road 0–2.75 · kerb 3 · GRASS 3.25–6.75 · footpath 7–10.5 |
The lane case branches on bandOuter <= bandInner, never on a band literal — Fable's R37
correction landed mid-round and it was the right call: my brief said lanes are [2,2], which is
synthetic-only; 56 real lane edges are [4,4]. A literal would have been the same species of bug
this whole item exists to retire. Same reason the code consumes vergeBand(e)[0], not
roadWidth(e)/2: both roadWidth and edge.width are full widths, one of the carriageway and
one of the corridor, and that collision is why the bug survived seven epochs — reading the same call
A's corrected gate reads means the gate and the geometry cannot drift apart. Inversion (roadWidth > edge.width) is 0 of 31,039 corpus edges but a side under 6 m would do it, so Math.min(…, half)
guards it and lands such an edge on the degenerate path by arithmetic rather than by special case.
THE DEFECT I SHIPPED INTO MY OWN FIRST CUT, AND WHY THE SCREENSHOT CAUGHT IT
The first cut passed every number — +0 draws, −8 tris, posters clear, no console errors — and
painted every intersection shut. Four roads arriving at a pedestrian plaza; the carriageway simply
stopped at each junction. The cause is a 3.5 m assumption that was true for seven epochs: a footpath
outboard of the corridor only ever clipped the far corner of a crossing street, so footpath-over-road
(footpath y 0.02, road y 0.0) was invisible. At 12.5 m the same strip crosses the whole of the
perpendicular carriageway. Fixed by putting the carriageway on top under the flag (ROAD_Y
0.0 → 0.04): roads run through junctions, footpaths stop at the kerb they meet — which is what an
intersection actually looks like. Verified on the real graph's worst 4.3° junction (R20's
measurement, still the worst on katoomba): clean, no z-fight, no holes; the near-parallel sliver
reads as a paved traffic island. Road-on-road overlap in the junction box is unchanged and still
invisible for R20's original reason — one skin, one y, uniform asphalt.
The numbers were all green. Only the picture was wrong. ?verge=0 + a screenshot is why this round
did not ship a town whose streets don't connect.
Shots: docs/shots/laneB_r37_kerb/ — before/after at one pose (poster in the road → poster on the
footpath), before/after overhead at a degree-4 junction, street level, katoomba's 4.3° junction.
?verge=0 — the control, proven EXACT rather than "similar"
It reverts to pre-ruling geometry and stays in the codebase forever (Lane F's falsifiability control for the poster gate; A pinned its control to the flag, not to a line number).
- Ground vertex+UV FNV hashes under
?verge=0are identical to the HEAD build, mesh for mesh:c4c72181 / c111d968 / 1a80ebcd / 12c1241b / fd0d3211. Not "same draw count" — same vertices. - The same detector goes RED on the default boot (
40c54d19 / a300d701 / bfa81387), so the green means something. Vacuous-gate law applied to my own verification.
CLASSIC IS FENCED, NOT AMENDED — and Fable has the call
?classic=1 forces the ruling off (!CLASSIC && params.get('verge') !== '0' — the R31 dig-flip
pattern the other flipped flags ride), because a render-side ruling must not move a covenanted town's
output without an amendment ruling. Proven twice, and the second proof is the one that counts:
| classic, HEAD build | classic, this build | default boot | |
|---|---|---|---|
| ground geometry hashes | c4c72181 / c111d968 / 1a80ebcd / 12c1241b / fd0d3211 | identical | differs |
ground-only rendered pixels, 3 poses (640×360 render target, everything but ground hidden) |
79df268c / 91564001 / a09d1e52 | 79df268c / 91564001 / a09d1e52 | 1f867636 / 405957ac / d51ca7c9 |
| Hiding everything but the ground is what made this measurable: a full-frame pixel hash differed | |||
| between the two builds by ~30 draws and ~10 k tris with the ground provably identical — that was | |||
| citizens spawning on wall-clock time and a different prior chunk state, not my change. A pixel A/B | |||
| that includes a live sim is not an A/B. → **Fable: if classic should take the footpath too, that is | |||
your amendment ruling and it is a one-token change (drop the !classic term).** |
§0.4 — the chunk lifecycle seam: the producer was fine, the handle was missing
Diagnosis, measured on HEAD: !!PROCITY.chunks.ctx === false. The producer has fired
ctx.onChunkBuilt since R3 and Lane D's sim.onChunkBuilt has existed just as long, but ctx is
the shell's local object and createChunkManager never handed it back — so a consumer holding only
the manager (which is all PROCITY.chunks is) had nowhere to attach. LANE_D_NOTES §35 documents
chunks.ctx.onChunkBuilt = …, against a property that did not exist. That is the whole bug.
Two ways in now, both inert until used: chunks.onChunkBuilt(fn) → unsubscribe() (many
consumers — the single ctx slot is last-writer-wins and the v8 slate has several per-chunk systems)
and chunks.ctx, so the documented single-slot form works verbatim.
| proof | result |
|---|---|
| events over a 40-step walk | 136 built · 144 disposed |
| payload | {cx, cz, buildings, furniture, data}, buildings/furniture are Object3D, data.lots an array, and key === \${cx},${cz}`` |
| a second consumer | fires too — does not clobber the first |
the original ctx slot |
fires, alongside the subscribers |
unsubscribe() |
0 further events |
| a subscriber that THROWS | streamer survives, chunks keep building (guarded + console.warn) |
| zero behaviour change when nobody subscribes | a 102-step walk recording [draws, tris, chunks] per step hashes ceb1ec66 on BOTH builds (?verge=0 so the ground is identical too — any difference would be chunks.js) |
sim.js untouched (Lane D's file). The detail object is still allocated only inside the guard, so a |
|
| subscriber-free boot does the same two truthiness tests it has done since R3 and nothing else. |
Honest notes / handed on
- The market plaza gets worse before John's amendment, and that is the standing item, not new
damage.
ground.jspaints a 46×46 m brickpave square at the origin on top of the spine road (charter §Standing #1). With the footpath now 12.5 m either side, more of that square reads as pavement, and the carriageway (ROAD_Y0.04) now paints over the plaza (0.015) where they cross. I did not touch the plaza: it is awaiting John's ruling and picking a layer for it is a design decision, not a consequence of this one. Recorded so nobody reads it as a regression from §0.1. - Real towns have 0 residential edges (all lots
use:'shop', onemainstreetdistrict — the review's ruling-2 finding, confirmed from the runtime side), so the grass-verge branch never fires there. It fires on 6 synthetic edges. When the civic fetch lands districts, nature strips appear on real towns with no further code. - The four
THREE.PointerLockControlsconsole errors are the automation browser refusing Pointer Lock on a synthetic click — environment, not code, same as R30. 0 other console errors on every boot tested (default ·?verge=0·?classic=1·katoomba_real).
Round 30 (v7.0-alpha ledger #4) — THE COLLECTION UI + the SLEEP surface: shipped, verified against F's REAL core (nothing stubbed)
The crate is on screen: cover thumb · title/artist · price paid · where + day found; count, day and
cash in the standing HUD; SLEEP saves and wakes tomorrow. All of it built on PROCITY.game exactly as
§30.1 publishes it — and by verify time none of it was a stub: F committed the save core (207bcff)
mid-round, and every game-layer file my test server carried is byte-identical to that HEAD (diffed,
not assumed). Lane C stubbed because F hadn't landed; B landed after F did — the wave order worked.
What ships (web/js/world/hud.js — my file, my DOM-overlay patterns; +8 lines in venue.js, F's §30.4 filing)
- The game bar (bottom-right):
day N · $cashreadout +CRATE n(the standing-HUD count, opens the panel;Ctoggles it on the street) +☾ SLEEP→game.sleep()— enabled any time (alpha; home-base gating is beta). The shell'sonDayhook owns the wake toast; the bar just re-reads the contract getters. - The crate panel: newest find first; each row = cover thumb, title/artist (C's §30.1 fallback
chain title → sku → slotId),
paid $p · <where> · day d. Header totals finds + $ spent. Where = the shop's name off the plan when the entry'stownKeyis this boot's, else the town part of its townKey (redhill godverse) — honest, never guessed. - Cover thumbs = the pack atlas, cropped in CSS. The entry's
skuresolves against its pack index (per-shopassets/stock_godverse/<godverseShopId>/when set, else the town-wideassets/models/), and the row's 44 px thumb isbackground-image+background-size: 100/du% × 100/dv%+background-position: u0/(1−du)off the item'suvrect (origin top-left = CSS's origin, no flip — the WebGL V-flip in stockpack.js is exactly the transform NOT to apply here). Zero canvas, zero texture decode beyond the browser's own; B keeps its own tiny index-only fetch cache (base|type, read-only GETs — can't fight stockpack's texture cache). Parody finds (slotId, no sku) wear a type glyph by design (§30.4); so does any missing pack / unknown sku / remote (depot:/http) atlas. - Construction-gated like the R19 selector, but on the game itself: the HUD builds NOTHING at
createHUD— a lazy check (every 30th frame) builds the surface on first sight of a truthywindow.PROCITY.game(the shell constructs the game after the HUD).?classic=1/?game=0⇒gameis null forever ⇒ none of this DOM, the KeyC listener, or the help-line suffix ever exists — the gate is the game object, not a re-derivation of the flags. venue.js— F's §30.4 filing, fixed as filed: the compatvenueShopId("tonight's venue") was frozen at night-0's gig; now a live getter keyed toPROCITY.gigs.weekNight(0 pre-game/day-1 ⇒ exact pre-v7 value). No consumer of the field exists in-tree today (grepped), so the getter is pure forward-correctness for whoever reads "tonight" next.
Measured (fresh contexts, port-isolated no-store server :8151 — NOT :8130/:8144 — serving a code
snapshot + assets symlink, so F's mid-flight edits couldn't shift under the test; snapshot later
diffed clean against F's landed commits)
| check | result |
|---|---|
?classic=1 / ?game=0 (clean tab) |
game: null · game DOM 0/5 ids · help line byte-identical · 0 console errors |
| default boot | bar lazily built, day 1 · $191 (wallet-backed start), CRATE 0 |
3 finds via the REAL game.recordFind (godverse sku · town-wide sku · parody slotId) |
CRATE 3 · head 3 finds · $92 spent · thumbs from both pack bases (stock_godverse/158/, models/) — real cover art on screen (screenshotted), parody = ♪ · exactly 4 fetches (2 index + 2 atlas) |
foreign-town entry via the REAL game.import() |
row reads paid $25 · redhill godverse · day 1 (townKey fallback) · missing sku ⇒ placeholder, 0 errors |
sell seam (game.removeFind) |
4 → 3: bar + open panel both follow within one poll (≤6 frames) |
| SLEEP (button) | day 1→2 · weekNight 0→1 · wake DAWN 06:30 seg 0 · procity-save/1 on disk with day 2 + 3 entries · shell toast 🌅 day 2 · cash untouched · venueShopId re-keyed 116 → 490 (the §30.4 fix, proven behaviourally) |
| next boot (same profile) | the saved game LOADS and the bar/panel read it — persistence proven from the UI side too |
?noassets + a real-sku find |
0 stock/atlas fetches (asset law) · placeholder stands · 0 errors |
| cost | 50-row full rebuild 0.9 ms · first 3-row open 2.1 ms · DOM-only = 0 draws (C proved the class; unchanged) |
Honest notes: (1) the four THREE.PointerLockControls console errors seen mid-drive are the
automation browser refusing the Pointer Lock API on my splash click — reproduced click-free at zero,
absent on every clean-tab boot; environment, not code. (2) F's splash ("walk into town") was new in
the tree mid-round and sat over my first screenshot — noted, F's surface, untouched. (3) Beta polish,
not done: foreign-town rows could carry real display names via E's towns index (the selector already
fetches it) — one map at build time, when the money-shot pass comes.
Round 28 (v5.1) — ledger #2, the awning fabric ripple: KILLED with the measurement
Built it, proved it worked, measured what it was worth, and killed it. A 10×-over-driven billow — 1.4 m of flap on a 0.14 m canopy — cannot move 1% of the frame. It is not the gain; it is the geometry. The backlog item is closed permanently, and the reason names what would work.
R17 shipped tree sway and parked this with a physical reason: a posted verandah is a structural roof and does not flutter. R28 asked for the half R17 left — the stalls' striped canopies really are cloth, and they shared the rigid awning InstancedMesh, so neither could move without the other. That part was all true, and the split worked. The cloth just turned out to be invisible.
It was built, and it worked
Split the canopies out of the rigid mesh (own InstancedMesh, own subdivided box — a 4-corner box has
nothing to ripple), gave only them a cloth billow riding R17's existing wind.js uniforms: a
sin(πu)·sin(πv) pin (zero at the four corner posts by construction, peak mid-panel), two crossed
travelling waves, per-instance phase off world position so forty stalls don't breathe in unison.
Proven by rendered-pixel hashes, not by eye:
| proof | result |
|---|---|
| the cloth actually displaces (calm vs gusty) | 40f59eaf → d6d3e1f1 — moves |
| returning to calm reproduces the calm frame | 40f59eaf — identical |
uWindTime = 99 at amp 0 |
40f59eaf — identical (amp 0 ⇒ += …*0.0, the R17 pattern) |
?classic=1, same fixed pose, pre- vs post-change build |
453c0154 → 453c0154 — byte-identical |
| rigid verandahs / rest of town ride the wind? | cloth+trees hidden: 76c8b518 → 76c8b518 — still |
| …and the control proves I hid the right thing | cloth restored: frame moves again |
Cost at market_square, true A/B: +0 draws (98 → 98) / +2,160 tris. +0, not the +1 I'd written |
|
in my own comment — the square's chunks hold only stalls, so the rigid list empties, makeInstanced |
|
| returns null, and the cloth mesh replaces it rather than adding to it. |
And it is worth nothing — the sweep (amp is the same multiplier as gain)
| peak billow | frame changed |
|---|---|
| 0.02 m — CALM, the default weather amp | 0.05% |
| 0.14 m — STORM, the most any player ever sees | 0.21% |
| 0.35 m (2.5× over-driven) | 0.33% |
| 0.70 m (5×, absurd on a 0.14 m slab) | 0.49% |
| 1.40 m (10×, a canopy flapping a body-length) | 0.77% |
| At the player's actual browsing pose, storm-force: 0.00%, max channel delta 1. Not one pixel. |
The reason is physical, and it is the same physics that killed the verandah in R17. A canopy is a horizontal sheet at y 2.2 viewed by a 1.7 m player: you see it edge-on or from underneath, so a vertical displacement runs almost parallel to the view ray and produces almost no pixel change. You cannot see a flat horizontal sheet flex vertically while standing under it. No gain fixes that — 10× buys 0.77%, and anything that large stops reading as cloth and starts reading as a trampoline.
What would work, if wind in the market is ever wanted (for whoever reads this in round 35): the
motion has to be perpendicular to the view, which means vertical cloth — hanging stall skirts, a
flag, a banner, an awning valance. That is an asset (Lane E), not a shader. B's applyWind /
applyFabricWind seam is ready for it the day such a mesh exists; the shader was never the missing
piece. Ledger #2 leaves the backlog forever.
Kept from the round
Nothing shipped: buildings.js and wind.js are byte-identical to HEAD. Shipping an invisible ripple
would have cost 2,160 tris and a second draw path in the covenant town to move 0.05% of a calm frame.
The R17 rule was "ships or dies". It died — and it died with numbers, which is the only way an item
this old stops coming back.
Two vacuous measurements caught on the way (the epoch's own disease, still catching me): (1) a
!!material.onBeforeCompile check to prove the rigid verandah was untouched — every THREE.Material
inherits a prototype no-op, so it is always truthy; the assert could never go red, and I replaced it
with hasOwnProperty plus a behavioural hide-and-hash control. (2) a gain sweep that reported the
identical 0.21% at gains 0.4→4.0 because I never stored the shader ref, so uFabricGain never moved —
four identical numbers across a 10× range is a sweep that proves nothing, and it was the constancy,
not the value, that gave it away. Both would have passed as green.
Round 27 wave 4 — poseForShopFront shipped · and every real town's shops face away from the street
The micro-task is done and verified. In doing it I found why F photographed empty road: it is not
the pose. Every shopfront in every OSM town has faced away from its street since R18, and the tours
have been photographing the backs of buildings for nine rounds. Root cause is a CITY_SPEC that
contradicts itself. The fix is one line in A's plan_osm.js — proven, then reverted, because it
isn't mine and it needs a ruling.
1. The deliverable — DBG.poseForShopFront(sel, dist = 8)
Poses at a NAMED SHOP's frontage: door centred, sign band + R26 crate mark in shot, under the verandah.
clusterPose() answers "where is the town's HEART", which is the wrong question for a named shop —
Red Hill's heart doesn't contain Monster Robot, which is exactly how F got three frames of empty road.
Keyed through one shop selector: F's R22/R24 resolver lived inside enterShop(), so I extracted it
rather than grow a second key scheme beside it — a selector bug resolves the wrong shop and looks like
it worked (F's own first cut proved that), so the id-namespace law now has exactly one home.
Verified live, and this is the case that matters:
| call | resolves to | |
|---|---|---|
poseForShopFront(31) |
Wholefood Cafe (plan id 31) | + ambiguous: "31 is also the godverseShopId of Silky Oak Furnature — use 'g:31'" |
poseForShopFront('g:31') |
Silky Oak Furnature (godverse id 31) | the prefix IS the fence |
poseForShopFront('g:999999') |
{error} |
never throws, never guesses |
Framing proven by projection, not by eye — doorCentreNdcX = 0.0000 (exactly), door / sign / mark
all inside the frustum. Derived from buildings.js rather than hardcoded: door is centred on the lot
front (so off = 0, unlike poseForShop's off = 1.0); sign band is min(h,FACADE_H)−0.35 ± 0.25 ⇒
y 2.40–2.90; the mark is y 2.45–2.52; camY = 2.0 sits below the AWNING_Y = 2.95 verandah, so
a ray rising to a target ≤ 2.9 can never cross it — the sign is clear by geometry, at any distance.
2. Correcting my own R27 intel to F — I gave F two wrong numbers
My R27 note said the mark "rides high (y ≈ 3.3)" and the vinyl landmark blocks only 4% of it. Both
wrong. The mark is at y 2.45–2.52; I had ray-scanned y 3.0–3.6, which is empty awning air above the
sign — that is why it read ~0. Re-measured on the true band: the novelty_record disc (top y 2.50)
reaches into the mark band and clips ~15% of the strip from every offset — moving the camera only
changes which 15%, so there is nothing to dodge. The recommendation (shoot head-on) survives, but
for the opposite reason to the one I gave: not because the vinyl is clear of the mark, but because it
never isn't, and the repeating spines read through it anyway.
3. THE FINDING — real-town shopfronts face the paddock, not the street
Standing on Musgrave Road (Monster Robot's own frontEdge: 1316) and looking at the shop returns a
blank grey back wall: no sign, no door, no windows, no mark. Measured, not eyeballed:
| town | shop lots w/ frontEdge | facing their street | 180° backwards |
|---|---|---|---|
redhill_godverse |
35 | 0 | 35 (dot = −1.000) |
katoomba_real |
72 | 0 | 72 (dot = −1.000) |
| synthetic (default) | — | — | none — looks right, always has |
dot = −1.000 exactly, every lot, both towns: a convention, not a defect. Katoomba's street_noon —
the bookmark the release tours have shot for nine rounds — is 46 draws / 19,680 tris of bare road.
Root cause: CITY_SPEC contradicts itself, and the two generators each implement one half.
- CITY_SPEC:71 (the lots contract): "ry: … a GLB modelled facing −Z ends up with its facade's OUTWARD normal pointing at frontEdge. World facing = (−sin ry, −cos ry)" → −Z is the facade.
- CITY_SPEC:335 (posters, R15): "seated on the +Z street facade (B's canon: buildings.js facade +
venue.js door/queue/camera are all +Z;
lot + (sin ry, cos ry)·(d/2+ε))" → +Z is the facade.
plan_osm.js:443 obeys the first (ry = atan2(nx, nz), its comment says "facade (−Z) faces road").
plan.js (synthetic), buildings.js, venue.js and the R15 posters obey the second. Synthetic — the
town every golden and every one of us tests — follows B's canon and looks correct, which is precisely
why nine rounds of real-town work never caught it. This is the epoch's own signature species: a rule
meeting a case written after it. The +Z canon is the de-facto standard (v1→v5, every synthetic golden,
posters R15 ledger #1); plan_osm.js is the lone dissenter.
Proven, then reverted. One line in A's file — ry = Math.atan2(-nx, -nz) — flips katoomba from
0/72 facing → 72/72 facing, and turns B's poseForShopFront camera from 26 m out in a paddock into
4 m from Musgrave Road: the money shot F specified, shopfront + mark + kerb + a citizen at the door.
I did not commit it. It is A's file, it moves every real-town plan (⇒ real-town goldens re-pin under
amendment law), and a spec that contradicts itself is Fable's to rule on, not mine to pick a side of.
This also re-reads my own R22 diagnosis. I recorded "chunk-buildings 348 tris (0.2%)" in katoomba's busiest venue block and credited the atlas/instancing work. 348 tris is ~29 boxes: that was not efficiency, it was the buildings being absent from the frame, and I read the evidence as a win. The number was right; my reading of it was wrong, for five rounds.
Files: web/js/world/dbg.js (the helper + the extracted selector). No other lane's file touched.
Round 27 (on-call) — the R26 handshake verified against G's real manifest; intel for F's #5 money shot
R27 owes B nothing ("B/D: notes current; nothing else owed", "B/D on-call"). This is on-call work: F's
tour (#5) is specified as Monster Robot Party's frontage, B's mark visible — a claim my R26 verification
could not actually test, because G's manifest didn't exist yet and I proved the treatment against a temp
manifest I scaffolded and deleted. G has since shipped the real one (36d10ca). Claim now measured, not
assumed.
Monster Robot Party is in redhill_godverse, not newtown_godverse — the only town B ever tested the
mark in. F's money shot is posed in a town this treatment had never been verified against. It works.
The R26 handshake held, unmodified
G's real emission is {version:1, shops:[{godverseShopId, types, sourcing}]} — 15 entries, lands inside B's
tolerant reader (.shops, objects carrying godverseShopId) with zero coordination, exactly as the R26
note promised. The tier → sourcing rename (Fable's waves-1-2 ruling) did not touch B: the mark
deliberately never reads that field, so a rename of it cannot break the footpath. The "don't leak tier"
call paid a dividend it wasn't designed for — a cue that reads no field cannot break when the field moves.
Both arms proven live — the discriminating arm for the first time
R26's temp manifest marked all 18 keyed shops, so "manifest is the authority, not the key" was never actually exercised. G's real manifest makes it load-bearing: redhill has 9 keyed, only 4 stocked. Measured at Monster Robot's frontage (live chunk set), ground truth vs render:
| shop | keyed | in manifest | rendered |
|---|---|---|---|
Monster Robot Party #3962749 (real) |
✓ | ✓ | marked ✓ |
| Silky Oak Furnature #31 | ✓ | ✗ | bare ✓ |
| Thrift Shop and Eternity Boutique #908 | ✓ | ✗ | bare ✓ |
Two keyed shops stand metres from a stocked one wearing no mark, because they have no crate. The street
advertises exactly the crates that exist. (#31 is the same shop as Fable's R25 id-namespace bug — its
godverse id collides with a plan id; the mark reads godverseShopId only, so it is unaffected.)
Frontage: 135 draws / 74,354 tris, 0 page errors, manifest prefetched at boot.
Intel for F's #5 (no action needed from B)
The novelty_record landmark (B's furniture — a giant 0x1a1a1a vinyl disc on a post, marking record
shops) stands 2.5 m off Monster Robot's frontage and is prominent in the head-on frame. Measured
occlusion by ray-grid, so F can frame without guessing:
| band | head-on (8 m) | off-axis (+4 m) |
|---|---|---|
| mark + sign | 4% blocked | 0% |
| window glass | 22% blocked | 44% blocked |
Shoot head-on. The vinyl sits low (y≈1.3) and the mark rides high (y≈3.3), so it never meaningfully occludes the mark; stepping off-axis doubles the window occlusion instead of helping. A giant vinyl record in the frame of a record-shop money shot is a feature, not a blemish. (I first read the black disc as a render bug — it isn't; it's the landmark doing its job. Recorded so the next reader doesn't re-open it.)
No code changed this round; notes-only.
Round 26 (Fable's ROUND26 → Lane B) — #5 the polish pick: the stocked shopfront reads from the footpath
Shipped. A stocked godverse shop now tells you it's diggable before you reach the door — a crate of spines under the sign, and a warm-lamp-over-crates room behind the glass. Cost: +0 draws / +0 tris.
Pick rationale: of the three offered (signage/window treatment · awning ripple · tram-stop tri diet), this one is the beta's own theme — EVERY CRATE DIFFERENT is worth nothing if the street doesn't say which shops have a crate. (The tri diet is likely moot after E's R22 decimation; the ripple is a vibe with no beta dependency. Both stay on the list.)
The authority question — the manifest, not the key
The mark keys off stock_godverse/index.json membership, deliberately not off godverseShopId.
Keyed only means "this shop has a stock identity"; the manifest means "a crate is actually here". Marking
keyed-but-unstocked shops would advertise a crate the shop hasn't got — the street would lie, the one
thing this epoch keeps refusing to do. This is ledger #6's manifest (G emits, F consumes) doing a second
job for free: it is already the truth of who carries an atlas.
The mark does not leak tier. "You can dig here" is equally true of real and mint; provenance
belongs on C's price card and in E's gates, not shouted from the awning.
What it is (both halves free)
| cue | how | cost |
|---|---|---|
| crate mark — a row of seeded spines under the shop name | painted into the chunk's existing sign-atlas cell (drawSign → drawCrateMark), 7-colour palette, shop.seed LCG so a shop's crate is stable |
0 draws / 0 tris (same 2048² canvas, same 1 draw/chunk) |
| window cue — warm lamp over crates, not a generic 90s wall | rides the existing per-shop aTint attribute (roomTint → STOCKED_ROOM_TINT), ?winmap parallax path |
0 draws / 0 tris (no new attribute, no new material) |
Measured (newtown_godverse, 18 keyed = 18 stocked under a temp manifest, since deleted)
True A/B at one pose — manifest 200 vs manifest 404:
| control (404) | treatment (200) | |
|---|---|---|
| spine-marked sign cells | 0 | 3 (18,768 exact-palette px) |
| stocked window tint verts | 0 | 36 |
street_noon |
65 draws / 115,502 tris | 65 draws / 115,502 tris |
+0 draws / +0 tris — with the treatment proven on, not merely assumed. Stocked shopfront (Goulds Books, footpath pose): 85 draws / 144,730 tris, inside street law (≤300 / ≤200k).
Consistency check against ground truth: 3 stocked shops in the live chunk set (Dorrigo Hotel, Old Wares, Goulds Books) → 3 marked cells, 9 stocked window quads (3 shops × ~2.6 windows). Cues agree.
Covenants (re-proved — the prefetch is new code on the boot path)
| boot | keyed | stock_godverse fetches |
errors |
|---|---|---|---|
?classic=1 (zero-fetch covenant) |
0 | 0 | 0 |
default synthetic (?dbg=1) |
0 | 0 | 0 |
newtown_godverse, manifest 404 |
18 | 1 (404, eaten) | 0 |
Tested with the manifest present on disk — the harshest form: a stray fetch would have returned 200 and been unmissable.
Three traps this round (all self-caught, all recorded)
- The module-load fetch would have broken the classic covenant. First draft fetched the manifest at
module load → fires on every boot → a console 404 on the synthetic default and a fetch delta to
?classic=1, whose covenant is zero fetch. Restructured to lazyensureStockIndex()+ plan-drivenprefetchStockIndex(plan), called fromcreateChunkManager— keyed plans only. - The lazy trigger alone raced the first chunk build. With only the per-chunk trigger, boot showed
manifestRequested: [](spawn chunks had no keyed shops); the manifest only fetched after walking to a keyed shop — meaning the first stocked shop you approach would build unmarked. Fixed by prefetching at chunk-manager construction, before any chunk builds. Verified: manifest now fetched at boot. - A vacuous "zero cost" and a junk detector. First measurement read +0/+0 — because the manifest was
never fetched (stale
chunks.js+ a cached 404), so nothing had been applied. Numbers identical because the feature was off. Then the pixel detector reported 60 "marked" cells with no treatment at all — it was counting ordinary busy sign cells. Replaced with an exact-palette signature (the spine colours no registry sign uses): control 0, treatment 3. Vacuous-gate law applies to a lane's own verification, not just to gates — a green that can't go red proves nothing. Corollary recorded:force-cacheserves a deleted file (transferSize: 0, status: 200while disk 404s) — an A/B against disk state is not an A/B. Poison the cache (cache:'reload') or you are testing your own memory.
Handshake for G / F / C (manifest shape)
buildings.js reads the manifest fail-soft and shape-tolerantly: a root array, or .shops /
.entries / .atlases, of bare ids or of objects carrying godverseShopId | id. Any other shape, a
404, or ?noassets ⇒ no treatment, no error, no console noise. G's real emission (ledger #6) needs no
coordination with B — if it lands in any of those shapes, the footpath lights up on its own. B consumes
index.json read-only and emits nothing into stock_godverse/** — the temp manifest used to prove this
round was deleted; the directory is G's.
Files: web/js/world/buildings.js (the two cues + the lazy fail-soft reader), web/js/world/chunks.js
(one line: the keyed-plan prefetch).
Round 22 (Fable's ROUND22 → Lane B) — #1a the venue_night tri diagnosis → OWNER: LANE E
Verdict: the driver is the four GLB street-furniture props. 149,161 of 163,015 tris = 91.5% of the stress view. Not posters, not buildings, not pools, not the density widening per se. Owner = E (asset tris) per the ledger's own rule. Decimation clears the gate with ~120k to spare.
Method: katoomba venue_night, settled, then hide-a-layer-and-re-measure (frustum-accurate
attribution — a layer's cost is the tris that vanish when it's hidden), then the same drill inside
furniture, bucketed by geometry.
Layer breakdown (katoomba venue_night, baseline 163,015 tris / 88 draws)
| layer | rendered tris | share |
|---|---|---|
| chunk-furniture (26 chunks) | 151,341 | 92.8% |
| ground | 9,932 | 6.1% |
| venue-presentation (frontage+posters+pools) | 770 | 0.5% |
| lighting (sky dome) | 624 | 0.4% |
| chunk-buildings (26 chunks) | 348 | 0.2% |
| venue-posters | 222 | 0.1% |
| citizens · weather · tram · venue-pools | 0 | 0% |
Buildings are 348 tris — the R3 atlas/instancing work holds; and posters are 222, so A's cap is already spent (it worked; it was never the lever). Pools cost 0.
Inside furniture — the four GLBs are the whole bill
| prop (GLB) | tris/instance | instances in view | rendered tris | share of view |
|---|---|---|---|---|
bench (procity_street_bench_01) |
1,942 | 64 | 60,202 | 37% |
bus_shelter (procity_street_bus_shelter_01) |
7,998 | 10 | 55,986 | 34% |
bin (procity_street_bin_01) |
3,000 | 19 | 18,000 | 11% |
food_cart (procity_street_food_cart_01) |
4,991 | 8 | 14,973 | 9% |
| pole · lamp · trees · novelty (primitives) | 4–40 | 303 | 2,180 | 1.3% |
GLB total 149,161 (91.5%). Primitives 2,180 (1.3%). Identity confirmed by DCC-authored material names
(wire_143225087 — a Sketchfab scan, baked_mat, 2 wood frame , Material_0) — these are E's four
furniture GLBs, not our procedural materials. Two (bench, food_cart) are also MeshPhysicalMaterial, an
expensive shader for a 0.4 m street prop.
Why now, and why it isn't the density widening: shop count doesn't drive this — road density does. Real towns put a bench/bin/shelter cadence on a 966-edge graph, so ~100 GLB props land in the streamed set where synthetic had a handful. The props were always over-tessellated (a 1.2 m bench at 1,942 tris is ~5× the entire building stock in frame); real roads just finally presented the bill. This is my own R6 note coming due — filed then: "the street_bin GLB is 3.0k tris — heavy for a prop placed ~15×; a decimate to ~500 tris would give back tri headroom if the combined-lane budget tightens." It tightened.
→ Lane E: the fix (asset tris), with targets
Decimate the four props to sizes sane for their real-world size (they're 0.4–2.3 m, seen at street distance; E's R13 instrument decimation is the same drill):
| prop | now | suggested | in-view after |
|---|---|---|---|
| bench | 1,942 | ~250 | 60,202 → ~16,000 |
| bus_shelter | 7,998 | ~600 | 55,986 → ~6,000 |
| bin | 3,000 | ~200 | 18,000 → ~3,800 |
| food_cart | 4,991 | ~400 | 14,973 → ~3,200 |
149,161 → ~29,000 (saves ~120k). Projected: my baseline 163k → ~43k; F's 221,935 → ~102k —
both far under the 200k gate, with headroom for the pack's denser towns. (Cheap extra: drop the two
MeshPhysicalMaterials to MeshStandardMaterial.)
→ Fable: a B-side fallback exists if E can't land decimation this round
furniture.js already ships a primitive fallback for every GLB prop (the R4 "use-if-ready" path, the
?noassets route). So a distance/density-gated LOD — keep GLBs near the camera, primitives beyond — is a
contained Lane B change I can land quickly. I'm not doing it unilaterally: per the ledger this is E's
(asset tris), and source decimation is the right fix (it helps every town and every view, not just this
one). Say the word if you want the B-side gate as belt-and-braces.
Round 22 — #3 per-town bookmarks (Lane G's filed bug) — FIXED
Root cause: every "nearest" resolver in dbg.js sorted by distance from the world origin. That's
the town centre only on a synthetic plan. A real OSM town is projected about its cache's bbox centre
while its shops cluster hundreds of metres away — so bookmarks teleported into arbitrary far-flung
geometry, exactly as G reported. Measured origin-pick distance from the retail heart: katoomba 408 m ·
newtown 626 m · fremantle 371 m.
Fix: resolve every bookmark about the town's densest shop cluster (grid-bin the shop lots at 120 m,
heaviest bin's centroid = the retail heart) instead of the origin — byDist, lotsByDist,
streetViewPose, stopPose, and crossroadsPose's tie-break.
Gated on the REAL-ROADS signal (edges > 200) — the same primitive the R20 tram fence uses — so
synthetic and the marched fixtures keep their exact origin-centred behaviour and F's release-tour
control shot cannot move. This gate is load-bearing, not cosmetic: synthetic's anchor is only 117 m out
but it does re-pick (Anglibarn Op Shop → Dusty Pages), so an unconditional switch would have silently
moved the control. Same reason crossroadsPose's new tie-break is gated — a degree tie would otherwise
resolve differently on synthetic.
| town | edges | ref used |
|---|---|---|
| synthetic · melbourne · katoomba-fixture · silverton | 22 · 15 · 15 · 1 | origin — unchanged ✅ |
| newtown_godverse (G's town) | 1,626 | anchor (98, −629) ✅ |
| katoomba_real | 993 | anchor (−227, −625) ✅ |
Result on katoomba — shopfront bookmarks went from ~408 m adrift to ≤42 m of the retail heart:
arcade 7 m · milkbar_dusk/patronage_door/shopfront_detail 24 m · market_square 26 m · dig_real
42 m; strip views (street_noon, katoomba_main, district_posters) ~195 m — on the high street;
venue_night/queue_night ~345 m (that's A's venue placement, not the bookmark). All 19 resolve, 0
errors, synthetic 19/19 unchanged.
warehouse_fringesits 3,074 m out — correct by design: it's thefar:truefringe shot, and on a 5 km town the fringe genuinely is 3 km away. Left alone deliberately.
→ Lane F (ledger #4, the shared posing primitive): published on the harness as
DBG.townAnchor ({x, z, n, anchored, ref} — the retail heart + whether it's in use) and
DBG.clusterPose(kinds) (stand on the road at the densest cluster, look along it). That's your
cluster-pose finding as a dbg.js-consumable — the tour and the bookmarks now resolve through the same
primitive, so a tour shot and its bookmark can't drift apart.
Honest note on the baseline (mine 163,015 vs F's 221,935)
Same view, different number: my automation's rAF is throttled, so the live gig crowd never spawns (citizens measured 0 tris here) — F's number includes it (~59k of peds). This doesn't move the verdict: furniture is 92.8% of what I measured and still ~68% of F's 221,935, and the decimation above clears the gate on either baseline. Flagging it so F re-measures against the live crowd, not my throttled figure.
Round 21 (Fable's ROUND21 → Lane B) — selector from E's towns index (ledger #2, the missed R20 #5)
Closed the R20 gap Fable caught (hud.js:11 still hardcoded REAL_TOWNS). The real-town list now comes
from E's web/assets/towns/index.json (procity-towns-index/1), so it grows with the town pack instead
of being edited in hud.js. Verified fresh Chromium. Nothing else touched — the tram/ground work is done.
How it works (fail-soft by construction)
createHUD is synchronous, so the picker is built immediately from the fallback literal and then
upgraded in place when the index resolves. That ordering is the fail-soft: if the index never arrives,
the working list is already on screen.
- Index present → real names, states and shop counts:
Katoomba, NSW · 80 shops,Fremantle, WA · 80 shops,Newtown, NSW · 72 shops,Bendigo, VIC · 36 shops,Castlemaine, VIC · 24 shops. (roads:falsetowns would read· marched; none today.) ?noassets→ the fetch is skipped entirely (asset law — the shell doesn't load town caches there either, so reading the index would be pointless as well as illegal). Measured: 0 index fetches, fallback list, 0 errors.- Anything wrong with the index → the fallback simply stands. Exercised the exact chain against every nasty case; none throws, none rebuilds from junk:
| index case | result |
|---|---|
| 404 / missing · network error · malformed JSON | fallback stands ✅ |
towns: [] · towns not an array · junk entries (no key) |
fallback stands ✅ |
| good index | rebuilds from index ✅ |
REAL_TOWNS_FALLBACK is retained only as that fallback (comment says so) — it is no longer the source
of truth. Verified live: booting katoomba_real shows Katoomba, NSW · 80 shops pre-selected; the picker
fits (193 px of its 230 px max); 0 page errors; navigation unchanged (onchange is set once on the
<select>, so rebuilding the options never clears it).
→ Lane F: unchanged from R19 — no shell seam, the selector is entirely hud.js (already built by
createHUD), and it lives inside #pc-hud so setVisible(false) hides it for the beta money shot. Your
R19 gating call (always-in-HUD vs ?dbg) is still yours; one line either way.
Round 20 (Fable's ROUND20 → Lane B) — the tram ruling + ground polish (ledger #3/#4, v4.0-beta)
1. The tram ruling (ledger #3) — route by SHOP ADJACENCY, fence per-town
tram.js spinePolyline now walks from each dead-end of the main subgraph, greedily taking the
unused main edge that fronts the most shops (lot.frontEdge), and keeps the best-scoring path (ties →
longer). Component logic isn't needed — a walk can't leave its component.
Synthetic + fixtures are byte-identical, by construction and by measurement. A synthetic main node has
≤2 mains so there's never a choice, and its two dead-ends tie exactly ⇒ strict > keeps the pre-R20 start
⇒ the same route. Verified by running the old and new logic against the same plan: identical polylines
(Boolarra Heads: 7 points, 6 edges, 810 m, 172 shops fronted, 2 stops — unchanged).
| town | shops | shops fronting mains | OLD route | NEW route | stops | tram |
|---|---|---|---|---|---|---|
| synthetic | 493 | 172 | 172 | 172 (810 m) | 2 | RUNS (unchanged) |
| fixture melbourne / katoomba | 95 / 19 | 0 / 0 | 0 | 0 (378 m) | 3 | RUNS (unchanged) |
| fixture silverton | 12 | — (0 mains) | — | — | 0 | no-op (unchanged) |
| REAL newtown | 64 | 32 | 0 | 8 (1924 m) | 16 | RUNS |
| REAL castlemaine | 22 | 11 | 1 | 6 (2184 m) | 10 | RUNS |
| REAL katoomba | 69 | 7 | 0 | 3 (3784 m) | — | FENCED |
| REAL fremantle | 79 | 4 | 0 | 2 (3054 m) | — | FENCED |
| REAL bendigo | 35 | 7 | 0 | 1 (4376 m) | — | FENCED |
The alpha tram fronted 0 shops on 4 of 5 real towns — it really was a highway bus. Shop-adjacency improves every town, but on katoomba/fremantle/bendigo the best main chain still fronts <5 shops, so per Fable's fallback the tram is fenced per-town.
The fence keys off the REAL-ROADS signal (edges > 200), never shop count alone — because the marched
fixtures legitimately front 0 shops on their mains (the marched spine is bare; the avenues carry the
shops), so a naive shop-count fence would have killed their v2 tram. Synthetic (22 edges) and fixtures (15)
are an order of magnitude under the threshold and can never be fenced. Threshold: shopsFronted < 5.
2. Bug found + fixed en route: phantom tram stops on real graphs
The stop projection mapped every shelter in the town onto the route with no distance gate — harmless on
synthetic (2 shelters, both on the spine), nonsense on a real graph: Newtown produced 149 stops (~9 min
of pure dwell at points the tram never passes). Added a 30 m gate (a shelter sits halfRoad+1.7 ≈ ≤16 m
off its own centreline, so every genuine stop survives): newtown 149 → 16, castlemaine 37 → 10;
synthetic 2 and fixtures 3 unchanged.
3. Ground polish at real intersections (ledger #4) — measured, NO fix needed
Real Katoomba: 325 degree-3+ junctions, 28 under 30°, worst 4.3° (near-parallel). Viewed at grazing eye
level (the worst case for z-fighting) the worst junction reads clean — no z-fight, no gaps: continuous
tarmac, correct footpath/kerb. Why it holds: the layers are already y-separated (road 0.0 / footpath
0.02 / kerb 0.06) so nothing co-plane-fights across layers, and road-on-road overlap at junctions is
invisible by design — OVERLAP = 1.5 makes strips overrun their nodes on purpose, and they share one
skin, one y and one merged draw, so a UV mismatch can't read on uniform asphalt.
- Cosmetic only (v4.0 candidate, not a defect): at ultra-acute (<10°) junctions the footpath/kerb strips of the two near-parallel roads double up on the sliver between them. Reads busy, not broken.
4. Selector polish (ledger #5) — BLOCKED on E
E's web/assets/towns/index.json hasn't landed (build_towns.py still WIP), so REAL_TOWNS stays
hardcoded this round. It's a one-line swap to fetch('assets/towns/index.json') when E lands.
→ Lane F (B→F tram verdict + selector): tram runs on synthetic, all fixtures, newtown and
castlemaine; fenced on katoomba, fremantle, bendigo (routeInfo.fenced + reason are exposed
for your smoke). Selector gating (always-on HUD vs ?dbg) is your call — one line either way.
→ Lane A (finding, with measurements): only a small slice of shops front a main edge on real towns —
katoomba 7/69, fremantle 4/79, bendigo 7/35, newtown 32/64, castlemaine 11/22. The real high
street is coming out classified side, which is why the tram must be fenced on three towns. If your
main/side classifier promoted shop-dense ways to main, the fence would lift and the tram would find the
actual high street. Worth a look beyond the tram: onMain also gates gigs.js pickVenues pub placement.
Round 19 (Fable's ROUND19 → Lane B) — the town selector (ledger #4, beta pull-forward, non-blocking)
Shipped the in-game town picker; verified fresh Chromium. No index.html seam — it lives in hud.js,
which already owns its DOM overlay.
hud.js town selector
A compact <select> in the HUD overlay (top-left, styled to match, pointer-events:auto so it's usable
when the pointer is free — Esc first). 9 options: ▸ Synthetic — procedural + the 3 OSM fixtures
(osmTownKeys() minus _real: Melbourne/Katoomba/Silverton) + the 5 real-road caches (Katoomba, Newtown,
Fremantle, Bendigo, Castlemaine — hardcoded REAL_TOWNS, since there's no towns manifest yet; beta derives
it from an index). Selecting navigates: synthetic → clears plansrc/town; a town → ?plansrc=osm&town=<key>,
preserving all other params (seed, flags). Current town pre-selected; an unknown current town is added
so it still shows.
- Verified end-to-end: picked
katoomba_realthrough the dropdown → it navigated + booted real Katoomba (966 edges / 323 intersections / 3 venues), selector then reads "Katoomba · real roads". 0 page errors. - Lives inside
#pc-hud, sohud.setVisible(false)hides it for F's money shots (no extra work).
→ Lane F (B→F "selector seam"): there is NO seam — the selector is self-contained in hud.js (already
constructed by createHUD). Nothing to wire in index.html. If you want it gated (e.g. ?dbg only) that's
a one-line setVisible/guard call, your choice; I left it always-in-HUD as a modest debug-grade feature.
Corner-strips spot-check (R18 failure-item #3) — ground fills real intersections OK
Overhead look at a degree-4 real intersection (58 exist on the current graph): the merged road strips
overlap-fill the junction (carriageway continuous, lane markings + zebra crossing render, no gross gap).
Acceptable for the alpha; a finer acute-angle / z-fight pass is a beta detail. ground.js is road-agnostic
enough for real topology.
Budget note → F (measured against A's UNCOMMITTED WIP — caveat, not a final finding)
F's BIG_CITY one-liner (e6fcb7b) is live and working — real Katoomba now streams big-city (radius 2 +
shadows off), chunks 50 → 26. But against the current working tree the venue block is still ~237k
tris at night — and that tree carries A's uncommitted R19 finalization WIP (plan_osm.js modified;
the graph grew 799 → 966 edges / 323 intersections = junction-joining in, but the far-island CULL not yet
applied). Fable's ruling calls the cull "half of B's tris problem", so the ≤200k gate needs F's fix AND
A's committed cull together — re-measure the busiest real block after A pins (that's the deferred
"tris post-cull" re-measure; it genuinely waits on A's commit, per the R18/C lesson that the dev server
serves other lanes' uncommitted edits). Not filing 237k as a defect — it's mid-finalization.
The uncommitted docs/shots/v4_alpha/katoomba_mainstreet.png
Present in the tree since before this R19 session (not a deliberate save of mine — my audit screenshots are browser-tool captures, uncommitted). Likely a prior B-audit capture. F should reshoot deterministically via the tour harness for the official money shot regardless; treat its provenance as unverified.
Round 18 (Fable's ROUND18 → Lane B) — irregular-geometry audit (ledger #4, v4.0-alpha REAL ROADS)
The deliverable is the failure list. Audited katoomba_real on E's real roads (schema v2, 484 OSM
ways → a 799-edge / 872-node graph, 126 real intersections (99 deg-3, 27 deg-4), edges 3.5 m–1303 m
(28 short <12 m), span ~3945 × 4944 m). E's roads cache landed mid-audit; verified fresh Chromium,
cache-busted (the shell force-caches town JSON).
Verdict: Lane B's streetscape is ROAD-AGNOSTIC — it consumes the CityPlan graph generically and survives
Real Katoomba boots with 0 page errors; every B system builds and renders on the irregular graph —
ground strips, furniture (39 chunks / 148 trees), town-wide pools, tram, chunk streaming (chunks.count
scales), buildings, wind. The real main street reads well (road + footpath + streetlamps + a working gig
poster + citizens; docs/shots — the Screaming Utes bill renders on real bones). Like C's interiors, the
streetscape needed no code change to eat real geometry. The real risks are elsewhere (below).
FINDING → F (gate-blocking, proven one-line fix): the BIG_CITY adaptive heuristic misfires on real roads
index.html sets BIG_CITY = plan.shops.length > 120 → radius + shadow-pass. Real-roads towns invert
the assumption: Katoomba has 20 shops (< 120) but a 799-edge / 5 km graph, so it stays small-town
mode (radius 3 + sun-shadow ON) and streams 50–52 chunks → the busiest venue block hits
~280k tris (clean load, settled) — BREACHES the 200k gate (draws 150, still < 300).
Proven fix — boot with ?r=2&shadows=0 (= what BIG_CITY mode would give): venue block drops to
84k tris day / 104k night, 20 chunks, 72 draws — comfortably under. Recommend: extend the
heuristic to the graph, e.g. BIG_CITY = plan.shops.length > 120 || (plan.streets?.edges?.length||0) > 200
(catches Katoomba's 799; leaves synthetic Boolarra's 22 untouched). One line, index.html; the concept is
B's adaptive-streaming (LANE_B_NOTES R3) extended from shop-count to edge-count. This is the charter's
mega-strip/density risk in Lane B's budget.
Tram (spine assumption — Fable's flagged risk): degrades gracefully, no crash — fence-ready, not fenced
spinePolyline walks one main chain from a degree-1 node. On real Katoomba (232 main edges) it runs a
3527 m / 49-edge chain = 21% of mains (the longest walkable chain — plausibly the real main road);
the other mains form other chains with no tram. No crash, deterministic, ≤2 draws as ever. Arbitrary-
but-functional for the alpha. A smarter route (pick the shop-adjacent chain) or a hard fence (tram off on
real-roads towns) is a v4.0-beta call — no clean plan.mode marker is exposed to key a fence off, so
I did not add untested fencing this round (alpha philosophy: surface + document). Fence-ready via the
same edges.length > 200 signal if beta wants it.
Furniture / pools scale to real geometry (no break)
Town-wide pools = ~4989 instances on Katoomba (all in the ONE InstancedMesh → still ~1 draw;
built upfront, fogged beyond the streaming radius). Lamp cadence = ~4906 town-wide. 28 short edges
(<12 m) get 0 lamps (the for(s=8; s<len-4; …) loop — graceful sparsity, not a crash). No fix needed.
Correction — the "disconnected graph" I first saw was a SYNTHETIC-FIXTURE artifact, NOT real Katoomba
Stress-testing A's selfcheck roads fixture first (before E's real cache landed) produced a fully
disconnected graph (4 edges / 8 nodes / all deg-1 / 0 intersections) — Douglas–Peucker flattened its
near-collinear coordinates and dropped the junction vertices. Real Katoomba does NOT have this
(126 intersections form correctly). So it's a fixture-degeneracy note, not a real-town finding — but
worth flagging to A that DP can drop junctions on near-straight ways (charter risk #4, fidelity).
For F's alpha gate (assertion list, all green on real Katoomba except the budget finding)
boots 0-error · graph has real intersections (deg ≥ 3 present) · my modules all build · budget needs the BIG_CITY fix (else 280k > 200k at the venue block; with it, 104k) · tram no-crash · pools ~1 draw.
Round 17 (Fable's ROUND17 → Lane B) — wind sway SHIPS (ledger #5, parked since R7)
Verdict: SHIPPED, not killed. The R7 park reason ("touches shared materials") was tested against
R16's measurement-over-brief standard and is a non-blocker: the gum-tree billboard material lives
in furniture.js (Lane B), so wind sway is entirely Lane B — no C/E material seam. New file
web/js/world/wind.js + two small hookups (furniture.js applies it, weather.js drives it).
What ships
wind.js— one shared uniform set (uWindTime,uWindAmp) +applyWind(material)(anonBeforeCompilevertex patch: top-weighted horizontal sway, per-instance phase from world position so neighbours desync,#ifdef USE_INSTANCING-guarded) +updateWind(dt, intensity).- Trees only. Gum-tree canopies sway. Awnings are excluded — a measured call, not a punt:
they're rigid posted-verandah box slabs (
buildings.js), and a structural verandah roof doesn't flutter. (Fabric-canopy ripple would be a separate v3.3 item — the striped canopies share the rigid awning InstancedMesh today, so splitting them is its own task. Not needed for "wind sway ships.") - Weather-driven:
updateWindis called only fromweather.update(dt)→ base breeze on any weather-on boot (amp 0.05, clear included) scaling to rain gusts (0.05 + intensity·0.30 ≈ 0.35).
Byte-identical when weather is off (the covenant)
updateWind runs only inside weather.update, and the weather system is not constructed under
?weather=0 or ?classic=1 — so uWindAmp stays at its init 0, and the injected displacement is
sin(...)·0.0·h == 0.0 → transformed += 0.0 → identical vertices → identical pixels. Verified:
amp=0, two differentuWindTimevalues → 0 / 180,000 region pixels differ.?weather=0boot →uWindAmp 0, advancing time → 0 tree-motion pixels.?classic=1boot →uWindAmp 0, trees render, 0 console errors (shader patched but inert).- No plan change, no fetch, no rng (time-based, not seeded) — F's classic gate (
0x3fa36874+ fetch delta) is untouched; the sway is pure render.
Sway works + budget
- Realistic rain amp 0.305: advancing 0.8 s moves ~14,100 / 180,000 region pixels (clear motion); exaggerated amp 2.5 moves 101k. Trees render normally with the shader (verified the side-street verge — natural canopies, no glitch/explosion).
- ~0 draws (a handful of ALU ops in the tree InstancedMesh's existing vertex program — no new geometry, no new draw). 0 console errors (GLSL compiles clean).
→ Lane F (B→F handshake): SWAY SHIPPED. It's in old frames now under the default boot (weather-on).
?classic=1 / ?weather=0 are sway-free and byte-identical (proven above). README ?weather note, if
you grow one, can mention "trees sway with the wind." No new asset (procedural), so E has nothing to do.
Round 16 (Fable's ROUND16 → Lane B) — v3.1 THE FLIP: town-wide pools + default-boot re-baseline
Two deliverables. Verified fresh Chromium, seed 20261990. (Ran before F's flip landed — my pools are
gig-gated so they work under ?gigs=1 now, and the re-baseline uses explicit all-four-flags URLs =
the post-flip default-boot content; F re-confirms against the real default at close.)
1. Town-wide streetlamp pools (ledger #4) — venue.js
Extended the R13 instanced-pool pass from venue frontages to every streetlight + bus shelter. New
townPoolSpecs(plan) replicates furniture.js's exact lamp cadence off the plan's street graph (a lamp
every 18 m from s=8, alternating sides, at off = halfRoad+0.7) and reuses the exported
busShelterStops(plan) — read-only, furniture.js untouched (imported the one function). All pools
(venue + town) ride the one existing InstancedMesh, so town-wide is still ~1 draw:
- 381 pool instances / 1 draw / ~760 tris for Boolarra Heads (22 edges, 27 nodes). Night-driven via
the existing opacity ramp;
fog: truenow (was false) so distant pools fade into the night fog instead of floating as dots over un-built chunks (pools aren't chunk-streamed). A/B'dfog:false— no dramatic difference and a dot-risk on bigger towns, sofog:trueis the keeper. - Gig-gated → classic parity by construction: venue.js only exists under the gig layer, so
?classic=1(gigs off) is pool-free = v2 parity. No always-onfurniture.jschange (the v3.0 blocker). - Pure function of the plan (deterministic cadence, no rng) → no new seeded draws (release law).
2. Default-boot budget re-baseline (ledger #4) — the number the budget law now means
Measured on the default boot content (gigs + weather=rain worst-case + winmap + tram all live),
settled (shoot-twice / clean-load to defeat the orphan-chunk teleport inflation):
| view (default boot, all flags) | draws (composer total) | tris | gate |
|---|---|---|---|
| busiest venue block (pub, NIGHT, rain, 3/4) | ~157 scene / ~170 total | 66k | ≤300 / ≤200k ✅ |
venue_night |
122 | 53k | ✅ |
queue_night |
121 | 61k | ✅ |
district_posters / street_noon (wide main spine) |
185 | 131k | ✅ (worst tour shot) |
market_square (densest daytime, fresh) |
97 | 52k | ✅ |
No budget bust. The flip adds ~3 draws (rain Points 1 + tram 2; winmap 0 — it's a shader on existing windows), and the town-wide pools add ~0 (1 instanced mesh). Worst default-boot street view measured is 185 total draws / 131k tris — ~115 draw / ~70k tri margin. (Pools are night-only, so the pre-existing daytime dense-citizen ceiling — Lane D territory, ~275 total per R13's live-walk — is unchanged by this round; winmap/rain add ≤3 there. F's live week-soak confirms the full-density number.)
3. Bookmark spot-check on the default boot
All 19 bookmarks resolve, un-letterboxed, 0 page errors with all four flags on. Rain particles +
tram + winmap now appear in the old opt-in frames and compose cleanly — street_noon rainy (177 draws
/ 114k tris) frames the strip with rain + storm sky + wet road, nothing blocked. No pose fixes needed.
→ Lane F (B→F handshake — the default worst-case numbers): default boot, busiest venue block = ~170 total draws / 66k tris; worst street view (wide main spine) = 185 / 131k; densest daytime = 97 / 52k. All ≤300 / ≤200k. Town-wide pools are ~1 draw. Re-confirm against the real default once your flip lands; the pool sprite is procedural (no asset, E has nothing to do).
Round 15 (Fable's ROUND15 → Lane B) — verify the hero after A's poster flip (v3.0 release)
Task: re-verify queue_night after A's ledger-#1 flip (35da83c: buildPosters item 1 → +sin,+cos
street face, ry = lot.ry + π; gig golden re-pinned 0x1f636349 → 0x4f4a549d, synthetic frozen).
A's placement is correct — verified. The pub's own-frontage poster moved from 15.9 m behind the
building (R13/R14) to 0.09 m from the door on the +Z street face, facing the reader (A's ry+π
composes with venue.js's +π render → the printed face points along the street outward normal, name
not mirrored). No pose change needed — my R14 prediction held.
But a night-lighting gap surfaced (and John sanctioned the fix). Posters are unlit
MeshStandardMaterial (emissive 000000); nothing illuminates them at night (marquee/pools/glow are
emissive materials, not lights). Measured the frontage poster centre pixel: DAY [183,71,59]
(vivid) → NIGHT [4,0,1] (pure black) — so queue_night (seg 5) still framed no readable bill, the
very thing A's golden move was for; district_posters was dark for the same reason. Fix (venue.js,
John-sanctioned exception to the R14 freeze): posters get emissiveMap = <the poster art> +
emissive = white, emissiveIntensity ramped in update() by night (0 by day → 0.55 at night,
same lerp as the glow/pools). Self-lights the bill after dark; daylight stays byte-identical
(emissive 0 → verified the midday SCREAMING UTES spine poster is pixel-unchanged, no glow/wash). No new
rng, no plan change, goldens untouched (0x3fa36874 / 0x4f4a549d both frozen). ?noassets fallback
poster self-lights too (its canvas exists, zero fetch).
Verified fresh Chromium, seed 20261990:
queue_night(seg 5, live queue spawned): marquee + window glow + streetlamp pools + readable red poster by the door + queue punters + dark CLOSED neighbours. 90 draws / 29k tris.district_posters(seg 5): a venue poster now reads on the spine (was black). 180 draws / 138k tris.- Daylight spine poster: byte-identical to R13/R14 (day emissive ramps to ~0).
venue_nightreads. - Spine posters face the street everywhere (A's flip only moved item-1 frontage posters; item-2 pole posters unchanged, still readable).
→ Lane F (B→F handshake): HERO VERIFIED. queue_night frames queue + marquee + A's now-visible
poster; drive the queue live in tour_shots.py (the rAF is throttled in automation — I spawn D's
VenueQueue manually to preview). Shoot at seg 5 (NIGHT) — the poster now reads there (fix above),
and night is required for the pools + window glow. Poster night-readability is on venue.js's update()
ramp, so the shell's per-frame venuePresentation.update(gigState.byVenue) already drives it.
Round 14 (Fable's ROUND14 → Lane B) — v3.0 RELEASE: alias retirement + the tour audit
Release round — no new systems. Three B files touched (audio.js, venue.js, dbg.js); no world
geometry, no rng, goldens frozen (0x3fa36874 synthetic, 0x1f636349 gig — neither moved). Verified
fresh Chromium, seed 20261990, ?gigs=1.
1. Alpha-alias readers dropped (debt #1 — B first; F unblocked)
The R12 window.PROCITY.gigs scalar alias (.state/.on/.venueShopId/.cover/.paid/…) is retired this
round. B's readers removed:
audio.jsvenueGigState()— dropped the alias hop (g.venueShopId === shopId → g.state). Now byVenue-only + the clock fallback:g.byVenue[id]→ elseplan.gigsnight-0 vs the segment.venue.jsstateGetter()— dropped the bare-string arm; readsgigStates.byVenue || gigStates(F passesgigState.byVenue, confirmed atindex.html:379). Seed call is nowupdate(null).
Verified live: F's gigState.byVenue reads {116:'on', 404:'on', 490:'quiet'} at NIGHT (pub + RSL
playing, band_room dark); passing it to venue.update() lights the marquee with no string arm, and
audio.js resolves each venue's gig-<genreKey> with no alias hop. Audio engine loads live.
→ Lane F (you can now delete the alias): an alias-surface sweep (all of web/js/**, index.html,
tools/**) confirms CROSS-LANE CLEAN — no A/C/D/E file reads the scalar alias (interior_mode.js
uses onOf()/gigOf(); sim.js uses shell-driven setGig). The only remaining alias readers are your
own 20 lines in tools/flags_check.py + tools/qa/gig_shot.py (.venueShopId×12 → venueShopIds[0]
or an explicit id; .state×5 → stateOf(id); .cover×2 → coverOf(id); .bandName×3 →
bandNameOf(id); gig_shot.py:81 already prefers stateOf(id)). Delete the alias getters at
gig_state.js:141–151 + migrate those tool lines in the same commit; !!P.gigs existence checks keep
working (the per-venue machine still exists). CITY_SPEC §v3 runtime block loses the alias line (with A).
2. Bookmark / tour audit under ?gigs=1 — all clean, no pose fixes
All 19 bookmarks (16 v2 + venue_night + district_posters + new queue_night) resolve, frame
un-letterboxed, 0 page errors, ≤300 draws. The district's in-place venue conversions hijacked
no bookmark: night_neon→"Video Regal" (openLate is never converted), dig_real→"Retro Groove"
(a real record shop survives — multiple per type). Framing eyeballed clean on the tour spread:
street_noon, venue_night, queue_night, tram_stop, district_posters, night_neon. No dbg.js
pose changes were needed beyond adding queue_night.
- Measurement gotcha (re-confirmed):
DBG.shotteleports, so shooting many bookmarks in sequence leaves orphan chunks that inflate tris on later shots (saw 238k onpatronage_door; 42k on a fresh load / shoot-twice-to-settle). Shoot from a clean load, or twice, for the true per-frame count. - Observation → Lane D / Fable (not a Lane B fix):
tram_stopis a stable ~293k tris — real, from close-range full-detail GLB ped rigs on the footpath (framing is fine). It's not a venue block (F's tri gate measures at the venue block, ~64k), so it likely doesn't trip the gate, but it exceeds the 200k reference for a tour shot; worth a look if a close ped shot lands in the release set.
3. queue_night — John's release hero (dbg.js)
New bookmark queue_night (seg 5 / NIGHT / 'on'): a close 3/4 on the pub door, biased to the venue's
+right (the queue side). New poseForVenueQueue() recomputes venue.js's frontage geometry from the
pub lot: DIST 7 m out on the street, SIDE = mw/2 + 2.2 m to the queue side, eye 2.2 m, looking at
the door lifted to y2.7 (catches the marquee). Verified: frames marquee + window glow + streetlamp
pools + the queue. The queue is spawned by the shell's live rAF loop (index.html:383 builds D's
VenueQueue on openOf(id)), so F's gig_shot.py must drive it live (the automation rAF is
throttled — I confirmed the pose + D's line by manually spawning VenueQueue at the pub queueZone: 2
punters seat at the door, facing it).
- → Lane A (blocks the hero's poster):
queue_nightframes door + marquee + queue, but no poster lands in the close frame — the pub's own-frontage poster is still on A's local −Z (the BACK wall,gigs.js buildPostersitem 1-sin,-cos; measured 15.9 m from the +Z street facade), and the nearest spine poster is 53 m away. Per Fable's "fix poses, don't touch world code," B did not work around it. Flip item 1 to+sin,+cosand the frontage poster seats by the door — in the existingqueue_nightframe with no pose change. (Re-flagged from R13; now it gates John's hero shot.)
4. Poster-repetition call (debt #4) — FINE, no ask to E
Tonight's 14 posters carry 2 distinct designs (Screaming Utes / screenprint ×7, The Dead Ringers / xerox ×7 — different skins, different bands). Variety = number of venues playing tonight (one seeded skin per gigId), so a spine run reads as two real band bills, not a repeat. Only a town where a single gig plays everywhere would look monotonous (rare, and reads as "a residency"). No new templates needed.
5. Town-wide streetlamp pools — v3.1 candidate (Fable ruling, no code)
Fable ruled the night pools stay venue-scoped for v3.0 (town-wide needs always-on furniture.js
changes that fight flags-off parity in release week; venue blocks read fine — venue_night proves it).
Parked here as a v3.1 candidate alongside wind sway and bench-sit loiter. No R14 code.
Round 13 (Fable's ROUND13 → Lane B) — the district reads by night (?gigs=1, v3.0-beta)
Four B pieces, all gig-gated (flags-off byte-identical, verified). Files: venue.js (rewrite),
audio.js (spill), dbg.js (bookmarks). Verified in a fresh browser context (the stale-module
trap bit me once here — the pre-warmed tab served R12 venue.js; a cache:'reload' + hard nav fixed
it, proof = the returned object's key set flipped from R12 {frontage,venueShopId} to R13
{venues,venueShopIds,queueZones,…}). Seed 20261990 = Boolarra Heads, 3 venues: The Exchange
Hotel (pub/pubrock, id116), Wangaratta RSL (rsl/covers, id404), The Vinyl Shed (band_room/grunge,
id490); 14 gigs/week, tonight Screaming Utes @ pub $10 + The Dead Ringers @ RSL free.
1. venue.js generalised to N venues — createVenuePresentation(plan, skins, scene)
Now renders every plan.shops with s.venue, not just the pub. Returns
{ group, venues[], update(gigStates), dispose, venueShopId (primary/alpha compat), venueShopIds[], queueZones{}, queueZoneFor(id), frontage (primary, compat), posterCount, posterDraws }.
- Frontage per venue — warm marquee slab + emissive bulb row over the door, on B's +Z facade
side (
sin ry, cos ry; buildings.js canon), plus a window-light spill wash (additive, faint night baseline + gig glow). Ramped per-venue byupdate(). - Streetlamp pools (the night-readability pass) — one procedural warm radial sprite, one
InstancedMesh for the whole district (door pool + 2 footpath pools per venue). Night-driven (on at
NIGHT, off by day — streetlamps don't care about gigs), so venue blocks read on the Friday-night walk.
Scoped to venue blocks; town-wide deferred on purpose (would need always-on
furniture.jschanges → breaks flags-off parity). - Posters, town-wide, instanced per gig. A given gig's poster is identical wherever pasted, so B
groups
plan.postersbygigId, picks ONE seeded skin per gig, and renders each group as a singleInstancedMesh→ 14 posters tonight = 2 draws / 2 canvas textures (was 1 mesh + 1 canvas each). Band name overprinted in the skin'snameZone; flat printed-poster fallback on 404 /?noassets. ?noassetsfetch fix (latent R12 bug). R12posterTexturefetchedposter-*.jpgeven under?noassets. R13 gates the fetch behind!noassets(read from the URL, like buildings.jsWINMAP). Measured?noassets=1&gigs=1: 0 poster fetch, 0 audio/manifest fetch — the gig layer adds no network over the documented 22-JPEG facade/ground baseline. Venue still builds (flat posters), no crash.
2. audio.js muffled spill → per-genre, per-venue (debt #1 closed on B's side)
The R12 spill hard-coded pubrock-live; E's rename made that a silent bed (band mimes). Now B
import { gigKeyFor } from '../citygen/gigs.js' (the ONE genre→bed map) and spills each venue's
gig-<genreKey>. Walks the venue list, the nearest venue at doors/on within 26 m wins, so
pub→band_room→RSL crossfades the genre through the same 470 Hz lowpass. Verified beds resolve to
E's manifest: pub→gig-pubrock, RSL→gig-covers, band_room→gig-grunge (all present). Audio engine
loads live with the new citygen import; flags-off it loads fine and the spill loop is skipped
(no s.venue shops). F: delete the GIG_BED bridge — B no longer needs it.
3. Queue-zone marker (for Lane D) — venue.queueZone = { x, z, ry, len }
Each venue publishes a queue zone: a subtle chalk-pale ground strip beside the door (past the
marquee edge, out on the footpath), running along the frontage. queueZones = { [venueShopId]: zone }; also queueZoneFor(id). Contract for D: (x,z) = the head (front of queue, at the door
end); the line extends in (sin ry, cos ry) for len metres; a queuer faces the door =
(−sin ry, −cos ry). D places poses at head + (sin ry, cos ry)·s for s ∈ [0,len]. Verified 3
zones seat correctly (pub head (−30.9, 390.0) beside the door). D's fallback ("straight line from the
door") stays valid if the zone is absent.
4. dbg.js bookmarks — the street money shots (for tools/qa/gig_shot.py)
venue_night(seg 5): stands 13 m in front of the pub frontage — lit marquee + streetlamp pools + window spill + queue + posters, dark CLOSED neighbours behind. The street money shot.district_posters(seg 5): the spine at night, poster poles + lit frontages receding.- New
poseForVenue(kind, dist)resolves from the live plan (falls back tostreetViewPosewith no gig layer, so flags-off shots don't crash).
update(gigStates) — the shape to agree with F (F drives it every street frame)
update is polymorphic: pass { [venueShopId]: 'quiet'|'doors'|'on'|'done' } (a plain object or
Map, or { byVenue: {…} }) for per-venue frontage lighting; a bare state string is alpha
compat and lights only the primary pub (plan.gigs[0].venueShopId). F R13 ask: build
window.PROCITY.gigs.byVenue = { [venueShopId]: { state, cover, paid, … } } (keep the alpha single
object as a compat alias) and call venuePresentation.update(PROCITY.gigs.byVenue). audio.js reads
PROCITY.gigs.byVenue[id].state too (falls back to the alpha alias, then a clock fallback from
plan.gigs night 0), so the spill works across the transition. Until F wires the map, only the pub
frontage marquee lights from the alpha string — pools + baseline window glow (night-driven) light
all venue blocks regardless, so the district still reads at night.
Budget (measured, fresh Chromium, gigs-on, NIGHT, all frontages lit, busiest = pub block)
| view | scene draws | tris | gate |
|---|---|---|---|
venue_night (composer total) |
96–113 | 19–32k | ≤300 / ≤200k ✅ |
| pub block 3/4 street (worst of 4 poses) | 154 scene (~167 total) | 64k | ✅ ~130 draw margin |
district_posters (composer total) |
142 | — | ✅ |
| Gig-night layer cost is tiny: pools 1 draw, posters ≤2 draws (instanced per gig), frontage | |||
~3 draws/venue-in-frame. ?noassets=1&gigs=1 worst 176–198 (post passes vary), still ≤300. **0 |
|||
| console errors** in every mode (gigs / gigs+noassets / flags-off). |
→ Lane A (a finding for you — cross-lane, please flip one sign)
buildPosters item 1 seats each venue's own frontage poster at lot + (−sin ry, −cos ry)·(d/2)
— the lot's −Z side. But B's facades/doors are on +Z (buildings.js canon since round 1, and
the shipped town the player faces), so the venue-frontage poster lands on the back wall: measured
for the pub it's 15.9 m from the street facade, 0.07 m from the back. The CITY_SPEC "front = −Z"
poster convention disagrees with the building convention — a street-side sibling of debt #4's RY
clash. Fix: item 1 → +sin, +cos (the spine-run posters, which use the pole outward-normal
derivation, render correctly and face the footpath — verified "SCREAMING UTES" readable, not
mirrored). B renders A's (x,z,ry) verbatim (mesh oriented ry+π to face A's −Z normal), so once A
flips, the pub gets its poster with no B change. Not blocking the money shot (marquee + pools carry it).
Round 9 (Fable's ROUND9 → Lane B) — v2 tour bookmarks + the tram (?tram=1)
Two deliverables, both v2-law clean (default boot untouched, golden hash frozen, qa.sh --strict GREEN):
1. v2 tour bookmark poses (dbg.js) — F shoots these
Added 8 bookmarks to js/world/dbg.js (16 total now), all measured un-letterboxed at 113–188 draws:
rain_verandah (the money shot — open VIDEO shop w/ winmap parallax, CLOSED dark neighbours, night rain),
patronage_door, dig_real, katoomba_main, tram_stop, rain_street, night_crowd, shopfront_detail.
Best combo to shoot the hero: ?winmap=1&weather=rain&dbg=1 → DBG.shot('rain_verandah') at night seg 5.
tram_stop now picks the nearest-origin shelter stop (most open framing — the spine-end stop was
boxed in by big buildings); frames the bus_shelter cleanly at midday.
2. Tram (?tram=1) — new file js/world/tram.js, NON-BLOCKING for the tag
One small bus/tram, out-and-back loop along the main-street spine, door-dwell (3.5 s) at each
busShelterStops stop, ping-pong reverse at the ends. Deterministic (position is a pure function of
elapsed time — verified byte-identical across fresh instances). Exactly 2 draws (textured body +
merged headlight pair — verified via renderer.info delta). Composes with weather/night: headlights
emissiveIntensity jumps 0.15→1.6 when lighting.isNight(). "TOWN LOOP" canvas livery. ring() is a
door-bell stub (audio still parked). Flag-off is byte-identical (shell never constructs it).
→ Fable (F, shell wiring — I don't touch index.html)
import { createTram } from './js/world/tram.js';
const tram = params.get('tram') && params.get('tram') !== '0'
? createTram({ scene, plan, camera, lighting })
: null; // default-off; needs lighting.isNight() for night headlights
// in the street branch of the main loop: if (tram) tram.update(dt);
Flags-table row: ?tram=1 — owner B — landed, default-off, self-contained module (F wires the 2 lines
above). Smoke: boot ?tram=1, assert scene.getObjectByName('tram') present + tram-group render delta
≤2 draws. No collision in v0 (player walks through — noted for v3). lighting.isNight() is assumed on
the lighting object; if F's lighting exposes night differently, pass a predicate — tram degrades to the
day headlight value if isNight is absent (guarded).
Round 8 (Fable's ROUND8 → Lane B) — weather (?weather=1), carried from R7
New file js/world/weather.js + a one-line setSky() on lighting.js. Seeded, deterministic, cheap.
- Weather state —
weatherFor(citySeed, day=0)→{ state, intensity }, weights ~57% clear / 24% overcast / 19% rain (AU coastal-town plausible; verified over 400 seeds).day=0today (one day cycle); a future day-counter rolls new weather. Seed 20261990 (default town) rollsclear, so?weather=1there is v1-identical — use?weather=rain(orovercast) to force a state for demos/smokes, or a rainy seed (7, 424242). - Rain — ONE draw: a camera-following
THREE.Pointslayer with a procedural streak sprite and a fall+wind vertex shader (no CPU per-particle). Plus wet ground (darken + drop roughness on the shared ground materials, restored on dispose) and a matching rainy sky dome (lighting.setSky→ summer-storm/monsoon/cold-front). Overcast: greyer dome, no particles. Fully procedural — 0 depot/GLB fetch (the sky swap is a skin JPEG, same class as the town's own). - Budget/composition/determinism: worst view 141 draws (day rain) / 126 (night) — ≤300.
Composes with
?winmap+ night — rain outside a lit interior-mapped window is the money shot (docs/shots/laneB/weather_rain_night_winmap.png). Deterministic per seed.?noassetscompatible. 0 console errors in all states. Flag-off is byte-identical (the shell simply never constructs weather).qa.sh --strictGREEN. (Deferred, "if cheap": vertex-shader wind sway on trees/awnings — needs touching furniture's tree material + skins' awning material; noted, not done this round.)
window.PROCITY.weather contract (Lane D consumes this — decision #1)
Shape: { state: 'clear' | 'overcast' | 'rain', intensity: 0..1 }, stable for the session.
intensity is 0 for clear, ~0.3–0.6 overcast, ~0.45–1.0 rain. Set by createWeather when the flag is
on; F sets { state:'clear', intensity:0 } when off so D always reads a valid value (below). D:
read it, don't import weather.js.
→ Fable (F, shell wiring — I don't touch index.html)
import { createWeather } from './js/world/weather.js';
const wp = params.get('weather');
const weather = (wp && wp !== '0')
? createWeather({ scene, plan, skins, lighting, camera, force: /^(clear|overcast|rain)$/.test(wp) ? wp : null })
: null; // seeded when ?weather=1; forced when ?weather=rain|overcast|clear
window.PROCITY.weather = weather ? weather.state : { state: 'clear', intensity: 0 };
// in the street branch of the main loop: if (weather) weather.update(dt);
Flags-table row: ?weather=1 — owner B — landed, default-off, self-contained module (F wires the 3
lines above). Smoke: boot ?weather=rain, assert rain Points present + PROCITY.weather.state==='rain',
0 errors.
Round 6 (Fable's ROUND6 → Lane B) — place the orphaned street props
Placed the two published-but-unconsumed street GLBs (procity_street_bin_01, procity_street_bus_shelter_01)
via the existing use-if-ready furniture GLB path (fail-soft to primitives; ?noassets → primitives,
0 network verified). All in furniture.js (+ a 3-line collider merge in chunks.js).
- Bins — genuinely sparse now (one loop, ~1 per block:
s += 78 m, seeded side per edge), a country town not a mall. Decoupled from benches. GLB (3.0k tris) on its 0.57×0.68 footprint, primitive fallback. - Bus shelters — on the street graph, and this is the future tram/bus-stop contract. Deterministic
rule: the midpoint of every MAIN edge whose
hashEdge(id) % 3 === 0, on the road-side footpath by the kerb, long axis along the edge, open front to the road — yields 1–3 per town (2 in seed 20261990). The GLB (2.33×2.4×1.41, 8.0k tris) gets a solid oriented-rect collider so the player rounds it (furniture now returnscolliders;chunks.jsmerges them intogetColliders). Collision-verified: a straight walk into it is blocked.- → whoever builds the V2 tram/bus loop: call
busShelterStops(plan)(exported fromfurniture.js) →[{ edgeId, x, z, yaw }]. It re-derives the stops from the exact same rule the shelters are placed by — pure function of the plan, zero side effects. That is the stop list; don't re-invent it. To move/space stops, change the one rule +busShelterStopstogether.
- → whoever builds the V2 tram/bus loop: call
- Perf (measured, worst view WITH the rig-fleet citizens, midday): 94k tris · 148 draws — both
well under the ≤200k / ≤300 gates (~100k tri and ~150 draw margin). Determinism holds (seed → same
props). All-flags-on (
?winmap=1&dig=1&roster=stream) composes clean, 0 console errors. Shot:docs/shots/laneB/bus_shelter.png.qa.sh --strictGREEN.- → Lane E (decimation candidate, not blocking): the
street_binGLB is 3.0k tris — heavy for a prop placed ~15×; I bounded it with the sparse cadence, but a decimate to ~500 tris would give back tri headroom if the combined-lane budget tightens. (Same class as the deferrednovelty_record.)
- → Lane E (decimation candidate, not blocking): the
Round 5 (Fable's ROUND5 → Lane B) — v2: the Vuntra window trick, behind ?winmap=1
- Parallax interior-mapping glass (V2_IDEAS "window trick"). Behind
?winmap=1, default-off. Single-cube interior mapping in one sharedShaderMaterialon the existing window geometry: each glass fragment casts the view ray into a virtual room box and shades the surface it hits (back wall- seeded shelf silhouettes with product blocks, side walls, floor/ceiling) — a plausible room with
real parallax, zero extra geometry, still 1 window draw/chunk. Per-shop variation rides
attributes (
aTangent= window right vector,aTint= seeded room colour,aSeed= shelf variation), not per-shop materials. Verified live: rooms are visible through the glass with parallax day + night.
- seeded shelf silhouettes with product blocks, side walls, floor/ceiling) — a plausible room with
real parallax, zero extra geometry, still 1 window draw/chunk. Per-shop variation rides
attributes (
- §3.5 respected via the same
uHour/uNight+aHoursthe closed-facade system uses: at night an open shop's room glows warm ("Video Regal" lit), a closed shop's room is dark ("Second Time" dark) — screenshots indocs/shots/laneB/winmap_*.png. - v2 prime law held.
WINMAPis read straight from the URL in buildings.js — no shell seam, so F only needs a flags-table row, noindex.htmlwiring. Flag-OFF path is byte-identical to v1:windowQuadcollapses to the v1hoursQuad(no extra attributes) and the finalize uses the v1windowMaterial()— verified: flag-off windows areMeshStandardMaterialwith noaTangent; flag-on are the interiorShaderMaterialwithaTangent. Seeded fromshop.seed(deterministic). - Budget + fetches: flag-on worst continuous-walk view with citizens 122–168 draws (≤300);
the shader is 100% procedural — measured 0 fetch delta vs the
?noassetsbaseline (both 22 = the pre-existing facade/ground skin JPEGs).?noassets=1&winmap=1adds no network. 0 console errors in all modes.qa.sh --strictGREEN (4/4);GOLDEN.hashuntouched (no plan change).
→ Fable (F2 flags table): ?winmap=1 — owner Lane B — state landed, default-off — needs no
index.html wiring (self-read in buildings.js). Smoke: boot ?winmap=1, walk a block, glass shows
rooms; night open=warm / closed=dark.
Round 4 (Fable's ROUND4 → Lane B) — done
- B1 — closed-facade visuals (§3.5, the headline). Closed shops now render dark windows + a
red CLOSED plate; open shops (esp. the one
openLatevideo rental at night) render lit windows; the door tooltip reads🔒 <name> — CLOSED · opens HH:00on aim. Batched — the facade atlas is untouched: per-shop open/closed rides on a per-vertexaHours(vec2 = the shop's[open,close]) feeding TWO shared shaders (window emissive gated by open AND night; plate alpha gated by closed), driven by ONE pair of shared uniforms (uHour/uNight) updated once per day-segment change — no per-shop materials, no per-frame poll. lighting.js dispatches aprocity:segmentevent (numeric hour matching Lane F'scurrentHour()); buildings.js listens and callssetFacadeHours. Verified live: 22:00 → only "Video Regal" lit, every other facade CLOSED; midday → all open, no plates; tooltip correct. Worst view with citizens: 200 total draws (≤300). - B2 — shot harness (gate-6). (a) Letterbox "fixed": the bars were not a composer bug (I
proved the composer/renderer/camera are correctly 1280×720 in headless at every stage) — they were
street_noon/arcade/warehouse_fringeposes jamming the camera against a big building wall. Reframed those bookmarks to look down a street (streetViewPose), so all 10 tour shots now fill the frame. Also added a defensivecomposer.setSizesync inDBG.renderper F's request. (b) Added the 3 missing poses F listed (crossroads_busy,residential_collar,warehouse_fringe) — resolved from the live plan (busiest node / house-or-backstreets lot / outer-ring street), always a valid full-frame pose.night_neonnow frames the open video shop glowing amid its CLOSED neighbours (the §3.5 money shot).tools/shots.py→ 10 un-letterboxed shots, 0 console errors. - B3 — street-furniture GLB upgrade +
novelty_record. furniture.js now upgrades primitives to depot GLBs via a synchronous use-if-ready check at chunk-build (no async write into a live chunk;?noassets→ primitives, 0 network verified). Placed the novelty_record landmark on the footpath in front of every record store (and a food_cart by market stalls / milk bars). ⚠ measured GLB tris: bench 1.9k ✓, food_cart 5.0k ✓, streetlight 5.0k ✓, but novelty_record is 26.5k (5× the ≤5kglb_law) — × many instances it spiked the busiest view to 574k tris. So novelty_record stays on its low-poly primitive (giant vinyl disc, budget-safe) until Lane E decimates the GLB — same treatment the ped rigs need (→ Lane E). With that, the bench GLB verified sitting on its exact footprint (0.44×1.21), tris back to ~25k.
bash tools/qa.sh --strict GREEN (4/4) after these changes. Round-4 files: dbg.js, buildings.js,
lighting.js, hud.js, furniture.js (+ these docs, + docs/shots/laneB_r4/).
Streetscape + game shell. Files: web/index.html, web/js/world/*, web/js/world/fixture_plan.js.
All numbers measured in-browser (Chromium, M-series) via renderer.info, 1280×720-ish viewport.
renderer.info.autoReset is off and reset once/frame, so draws/tris are the true per-frame
totals across all passes (scene + bloom + output). "scene draws" below excludes the ~11
post-processing passes; "total" adds them.
Perf — fixture (fixture_plan.js, "Yarraville Junction", 26 shops, radius 3, shadows on)
| metric | measured | gate | status |
|---|---|---|---|
| draw calls | 148 scene (~159 total) | ≤ 300 | ✅ |
| triangles | ~5.8k | ≤ 200k | ✅ |
| skin materials (city-wide, shared) | 21 | ≤ 25 | ✅ |
| live chunks (radius 3) | 12 | — | — |
| chunk build | ~1–8 ms | 4 ms/frame budget | drained 1/frame |
Walked the fixture end-to-end (~310 m of main street + the backstreets): contiguous, no seams,
chunks stream in/out silently (live count 8↔12 as you move; build queue never starved), day/night
cycles through 6 segments, signs legible, door tooltips + procity:enterShop fire, collision
stops the player at wall−radius (measured 10.62 m against an 11 m frontage, radius 0.38). Runs with
web/assets/ renamed away — no crashes, flat-colour fallback town, canvas signs still legible.
Perf — Lane A integration (generatePlan, "Boolarra Heads", ~493 shops, 1 km², radius 2 auto, shadows off)
Lane A's generatePlan landed mid-build; index.html prefers it over the fixture (guarded import),
so this is the shipped default now. It is a full city with content in nearly every chunk — far
denser than the fixture the ≤300 gate was sized against.
Streetscape numbers below are buildings + ground + furniture only (what Lane B owns), measured by a scripted continuous walk (real streaming + disposal, so ≤25 live chunks — no orphan-chunk inflation).
Round-3 re-measure WITH Lane D citizens (pop 140, the shipped default). Driving the real loop
(chunks.update + citizens.update) along the dense corridors via window.DBG, up to 125 active
peds at midday: worst continuous-walk view 263 scene / 275 total at MIDDAY and 275 total
at NIGHT — ≤300 everywhere, ~25 draw margin. Peds are a batched impostor layer (~1–2 draws for
the whole near tier), so they cost far less than their count. Radius-2 auto is already the spawn
default for a big city; no config change was needed. (Fable's independent integrated read is ~191 on a
typical main-street view.)
| metric | measured | gate | status |
|---|---|---|---|
| draw calls (worst gameplay view, continuous walk) | ~261 total (249 scene) | ≤ 300 | ✅ ~40 draw margin |
| draw calls (typical street view) | ~130–210 total | ≤ 300 | ✅ |
| triangles | 12k–25k | ≤ 200k | ✅ (huge headroom) |
| skin materials (shared, city-wide) | 5 | ≤ 25 | ✅ (facade atlas collapsed ~22 facade mats → 1) |
| live chunks (radius 2, walking) | ≤ 25 | — | — |
| chunk build | min ~1 / median ~8 / max ~22 ms | 4 ms/frame | ~1 heavy chunk/frame |
Integration verified: Lane B streams and renders Lane A's 493-shop city correctly — facades, signs,
doors, ground, furniture, day/night all work. Collision holds for the arbitrary lot orientations
generatePlan emits (e.g. ry = −1.32 rad); see the collision fix below.
Adaptive settings (index.html)
BIG_CITY = plan.shops.length > 120. Big city → radius 2 + no sun-shadow pass; fixture → radius
3 + shadows. Override with ?r=N / ?shadows=0|1. Dropping the shadow pass ≈ halves draw calls in
dense areas (the shadow map re-renders every caster) for little visual loss in a flat-lit low-poly
town — LANE_B doc explicitly allows "none".
Draw-budget close-out (this session) — the gate now holds with margin
Fable's first integrated smoke test read ~334 draws at spawn (that was radius 3, pre-adaptive) and the deep districts appeared to peak ~445. Two things closed the gap:
- Facade texture atlas (
skins.js+buildings.js). Every facade skin packs into one 2048² atlas (6×6 slots, each pre-painted with the skin's flat fallback colour, then the JPEG drawn over it — house law preserved), so a chunk's facades merge into one mesh (was ~5–8 per-skin meshes) and ~22 facade materials collapse to 1 (this also fixes the "≤25 materials was at the cap / over for some seeds" concern — now 5 city-wide). UV convention mirrors the sign atlas. - Instanced-mesh merges. Awnings were one InstancedMesh per skin (red/green/blue) per chunk; now one per chunk with per-instance colour (the stripe JPEG lived on the awning's unseen top face, so flat colour reads the same under the verandah). Shells + parapets + posts merged into one InstancedMesh (per-instance colour) instead of two.
Measured effect (worst dense frustum): 393 → 265 scene draws; worst continuous-walk gameplay view ~261 total. Note the earlier "445" figures were partly a measurement artifact — teleport- jumping between distant spots left orphan chunks the real streamer disposes; a proper walk never exceeds the radius-2 set. Verified day + night, facades still textured, awning colours still varied.
Architecture decisions worth knowing (for Lane F)
- Ground is built once, not streamed. The street graph is a handful of edges; merged flat quads are a few draws total and can't seam. If Lane A ships a many-hundred-edge network, revisit.
- Sky/lighting are global, re-centred on the player each frame (dome radius 650, sun follows).
Linear fog at
(radius+0.4)·64 mdoubles as the chunk pop-in mask. - Per-chunk streaming = buildings + furniture only.
ChunkManagerkeeps chunks within Chebyshev radius R, disposes past R+1, drains a nearest-first build queue under a 4 ms/frame budget. A single dense chunk can exceed 4 ms (median 8), so it builds ~1/frame → an occasional ~8–22 ms build frame entering a dense district (fog-masked). Splitting a chunk build across frames is the next step if that hitch matters. - Night lighting is faked (Vuntra-style): window + streetlamp emissive toggled by a night
flag, plus bloom — no per-streetlight real lights.
ChunkManager.setNight()re-applies to chunks streamed in while already night. scene.environmentis set (round 3,lighting.attachRenderer): a neutral PMREM'd sky→ground gradient (no asset). Lane D's rig-fleet peds bake their impostor atlas fromscene.environment(sim.js) and go dark if it's null; set here beforeCitizenSimconstructs. One env for all segments (the atlas bakes once; the mostly-non-metal streetscape is barely affected). Verified set in street/night/interior + after interior-return (interior_modeonly swapsscene.background).- Shared materials, city-wide (
skins.js). Facades share one atlas material (all skins in a 2048² atlas); shells + parapets + posts are one InstancedMesh/chunk (per-instance colour); all awning/canopy skins are one InstancedMesh/chunk (per-instance colour). Signs are a per-chunk canvas atlas sized to the chunk's actual sign count, mipmaps off. Net: ~1 draw per kind per chunk. - Orientation law (obeyed by
buildings.toWorld, the InstancedMesh shells, andpushOutRect): a lot atry=0faces+Z;local→world = RotY(ry). Collider and geometry share this convention.
Fixes applied after an adversarial multi-agent review (this session)
- Collision for arbitrary
ry(planutil.pushOutRect): world→local used the wrong rotation sign; correct only for axis-alignedry. The fixture is axis-aligned so it passed, but Lane A's angled lots would let you walk through walls. Fixed to the true inverse oftoWorld. (Critical for Lane A.) - House doors were merged into the interactive door mesh with no
doorRects→ raycasting a house door mis-resolved to the nearest shop. Now a separate non-picked mesh. - Awning skin index used a signed shift (
seed >> 3) → negative index → undefined skin for ~⅓ of shops. Now>>> 3. - Sign atlas was a fixed 2048² (~16 MB canvas + ~22 MB GPU each) per shop-chunk regardless of sign count. Now sized to the actual sign count, mipmaps off — critical at Lane A's density.
- Furniture edge hashing assumed string edge ids;
generatePlanuses numeric ids → every edge got the same seed. Coerced withString(id). - Furniture drop:
chunkIndexrasterised only the edge centreline, so furniture at a perpendicular offset could land in an unbuilt chunk and vanish. Rasterisation now covers the full road+verge band. takeShots()never restored the pre-shot mode (P in map mode dumped you into street).
Reviewers' non-issues (intentional): getColliders returns a shared scratch array (per-frame
alloc avoidance); per-frame {clock,chunks} HUD object (negligible).
The shot() harness
Press P → renders 3 fixed cameras and downloads PNGs. Reference stills captured to
docs/shots/laneB/ (main-street day, plaza overview, night strip). Note: at Lane A's city the fixed
camera poses are tuned for the fixture; re-aim if used against the generated city.
window.DBG — the QA harness hook (this session, for Lane F's shots.py/soak.py)
Loaded only with ?dbg=1 (js/world/dbg.js, installed by the shell). Answers LANE_F_NOTES §4.
All poses are derived from the live plan so bookmarks work on any seed; the day cycle pauses on
the first scripted segment change for deterministic captures.
DBG.ready— true once the first chunks are built + the queue is drained (textures may still decode).DBG.shot(name)— snaps to a named bookmark, sets its time-of-day, settles bloom, returns stats. Bookmarks:street_noon,arcade(dept anchor),market_square(stalls),milkbar_dusk,night_neon.DBG.teleport(x, z, ry)/DBG.setSegment(seg 0–5)— drive the soak walk + time of day.DBG.enterShop(shopId)/DBG.exitShop()— scripted interior visits (drives Lane F's bridge → Lane CbuildInterior; verified end-to-end:enterShop→ modeinterior,exitShop→ back to street).DBG.info()→{ drawCalls, tris, fps, heapMB, geometries, textures, chunk, mode }(budget/soak read this).
Every bookmark stays under budget (busiest, the dept anchor, ~269 draws). fps reads the HUD's
smoothed value (0 under a throttled/background tab; populates in a foreground Playwright run).
ChunkManager lifecycle hooks (optional, LANE_F_NOTES §8)
createChunkManager now fires ctx.onChunkBuilt(key, {cx, cz, buildings, furniture, data}) and
ctx.onChunkDisposed(key, {cx, cz}) if a consumer sets them on ctx — a clean per-chunk seam
for spawning/ambient/LOD. Inert by default (the shell doesn't set them; Lane D's citizens drive off
plan.streets instead of chunk lifecycle, so this is a spare hook, not a dependency).
WebAudio engine — audio.js (round 11, the audio round)
web/js/world/audio.js — one AudioContext, unlocked on the first user gesture. Self-contained: it
reads live state off window.PROCITY and self-ticks (its own rAF), so the shell only calls
createAudioEngine(window.PROCITY, { noassets }) once (after window.PROCITY is assigned) and stores
it at window.PROCITY.audio. Consumes Lane E's manifest.audio (self-fetched, 3× retry so a
dropped boot-burst fetch doesn't mute the session).
Layers, all crossfaded off systems that already exist (gains ramp; the update path allocates nothing):
- Ambience —
street-day/street-nightbeds crossfade onlighting.getClock().night; rain bed gain followsPROCITY.weather.intensity(silent unless it's actually raining, i.e.?weather). - Footsteps — distance-accumulated from
player.positionwhile pointer-locked (a step per stride). - Shop-door spill — nearest open music shop (record/milkbar/video/arcade/dept) within ~9 m leaks
its interior music bed at low distance-gain (scan throttled to 5 Hz over live door meshes; honours
PROCITY.isOpen). Verified: 6 m from "Video Barn" →video-synthat gain ~0.08. - Tram — rumble gain by camera↔tram distance (
scene.getObjectByName('tram')); bell rings once as it settles at a nearby stop. Conditional on?tram. - SFX —
procity:enterShop→ doorbell + door-open;playSfx(key)for the rest (till/riffle/toast).
House audio law — all verified in-browser: silent-and-happy (missing/failed audio → silence, no
errors); nothing plays or fetches before the first gesture; ?mute=1 → a silent surface (exists
for smokes, never unlocks, 0 fetches); ?noassets=1 → live but 0 audio/manifest fetches; beds
lazy-load (≤25 MB pack, 8.7 MB shipped); spill/music selection is a pure function of shop type.
Surface (window.PROCITY.audio, for Lane F's smokes + interior wiring)
setMasterGain(0..1),mute(),unmute(),get ready,get muted.playSfx(key, {gain}),footstep(surface).playInterior({ musicKey, toneKey })/stopInterior()— Lane F calls these frominterior_modeon enter/exit, passing Lane C'sroom.audiocontract (amusicKeyintomanifest.music, atoneKeyintomanifest.ambience). The street beds auto-duck to 0 whilemode !== 'street'. Confirmed working:playInteriorfades the room's music+tone in,stopInteriorfades them out. → Lane C:room.audio = { musicKey, toneKey }onbuildInterioris the right shape.state—{ ready, muted, mode, manifest, loaded, layers, nearestSpill }diagnostics for smokes.
Venue / gigs — the pub from the street (round 12, v3.0-alpha, ?gigs=1)
Two B-owned pieces for the one-pub vertical slice. Prime flag law: both are inert/absent without the gig layer, so flags-off boot is byte-identical (goldens untouched — no citygen edits).
web/js/world/venue.js(new, like weather.js/tram.js — the shell/Lane F constructs it under?gigs).createVenuePresentation(plan, skins, scene) → { group, frontage, update(gigState), dispose, venueShopId, posterCount }.- Posters — renders E's
skins.poster.{grunge,retro,screenprint,xerox}at everyplan.postersposition(x,z,ry)with the gig'sbandNameoverprinted in the skin'snameZone(canvas composite, like a shop sign). Seeded template per poster. Flat printed-poster fallback if the JPEG 404s (house law). Verified: "THE WOMBATTS" over the band-photo art. (Note to A: main-street poster positions land mid-road on intersection nodes — a verge/pole offset would seat them better.) - Lit frontage — a warm marquee slab + emissive bulb row over the venue door;
update(gigState)ramps the glow ('on'→full,'doors'→warm-up, else dark). F drives it from the gig state machine.
- Posters — renders E's
- Muffled-gig spill (in
audio.js, already shell-wired) — extends the R11 door-spill: near the venue (≤26 m) while a gig is atdoors/on, thepubrock-livebed plays through a 470 Hz lowpass (thump through the bricks) at low distance-gain. Gig state =window.PROCITY.gigs(Lane F) with a clock+plan.gigsfallback so it works before F lands. Inert without the gig layer.
For Lane F (wiring this into the shell)
// under ?gigs (plan already has gigs/posters/venue via generatePlanFor(seed, src, {gigs:true, customBands})):
const venue = createVenuePresentation(plan, skins, scene); // posters + frontage
// in the street loop, drive the frontage from your state machine:
venue.update(PROCITY.gigs.state); // 'quiet'|'doors'|'on'|'done'
The muffled spill needs no wiring — audio.js reads plan.gigs + window.PROCITY.gigs itself.
Set window.PROCITY.gigs = { state } (or { on: bool }) and B's spill + fallback both follow it.
Stretch deferred: streetlamp-pool night-readability on the venue block (touches shared furniture rendering + wants a budget-safe scoped decal) — flagged as the next polish, not landed this round.
Controls
WASD move · shift run · mouse look · click a door · [ ] step time-of-day · T pause clock ·
M map · P screenshot · Esc release pointer.