THE KILL-THE-SERVER GATE, permanent and green (charter law #1 made falsifiable): ARM 1 server-up · gone[3] → 117 survivors · items[] 120, identity AND ORDER intact · COLLATERAL 0 · `gone` carries the atlas id verbatim (R26 fence) ARM 2 killed mid-session · enter 6ms vs control 6ms (Δ+0) · worst frame 204ms vs control 202ms (Δ+2) · room complete from files · ZERO game errors · EXACTLY 1 refused connection ARM 3 server-down boot · pure tier 1, gone[0] · ZERO game errors · exactly 1 refusal SANDBOX · POST/PUT/PATCH/DELETE all 501 · a mint shop 404s The subject exists only because G built `make-fixture`: production `gone` is EMPTY (0 sales since 2026-07-01), so this gate would have passed vacuously forever on live data. CORRECTION 1 — "ZERO console errors on server death" is UNACHIEVABLE, and F measured why. A fetch to a dead host logs net::ERR_CONNECTION_REFUSED at the BROWSER level; no .catch() sees it. To log zero the reader would have to know the server is dead WITHOUT ASKING. One refusal is the irreducible cost of discovering death. F's replacement is strictly stronger: ZERO errors from game code, and EXACTLY ONE refusal — which PROVES the circuit breaker. Without the breaker it is one error per shop entry forever, and "zero" could never tell a working breaker from a broken one because both fail it. F is the beneficiary of this change, so it is filed loudly in §27 for Fable to ratify or overrule, not quietly relaxed. CORRECTION 2 — F's frame assertion was weak: `< 250ms` is a number with no control. ARM 2 first reported worst-frame 201ms and PASSED. But entering a shop rebuilds an interior, which costs the same with or without a server — so an absolute threshold measures Lane C's room build, not the network. The arm now walks the same shop with the breaker tripped and asserts the DELTA: 202ms control, 204ms killed, Δ+2ms. The death cost nothing the room didn't. F told A the same thing one round ago; a number without a control is not a measurement. THE TOUR — 3 of 4 frames, and the 4th is FILED NOT SHIPPED. The real crate (the money shot: its own 120 records, price stickers, the keeper), a mint crate (captioned MINT — plausible, not real), the classic covenant. 0 page errors. The FRONTAGE frame does not land after three attempts and F will not ship a frame that doesn't show what its caption claims: the cluster primitive answers "where is this town's heart", which is not the question a frontage frame asks — Red Hill's heart is 2 shops/60m and does not contain Monster Robot. Next: ask B, who owns the frontage and shipped its mark this round. Re-deriving B's anchor in a tour script is how you get three bad frames. Also: the interior beauty shot came back with the HUD across it — R21's lesson, fixed on the street frames only. Now every DOM overlay is hidden, not a guessed selector list. NOT TAGGED. qa.sh --strict --matrix and the frontage frame remain. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
9.8 KiB
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." A–E 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 A–E into one seed-to-town game + QA gates | (after A–E) |
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 2–4 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 |
?live=1 · ?live=<url> |
off | tier 2 — live stock from the GODVERSE server (sold-in-the-real-shop means gone in the game). Opt-in by design: absent ⇒ byte-identical to tier 1, and the game never asks a question it has no reason to expect an answer to |
?noassets=1 · ?plansrc=osm · ?mute=1 · ?dbg=1 |
off | asset-free (zero network) · OSM plan source · silence · the window.DBG capture/soak harness |
?plansrc=osm&town=<key> |
— | boot a real Australian town: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed |
v4.0 — THE REAL MAP: the towns are the product
23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets. Not "inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. Pick one from the in-HUD selector and walk it. Everything built across v1–v3 comes along unchanged — the venues and their seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the interiors behind every door, weather, the tram — because they all hang off the plan contract and never had to know the geography got real.
The towns run from meccas (Fitzroy, 160 shops) to the thin tail (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays deterministic from the seed, silent
under ?noassets=1, and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874).
The tour: docs/shots/release_v4/contact.html — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the ?classic=1 covenant made visible. Charter:
docs/V4_REAL_MAP.md · data + licences (ODbL):
web/assets/towns/SOURCES.md.
v5.0-alpha — THE FIRST REAL CRATE: the shops get real too
v4 made the towns real. v5 makes the shops real — and the first one is standing.
Boot ?plansrc=osm&town=redhill_godverse&stock=real, walk down Musgrave Road into Monster Robot
Party (147 Musgrave Rd, Red Hill, Brisbane — a real record shop), and riffle its crate. The records in
it are that shop's real stock: 120 real records off its real point-of-sale, real covers, real titles,
real prices. Buy one and the wallet debits what the sticker says. It's gone for the session and back next
boot — because until the live tier lands, the crate is a file, not a shop's ledger.
Stock is a data tier now, exactly like assets — each rung fully playable, each degrading softly to the one below, so the game never depends on a server to be a game:
| tier | what | deterministic? |
|---|---|---|
| 0 · parody | seeded canvas sleeves (v1) — any boot, always works | yes — the QA baseline |
| 1 · static real | per-shop atlases baked from the shop's own POS | yes — atlases are files |
| 2 · live GODVERSE | ?live=1 — live stock off the real till: sell a record in the shop and it's gone from the game crate |
no — by design |
The offline law: the server enriches, never gates. ?noassets=1 still fetches zero bytes and plays
silent-and-fine; a shop whose atlas is missing falls soft to parody rather than borrowing someone else's
crate; and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874). The
world stays seeded and golden-gated — only the stock inside it is data.
Provenance: item photos are each shop's own product shots, 🟢 in-house — flagged before any public
or commercial release, and every atlas carries that flag where the QA gate must print it. Real titles
and artists are an in-house amendment to the no-real-trademarks law, on the same footing. Nothing an
in-game purchase does touches real inventory — v5.0 ships sell-sandboxed by ruling; a real reservation
tier is chartered for v5.x, not assumed. Charter: docs/V5_REAL_SHOP.md ·
economy design: docs/G3_ECONOMY_DESIGN.md.
| ?seed=N | 20261990 | town seed |
Release tour: docs/shots/release_v3_1/contact.html — the money shots on
the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression +
default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band [0.9,1.5] m.