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m3ultra 47f05ecaa8 Lane D R23 (v5.0-alpha): the GIG_RANGE chunk-neighbour fix — scoped to the gig path (ledger #6)
My carried v4.x finding, fixed post-release as scheduled. Runtime-only: no plan, no
golden, no flag, no fetch. selfcheck ALL GREEN 161300/161300, 0x3fa36874 frozen.

THE FINDING GREW WHILE IT WAITED: filed at 8.7% (measured at katoomba's isolated pub);
A's R21 cluster bias made it WORSE — venues now sit inside the retail cluster where peds
converge from every side, so 42.6% of in-gig-range peds (5094/11971) were chunk-blind.

THE OVERRIDE (measurement wins): the brief asked for "extend to chunk + 8 neighbours"
AND "byte-identical flags-off". I built the literal version and measured that those
cannot both hold: on the synthetic town (what ?classic=1 boots, gig layer absent) a full
3x3 scan sourced 127 of 855 finds (14.9%) from neighbour chunks — finds v2 never made.
The frozen v2 crowd would shop ~15% more. Covenant breach, in a clause of the same brief.

So the fix is scoped to the GIG path — which is what I actually filed:
- ordinary shops: own chunk only (v2 semantics, frozen — noticed from its own block)
- gig venues: the full 34m radius, honest across chunk edges ("follow the sound" is the
  whole reason GIG_RANGE 34 > PATRON_RANGE 18)
- no gig on -> _gigVenues empty -> neighbour loop skipped entirely -> ?classic and every
  flags-off boot take the IDENTICAL code path and cost to v2. Byte-identical BY
  CONSTRUCTION, not by measurement luck.
Both ranges < CHUNK(64) so 3x3 is exact, not approximate; fixed dz/dx order keeps ties
deterministic as the old single-list scan was.

BEFORE -> AFTER: cross-chunk in-range peds seeing the gig 0% (structural: v2 scanned only
the ped's own chunk) -> 100% (katoomba 4/4, fitzroy 11/11). Same-chunk unchanged 100%.
Classic neighbour-sourced finds: 0 (127 under the rejected full scan). Determinism
identical. 0 NaN on katoomba/fitzroy/synthetic. Sim 0.056 -> 0.057 ms/frame (+2%, i.e.
0.006% of a 16.7ms budget); lookup 0.58us unchanged with no gig, 1.3-2.7us with a gig on
(fires per PATRON_STRIDE, not per frame). Fitzroy clean at 376 peds.

CARRIED, documented: PATRON_RANGE keeps v2's own chunk-blindness — fixing it costs the
classic covenant, and the covenant wins. A frozen v2 quirk now, not an oversight.
Known minor: a scheduled-but-closed gig still runs the loop for nothing (0.58->1.3us).

D->F: no blocker for v5.0-alpha; classic untouched by construction.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 23:06:07 +10:00
docs Lane D R23 (v5.0-alpha): the GIG_RANGE chunk-neighbour fix — scoped to the gig path (ledger #6) 2026-07-16 23:06:07 +10:00
pipeline Lane E R22 (v4.0): the venue_night tri diet — B's #1a driver was mine, fixed (BLOCKING #1b) 2026-07-16 22:04:56 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R22 (v4.0 — THE EPOCH CLOSE): the re-measure, the selector, the release tour, the tag 2026-07-16 22:32:32 +10:00
web Lane D R23 (v5.0-alpha): the GIG_RANGE chunk-neighbour fix — scoped to the gig path (ledger #6) 2026-07-16 23:06:07 +10:00
.gitignore Fable: R14 kickoff rulings recorded (push done, flag stays opt-in, genres final) + gitignore local session files 2026-07-16 00:59:42 +10:00
B-progress.md Lane B (Streetscape): round-12 v3.0-alpha — venue frontage + posters + muffled-gig spill (?gigs=1) 2026-07-15 20:15:40 +10:00
C-progress.md Lane C R22 (v4.0): 23-town door-soak (#5) + the G2a atlas contract (#3) 2026-07-16 22:12:00 +10:00
D-progress.md Lane D round 12: gig band + crowd + patronage surge (?gigs=1) 2026-07-15 19:49:07 +10:00
E-progress.md Lane E R12 (v3.0-alpha gig layer): 5 instruments + 4 posters + 3 gig audio 2026-07-15 19:44:48 +10:00
F-progress.md Lane F R22 (v4.0 — THE EPOCH CLOSE): the re-measure, the selector, the release tour, the tag 2026-07-16 22:32:32 +10:00
G-progress.md Lane G (GODVERSE, ultra) R1: real-shop census adapter — 18 real Newtown shops on the real road graph 2026-07-16 20:19:14 +10:00
README.md Lane F R22 (v4.0 — THE EPOCH CLOSE): the re-measure, the selector, the release tour, the tag 2026-07-16 22:32:32 +10:00

PROCITY

A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.

Run

cd web && python3 -m http.server 8130
# http://localhost:8130            (game shell — Lane B)
# http://localhost:8130/map.html   (2D plan debugger — Lane A)

Read first

  • docs/CITY_SPEC.md — the treaty: schema, units, seeds, budgets, file ownership.
  • docs/RESEARCH.md — what the parent repos already solved, with exact paths to port from.

The lanes (parallel Opus 4.8 sessions)

Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." AE are parallel-safe (disjoint files, standalone test pages); F integrates after they land.

lane mission owns
A — CITYGEN seed → CityPlan data (streets, blocks, lots, shops) + 2D map js/citygen, js/core/registry.js, map.html
B — STREETSCAPE chunk-streamed instanced 3D town + game shell index.html, js/world
C — INTERIORS every door opens: seeded themed shop interiors js/interiors, interior_test.html
D — CITIZENS rigged-near / impostor-far NPCs + shopkeepers js/citizens, citizens_test.html, models/
E — ASSETS audit ultra's library, normalize GLBs, skins, manifest pipeline/, assets/
F — INTEGRATION wire AE into one seed-to-town game + QA gates (after AE)

Already in the repo

  • web/vendor/ — three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).
  • web/assets/gen/ — 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.
  • web/js/core/ — frozen shared modules: prng.js (seeded-everything law), loaders.js (fail-soft promise-cached GLB/texture + 3GOD depot), canvas.js (text planes).

House laws (short form — CITY_SPEC has the fine print)

Seeded everything, Math.random banned in gen code · the game must run with zero assets · instancing from day one · canvas text, no font files · characters = shared base rigs + one clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.

v3.1 — THE FLIP: the town shows its best by default

The Friday-night layer soaked through alpha, beta, and the v3.0 release — so v3.1 flips it on by default, and the mature v2 flags flip with it. Boot the plain URL and each town seeds 24 venues (pub, band room, RSL) with a full seeded week of gigs, town-wide posters, and a Friday night that reads: a 4-piece band (trio + a seated drummer) with real instruments, a mixed crowd, an outdoor queue, a per-venue cover charge, muffled gig spill + walla and applause, town-wide streetlamp pools, and identity continuity — the ped you followed in is in the crowd. Plus weather, the tram, and the parallax interior-window shader, all live by default.

The covenant moved, it didn't disappear. ?classic=1 boots the exact v2 town — byte-identical forever (synthetic golden 0x3fa36874, zero gig layer, zero fetch delta). That is the new frozen regression target; the default boot is deterministic to the gig golden 0xb1d48ea1. Asset-free (?noassets=1) composes with the default boot and stays silent-and-fine.

Flags — the four headliners are ON by default, each with a =0 opt-out; ?classic=1 is the master off:

flag default what
?classic=1 off the exact v2 boot — all four below off, byte-identical to the frozen baseline
?gigs=0 on the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass
?weather=0 · ?tram=0 · ?winmap=0 on seeded weather · the tram loop · the parallax interior-window shader
?roster=v1 · ?pop=N stream chunk-streamed citizen density is the baseline; ?roster=v1 restores the fixed roster
?dig=0 · ?stock=real dig on crate-riffle on record bins · real GODVERSE sleeves in the stock
?noassets=1 · ?plansrc=osm · ?mute=1 · ?dbg=1 off asset-free (zero network) · OSM plan source · silence · the window.DBG capture/soak harness
?plansrc=osm&town=<key> boot a real Australian town: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed

v4.0 — THE REAL MAP: the towns are the product

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

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

The tour: docs/shots/release_v4/contact.html — the Fremantle hero, the Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is below it), the synthetic control, and the ?classic=1 covenant made visible. Charter: docs/V4_REAL_MAP.md · data + licences (ODbL): web/assets/towns/SOURCES.md. | ?seed=N | 20261990 | town seed |

Release tour: docs/shots/release_v3_1/contact.html — the money shots on the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression + default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the no-giants gate at the seated stature band [0.9,1.5] m.