First-person shell: chunk streaming, instanced buildings + facade texture atlas (22 facade materials -> 1; 5 skin materials city-wide), signs, awnings, furniture, day/night lighting, minimap, pixel-accurate collision (incl. arbitrary-angle lots), door raycast -> procity:enterShop, DBG harness, all-fallback mode. Renders Lane A's full generated town (seed 20261990 'Boolarra Heads', 493 shops); worst continuous- walk view ~261 draws (<=300 gate). 6 adversarial-review bugs fixed (collision sign, house doors, awning skin, sign atlas, furniture seed hash, shot-mode restore). index.html and skins.js include Lane F's inline integration seam edits (marked '[Lane F integration]'): interior/keeper/citizen wiring + facade filename fix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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PROCITY-B — progress (Lane B: Streetscape + game shell)
Status: complete and verified. Lane B turns a CityPlan into a walkable, chunk-streamed 3D town
plus the game shell. It runs on my hand-written fixture and auto-integrates with Lane A's
generatePlan (which landed mid-session). Everything below was verified live in a browser.
Session 2 (continuation) — closed the two open Lane-B items Fable flagged
- Draw budget now holds with margin. Facade texture atlas + awning-merge + shell/trim-merge: worst dense frustum 393 → 265 scene draws, worst continuous-walk gameplay view ~261 total (≤300 gate, ~40 margin). Bonus: skin materials 25 → 5 (the atlas is one shared facade material), fixing the "≤25 was at the cap" concern too. (The old "~445" peak was largely a measurement artifact — orphan chunks from teleport-jumping that the real streamer disposes.)
window.DBGharness exposed (?dbg=1,js/world/dbg.js) — answers LANE_F_NOTES §4 so Fable'sshots.py/soak.pycan drive the game:ready,shot(name),teleport,setSegment,enterShop/exitShop(drives the real B→F→C interior chain),info().ChunkManagerlifecycle hooks (onChunkBuilt/onChunkDisposed, optional/inert) — answers §8.- Verified: fixture ("Yarraville Junction", 26 shops) still builds clean with all 3 awning colours;
shadow path (
?shadows=1) renders from the merged meshes; day + night + door tooltip + interiors all work; zero console errors. Files touched:skins.js,buildings.js,chunks.js,hud.js, newdbg.js, + a small guarded DBG loader inindex.html. Uncommitted (per the lane treaty; and Fable is concurrently wiringindex.html— our edits coexist cleanly on stable anchors).
Owned/created (only web/index.html + web/js/world/*, per the ownership treaty):
| file | role |
|---|---|
web/index.html |
shell: importmap→vendor, renderer + ACES + bloom, MODE state machine (map/street/interior), main loop, adaptive perf, guarded generatePlan import, shot harness |
web/js/world/fixture_plan.js |
hand-authored CityPlan (schema v1): 4 N + 2 S terraced blocks (26 shops), cross-street houses, 2 market stalls, streets graph — spans ~6 chunks so streaming is exercised |
web/js/world/planutil.js |
chunk math (64 m), chunkIndex, node/lot indices, oriented-rect collider + pushOutRect |
web/js/world/skins.js |
city-wide shared material registry (one material per skin), seeded flat-colour fallbacks |
web/js/world/buildings.js |
facade kit: instanced shells/parapets/posts/awnings, merged per-skin facades, per-chunk sign atlas, doors/windows |
web/js/world/ground.js |
roads/footpaths/kerbs/plaza/base plane, merged strips, UV-baked tiling |
web/js/world/furniture.js |
instanced streetlights (emissive at night), benches, bins, gum trees, bus stops — all with primitive fallbacks |
web/js/world/lighting.js |
seeded sky dome + 6-segment day/night cycle, one following sun/shadow, fog pop-in mask |
web/js/world/player.js |
PointerLock WASD+run, eye 1.7 m, push-out collision vs nearby-chunk colliders |
web/js/world/chunks.js |
the streamer: radius-R build / R+1 dispose, nearest-first queue, 4 ms/frame budget, night propagation |
web/js/world/hud.js |
crosshair, throttled door-raycast tooltip, live draws/tris/fps/seed/clock readout, click→procity:enterShop |
web/js/world/minimap.js |
map mode: 2D top-down town directory (streets + lots by type + player dot) |
Acceptance — all met
- ✅ Walk the fixture 5 min: contiguous, no seams, chunks stream silently, day/night cycles, signs legible, tooltips work, budgets green (148 scene draws, 21 skin materials, 5.8k tris).
- ✅ Works with
generatePlanwhen present (guarded import; falls back to fixture if absent). - ✅ Runs with
web/assets/renamed away — no crashes, flat-colour fallback, canvas signs still show. - ✅ Instancing from day one, per-chunk 2048-wide sign atlas, canvas text (no fonts), seeded-everything.
- ✅ 3 reference stills in
docs/shots/laneB/; measured numbers indocs/LANES/LANE_B_NOTES.md.
Verified live (in-browser)
Streaming (chunks build/dispose as you walk, queue never starves), 6-segment day→night with glowing
shopfront windows + streetlamp bloom at night, door raycast → correct shop → procity:enterShop +
toast, pixel-accurate collision (stops at wall − player radius), all-fallback mode, and Lane A's full
493-shop city rendering + streaming + arbitrary-angle collision through Lane B.
Perf (measured — full table in docs/LANES/LANE_B_NOTES.md)
- Fixture (radius 3, shadows on): ~148 scene draws, low tris, well under all gates.
- Lane A city (~493 shops, radius 2 auto, shadows off): worst continuous-walk gameplay view ~261 total draws (≤300 gate, ~40 margin); typical ~130–210. Skin materials 5 (≤25). Streetscape-only; Fable's integrated measure with citizens (pop 140) is ~191, also under gate.
Adversarial multi-agent review → fixes landed
I ran a 4-dimension review (correctness / memory-perf / spec / robustness) with adversarial verification. Confirmed real bugs, all fixed and re-verified:
- Collision was wrong for non-axis-aligned
ry(pushOutRectused the wrong rotation sign). Latent on my axis-aligned fixture; would let you walk through Lane A's angled buildings. Fixed — verifiedkeptOut:trueagainst ary=−1.32lot. - House doors were raycastable and mis-resolved to the nearest shop → clicking a house "entered" a random shop. Fixed (separate non-picked mesh).
- Awning skin used a signed shift → undefined skin for ~⅓ of shops. Fixed (
>>>). - Sign atlas was a fixed 2048² per shop-chunk regardless of sign count → texture-memory blowup at Lane A density. Fixed (sized to actual signs, mipmaps off).
- Furniture: numeric edge ids broke the seed hash (all edges identical); offset furniture could land in an unbuilt chunk and vanish. Both fixed.
takeShots()didn't restore the pre-shot mode. Fixed.
⚠️ Things Fable should know (cross-lane)
- Lane A landed and is now the shipped default.
index.htmlprefersgeneratePlan(seed)over the fixture. Seed 20261990 → "Boolarra Heads", ~493 shops. The fixture remains the fallback + schema ref. - A "Lane F integration fix" already appeared in
skins.js(facadeMatnow strips a.jpg/facade-prefix). Lane A storesshop.facadeSkinas a full filename ("facade-stucco-pink.jpg"), not the bare skin key the CITY_SPEC table implies. That normalize is what makes Lane A's facades load. Kept. - Schema drift between fixture and
generatePlan(Lane B tolerates all of it, but CITY_SPEC should pick one and say so):lot.id/lot.blockare strings in the fixture, numbers from Lane A;lot.frontEdgeis'N'/'S'in the fixture, a number from Lane A;shop.facadeSkinis a bare key in the fixture, a filename from Lane A;lot.ryis axis-aligned in the fixture, arbitrary radians from Lane A. Recommend Fable freeze these in CITY_SPEC so Lane C/D/E don't each guess. - ≤25 skin-materials gate — RESOLVED (session 2). Was at the cap (some seeds 27); the facade atlas collapses ~22 facade materials into 1 shared atlas material, so it's now 5 city-wide.
- Perf gate on the full city — RESOLVED (session 2). The facade texture atlas landed (collapses every chunk's facades → 1 draw and ~22 facade materials → 1) plus awning + shell/trim instanced merges. Worst gameplay view is now ~261 total (≤300). The flat-colour fallback is preserved (each atlas slot is pre-painted with its skin's fallback colour before the JPEG loads). See LANE_B_NOTES.
Suggested next instructions (your call)
- Freeze the CityPlan schema in CITY_SPEC (the drift list above) — unblocks C/D/E. Still open.
Decide the facade-atlas— done (session 2): Lane B implemented it. Draw + material gates now green.Interiors hand-off— done: Fable wiredenterShop → interiorMode → buildInteriorin the shell; verified viaDBG.enterShop. Lane B's seam (procity:enterShop/procity:exitShop) is intact.- Run Lane F's
shots.py/soak.pyagainstwindow.DBGnow that it exists (bookmarks are seed-derived). - Optional: capture fresh
docs/shots/laneB/stills of the generated city viaDBG.shot(...); wiremapmode into Lane A'smap.html(currently my lightweight minimap).
Run
cd web && python3 -m http.server 8130 → http://localhost:8130 . (The app needs no server-side logic;
the P-key shot harness uses browser downloads.)