PROCITY/docs/LANES/LANE_B_NOTES.md
m3ultra 5313402e43 Lane B (Streetscape): chunk-streamed walkable town shell
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>
2026-07-14 14:28:47 +10:00

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LANE B — NOTES (measured)

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 ~18 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 wallradius (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). Lane F's citizens add on top; Fable measures the integrated worst main-street view (pop 140) at ~191 draws, also under gate.

metric measured gate status
draw calls (worst gameplay view, continuous walk) ~261 total (249 scene) ≤ 300 ~40 draw margin
draw calls (typical street view) ~130210 total ≤ 300
triangles 12k25k ≤ 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:

  1. 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 ~58 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.
  2. 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 m doubles as the chunk pop-in mask.
  • Per-chunk streaming = buildings + furniture only. ChunkManager keeps 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 ~822 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.
  • 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, and pushOutRect): a lot at ry=0 faces +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-aligned ry. 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 of toWorld. (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; generatePlan uses numeric ids → every edge got the same seed. Coerced with String(id).
  • Furniture drop: chunkIndex rasterised 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 05) — drive the soak walk + time of day.
  • DBG.enterShop(shopId) / DBG.exitShop() — scripted interior visits (drives Lane F's bridge → Lane C buildInterior; verified end-to-end: enterShop → mode interior, 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).

Controls

WASD move · shift run · mouse look · click a door · [ ] step time-of-day · T pause clock · M map · P screenshot · Esc release pointer.