Light release round — C interior code unchanged since R13 (venue geometry stable by construction); this is the audit, the amp ruling, and the v3.0-FROZEN docs. - Re-verified vs the current tree (D's continuity + RY-fix + real instrument GLBs landed): contract byte-identical (caps 8/8/12, deckY/riserY, gigKeys, determinism), drawSweep <=350 (worst 161), gig-night draws pub 60 / band_room 52 / rsl 71 <=350. Release-law confirmed: D's rng namespace is disjoint from C's ctx.stream; no golden can move. - guitar_amp ruling (LANE_C_PUB §3): NOT blessed as-is. D's pose (stage.z+0.15, down-stage) interpenetrates the bass rig by 0.29 m; move it up-stage-right ~ (stage.w*0.36, deckY, stage.z - stage.d*0.22), clear of the bass + C's primitive ampStacks. Full amp unification = v3.1. Cosmetic + ?gigs opt-in -> not a tag blocker. C->D handshake. - Docs freeze: LANE_C_PUB.md + LANE_C_AUDIO.md marked v3.0-FROZEN; RY §0 reframed past-tense (the +Z fleet was fixed at source in D's buildFigure, R13 - no per-consumer flips); budgets updated to R14; in-flight handoffs removed. - Comment-only code (zero runtime/golden/rng change): fixed stale R12 inline return-shape comments (watchPoints 6..8 -> 8/8/12; stage bandPoses[3] -> [4] + riserY) in interiors.js + layout.js; documented the standalone gigKey hand-build. theme.js untouched. Note for E/F: settled gig-night interior is ~182k tris (E instruments 14k each x5); F's smoke reports ~34k measuring before the async GLBs load. Interior draw gate passes; v3.1 LOD candidate. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| README.md | ||
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.