Ported 90sDJsim/web/world/dig.js → web/js/interiors/dig.js. Walk to a record bin, press E, riffle its sleeves (scroll/drag), click the front sleeve to pull it, BUY IT. Faithful to the source: hinge-forward riffle, pull-and-inspect panel, procedural fwip/thunk audio. - Riffle items = seeded procedural sleeves per bin via the stockAdapter(shop, 'sleeve') seam (parody 90s-AU records now; real GODVERSE records feed the same seam in round 6+). Same bin ⇒ same order. - Buy is STUBBED (toast + remove-from-bin; getCash returns a constant) — economy is round 6+ per integrator decision #1. - Own scene + camera; leak-free: per-open GPU resources (sleeve textures/ materials, crate parts) freed on every close(), persistent set freed on dispose(). Dig soak (20× enter/leave) → leakGeo 0 / leakTex 0. - Flag-gated (?dig=1): buildInterior is UNTOUCHED, so ?dig=0 boot is byte-identical to v1 (prime law). The dig is wired only in the test page via an E-key raycast; F owns the shell input/mode seam — hook documented in docs/LANES/LANE_C_NOTES.md. Verified: riffle + pull + buy-stub work; dig soak leak-free; placement determinism unaffected; close returns to the interior. qa.sh --strict GREEN. Shot: docs/shots/laneC/dig_riffle_r5.jpg. 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.