Go to file
m3ultra 5db3155991 Lane D round-6: harden streamed roster + default-on readiness memo
Flag ?roster=stream stays default-off; v1 path byte-identical (citizen-0 = R4 golden, passes
F1 flags-off regression). Full evidence memo in LANE_D_NOTES for the R7 default-on decision.

- Soak (in-shell, real town): 242 chunk builds/disposes over 3 walks -> 0 GPU geom/tex delta;
  16 shop enter/exit -> 0 delta; heap oscillates 50->77->54MB (GC, no leak); 188 chunk-keyed
  identities re-derive from seed; 0 console errors.
- Hours-aware density: added setNightLivelyChunks + NIGHT_LIVELY_FLOOR so the open-late video
  block stays lively at night (31->16) while ordinary streets go near-empty (65->6). F call-site
  documented (openLate lot -> chunkKey via sim.chunkKeyAt).
- Composition with ?dig=1: roster is street-tier, inert while interior/dig open (frame loop is
  street-branch-only); enter/exit record shops leak-free with stream on. No shared state with any
  v2 flag -> all-on combo safe.
- Budget gap found + made safe: each decimated ped is 8 sub-meshes / 2 materials = ~7 draws/rig,
  so full-density stream (perChunk 16) hits 356 draws (>300 street budget). Set default perChunk 8
  (291 draws, budget-safe today). The clean unlock for full-density default-on = merge ped
  sub-meshes by material (8->2 -> ~2 draws/rig -> perChunk 16 fits ~260); documented as R7 work,
  F1-safe (v1 spawn view has ~0 near-rigs).

Only web/js/citizens/sim.js + web/citizens_test.html changed (+ NOTES/progress).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:56:39 +10:00
docs Lane D round-6: harden streamed roster + default-on readiness memo 2026-07-14 22:56:39 +10:00
pipeline Lane E round 6 (E1): publish.py merges (not clobbers) + provenance-drift QA gate 2026-07-14 22:37:55 +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 R6 F1: v2 flag enforcement harness (flags-off regression + smokes) 2026-07-14 22:38:42 +10:00
web Lane D round-6: harden streamed roster + default-on readiness memo 2026-07-14 22:56:39 +10:00
.gitignore Lane E round 5 (E1): bake 6 hero props to <=8k tris (288k->48k), live on depot 2026-07-14 20:56:07 +10:00
B-progress.md Lane B round-5 (v2): parallax interior-mapping window glass behind ?winmap=1 2026-07-14 21:00:57 +10:00
C-progress.md Lane C R5 C3: re-measure interiors after Lane E's hero-prop bake 2026-07-14 21:16:15 +10:00
D-progress.md Lane D round-6: harden streamed roster + default-on readiness memo 2026-07-14 22:56:39 +10:00
E-progress.md Lane E round 6 (E1): publish.py merges (not clobbers) + provenance-drift QA gate 2026-07-14 22:37:55 +10:00
F-progress.md Lane F R6 F1: v2 flag enforcement harness (flags-off regression + smokes) 2026-07-14 22:38:42 +10:00
README.md PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +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.