PROCITY/docs/LANES/LANE_B_NOTES.md
m3ultra 4514cb94b5 Lane B R38 (v8 WAVE 1, INHABITATION): all four runtime items — the whole round costs +1 walked draw
The town is inhabited: 23 towns finally differ, 181 back yards have a Hills Hoist with washing on it,
a magpie owns one street for six weeks of the year, and six point sources put a life off-screen.

MEASURED, walked, not bookmarked — two port-isolated no-store servers (:8472 = `git archive HEAD`,
:8471 = treatment, assets symlinked so E's mid-round wave is identical on both sides), 102 8-metre
spine steps at yaw 0, each frame fully streamed, through the shell's own composer:

  worst draws  224 -> 225   (+1)
  worst tris   89,502 -> 93,298   (+3,796 of ~75k spare)
  sum draws over 102 frames  16,676 -> 16,663   (-13)

The citizen sim and the tram are hidden identically on both sides, and that IS the measurement: with
them live the same step read control 346 vs treatment 232, because peds spawn on wall-clock time.
`?yards=0` reproduces HEAD exactly (224 / 89,502 / 16,676). Isolated at a fixed pose: washing +1 draw
/ +512 tris, magpie +1 draw / +182 tris, every yard box prop +0 draws.

§1.2 THE CHARACTER VECTOR — +0 draws, +0 tris, classic byte-identical BY CONSTRUCTION.
`townCharacter(null)` returns the frozen v1 literals and a null tint keeps the SAME material cache key,
so classic gets the same object, not a copy of it: default-boot ground hashes identical to HEAD
mesh-for-mesh, `?classic=1` hashes unmoved from R37. There is no `if (classic)` in the ground path.
The sky feeds the BASE skyName, never `setSky` (a one-way latch that would have killed R32's dawn dome
on all 23 towns). The vacuous arm is per-town: `newtown_godverse` / `redhill_godverse` carry `state: ''`,
so a per-corpus arm would have dropped exactly those two silently. 21 distinct palettes across 23 towns.
`gravel` and `reddust` were not unwired but UNWIREABLE — their `use` values named no slot ground.js had;
making the slot addressable fixed it at the root, and both are selected now. E's three new grounds
landed mid-round and the upgrade was a name change in one table, which is what procedural-first is for.

§1.4 BACKYARD AUSTRALIA — inside boxMats, +0 draws. Houses inset off their boundaries so there is a
yard; 36 `yard` lots that had rendered as blank shopfront sheds since v1 are now fenced blocks with a
hoist, a shed and often a tank. Collision byte-identical (the lot rect is where the fence stands).

THE WASHING SHIPS, and I wrote the inverted weight rather than dropping it. The shipped top-weighted
mode moves a hem 0.10 cm calm / 0.67 cm gusty; `pegged` gives 4.5 cm / 31 cm — ~52x, and at the hem
instead of the pegs. The `canopy` string is byte-for-byte unchanged, so the gum-tree covenant argument
is untouched. It is ONE TOWN-WIDE InstancedMesh (1 draw at any N, cap 256, proximity-first off the R37
chunk seam) rather than per-chunk, which would have been +1 x 31 live chunks = 4x the whole margin.
Zero on every real town (no hoists ⇒ no mesh) and zero at night.

§1.3 THE MAGPIE — +1 draw on screen, exactly 0 otherwise; 182 tris of 900. Territory scales with the
road graph: 6 on the 6.78 km synthetic town, 157 on bendigo's 188.6 km / 2,593 edges, nearest 120 m
from spawn. The latch sets, the day roll clears it, localStorage gains no key and the save never
mentions it. `swoopPos()` is exported and pure. The hat stays cut.

MY OWN SEASON MECHANISM WAS VACUOUS AND THE SWEEP CAUGHT IT: keyed on citySeed alone it produced a
CONSTANT, because the town key is deliberately off the plan — 24 of 24 towns were 214 days from
swooping season, and it would have gated green because `?magpie=1` forces it. Re-keyed on
(citySeed, townKey): `newtown_real` is in season on arrival on the default seed, marrickville is 8 days
out, and 12.9% of 1,000 seeds put the synthetic default in season against a design ratio of 11.5%.

§1.1 THE AUDIO LAYER — six new mixer layers, zero draws, zero tris, seeded anchors, distance falloff,
AND A StereoPannerNode PER LAYER, so direction is real (measured spread -0.71..+0.85) instead of a
limitation written into the notes. Day-of-week derived locally. All six anchored on the default boot;
3 of 6 report `no-anchor` on real towns rather than being faked onto shopfronts. The falsifiability
control — one manifest key renamed away, served from a third port — makes that source report
`no-entry`, 0 plays, never `audible`, with the other five unchanged and zero console errors.

TWO DEFECTS MY OWN GREEN NUMBERS COULD NOT SEE, both caught by a screenshot: the washing shipped at 256
instances / +1 draw / cap respected and was INVISIBLE behind its own back fence (per-instance peg height,
and a fence taller than the hoist), and the magpie perched on THIN AIR over the road. R37's lesson
relearned at full price. Fence 1.60 / hoist 2.15 measured against the object; territories now snap to
furniture.js's own streetlight rule.

LANE E'S PROPS, ADJUDICATED: hoist + aerial permanently primitive (E's spike killed them, and primitive
is also the +0-draw mechanism). `paling_fence` at 1,121 tris x 905 runs = 1.01M triangles — no. The
`magpie` GLB is HELD FOR THE TINT: it reads as a crow, and a magpie seen for 1.2 s in peripheral vision
IS its white bar. My 182-tri bird already carries it, at a fifth of the triangles and no fetch.
furniture.js's "novelty_record is 26.5k tris" was stale by six epochs — corrected to 8,000.

Zero fetch delta: `?noassets=1` fetches the same 23 assets, same list, on HEAD and on R38.
0 console errors on 10 boots (default, classic, yards=0, washing=0&magpie=0&ambient=0, noassets,
magpie=1, darwin, hobart, bendigo, the patched-manifest control) beyond the known PointerLock ones.

Shots: docs/shots/laneB_r38/. Detail + every number: LANE_B_NOTES §38.
2026-08-03 18:53:26 +10:00

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# LANE B — NOTES (measured)
## Round 38 (v8 WAVE 1 — INHABITATION, all four runtime items) — **someone lives here, for +1 walked draw**
**Four items, all built procedural-first, all measured walked. The whole round costs +1 draw at the worst
walked frame and 13 draws summed over 102 of them; the only item that spends a draw at all is the
washing. Two of the four found a defect in their own first cut that every number was green through.**
### The A/B, and how it was taken
Two **port-isolated no-store servers** at 2560×1440: `:8472` serving `git archive HEAD web/js web/index.html`
(assets symlinked from the live tree, so Lane E's mid-round asset wave is identical on both sides) and
`:8471` serving the treatment. Same 102-step walk, 8 m steps down the concatenated `main` spine at
**yaw 0** (the audit's bearing, the worst one), each frame **fully streamed** (drain to `pending === 0`)
and rendered through **the shell's own composer**, not a bare `renderer.render`.
**The citizen sim and the tram are hidden for the walk, identically on both builds** — and that is not
tidiness, it is the measurement. The first run had them live and read **control 346 draws vs treatment
232 at the same step**: peds spawn on wall-clock time and each near rig is ~1 draw, so an A/B that
includes them measures the sim. R37 recorded this exact trap; R38 reproduced it inside an hour.
| walked spine, 102 steps, sim quiet | HEAD control | R38 | delta |
|---|---|---|---|
| worst-draw frame | **224** | **225** | **+1** |
| worst-tri frame | **89,502** | **93,298** | **+3,796** |
| sum of draws, all 102 frames | 20,081-era method: **16,676** | **16,663** | **13** |
| per-frame draw delta | — | — | **min 7 · max +3** |
| per-frame tri delta | — | — | +512 … +4,468, **mean +2,119** |
| live chunk count, every step | identical | identical | **0** |
**`?yards=0` reproduces the HEAD control exactly** — worst 224 / 89,502, sum 16,676, the same three
numbers — so the flag is a true revert, not an approximation.
**The residential district**, where all 181 yards actually are (edge 16, 107 steps):
| | `?yards=0` | R38 | delta |
|---|---|---|---|
| worst draws | 138 | **139** | **+1** |
| worst tris | 19,308 | **21,128** | **+1,820** |
| sum draws / sum tris | 8,010 / 983,210 | 8,142 / 1,150,788 | +1.2 draws, +1,566 tris per frame |
**Isolated, at a fixed residential pose, by toggling each layer on one frame:**
**washing = +1 draw / +512 tris** (256 instances × 2) · **magpie = +1 draw / +182 tris** ·
**every yard box prop = +0 draws** (it is instances in a draw call that was already submitted).
### §1.2 — the per-town character vector: **+0 draws, +0 tris, and classic byte-identical BY CONSTRUCTION**
`web/js/world/character.js` — 23 town keys, each with its own entry, returning a ground palette, a sky
bias and an ambience mix. `townCharacter(null)` returns `CLASSIC_CHARACTER`: the exact v1 literals.
- **There is no `if (classic)` in the ground path.** A boot with no town key has no character, and that
is what both `?classic=1` and the synthetic default get. Proven, not argued: the default boot's ground
vertex+UV hashes are **`c4c72181 / 735250c9 / a300d701 / 12c1241b / bfa81387` on HEAD and on R38,
mesh for mesh**, with the same four maps and `color #ffffff` on all of them. `?classic=1` hashes
**`c4c72181 / c111d968 / 1a80ebcd / 12c1241b / fd0d3211`** — the R37-recorded classic set, unmoved.
- `skins.groundMat(name, tint)` keys the cache on the tint, and a **null** tint keeps the key exactly
`ground:<name>` — so classic doesn't merely look the same, it gets the same cached material object.
- **The sky never touches `setSky`.** `createLighting` takes a `sky` option feeding the base `skyName`,
because `externalSky` (lighting.js:53) is a one-way latch with no un-set path — pushing a character
sky through it would have silently killed R32's dawn dome on all 23 towns and beaten the rain dome.
- **The vacuous arm is per-town.** Keying on `state` from the towns index is the trap: `newtown_godverse`
and `redhill_godverse` carry `state: ''` (2 of 23), so a per-corpus arm drops exactly those two into a
branch nobody printed. All 23 keys have their own entry (verified against the shipped index: 0 missing);
an unmatched key returns the frozen literals **with `matched:false`**, and the shell prints which key
fell through. **21 distinct palettes across 23 towns** (the 2 repeats are the deliberate godverse↔real
sibling pairs, written as two entries so it reads as a decision rather than a fallthrough).
- **Why the two orphans were orphans, and it isn't what it looks like** (Lane E's R38 finding, confirmed):
`gravel` and `reddust` carry `use` values — `"verge"` and `"outback"` — that name **no slot** the old
`ground.js` had; it hardcoded four skin names. They were not unwired, they were *unwireable*. Fixed at
the root by making the SLOT addressable: any skin name can be road / footpath / base / plaza, and
`use` goes back to documentation (`groundMat` never read it — it builds a filename). Both are now
selected: **gravel = Castlemaine's goldfields tailings, reddust = Darwin and both Red Hills.**
- **Lane E's grounds landed mid-round and the use-if-ready upgrade was a name change in one table**,
which is what procedural-first is for: `grass-dry` (Bendigo/Adelaide/Northbridge), `grass-temperate`
(Daylesford/Katoomba/Bowral/Hobart/Launceston), `coastal-sand` (Fremantle/Newcastle). Tints re-picked
against the delivered pixels (`grass-dry` measures **#c0b7aa**, a pale tussock, not a green). `skins.js`'s
fallback table gained three entries **prepended**, because `grass-dry`/`grass-temperate` both matched the
old bare `/grass/` and would have fallen back to the one colour neither of them is.
| boot | character | ground actually bound | meshes |
|---|---|---|---|
| default / `?classic=1` | *(none — frozen v1)* | grass · djsim-road · djsim-footpath · brickpave, **no tints** | 5 |
| `darwin_real` | top-end red dust · sky `monsoon` | **reddust** · asphalt1 #c8a894 · footpath1 #e0c4a0 | 4 |
| `hobart_real` | cold-light southern · `cold-front` | **grass-temperate** #c0d4c8 · asphalt2 #9ea6ae · djsim-footpath #b4bcc2 | 4 |
| `bendigo_real` | goldfields dry · `heat-haze` | **grass-dry** #cbbf92 · asphalt1 #c8bfa8 · footpath2 #e6dcc4 | 4 |
*(4 meshes not 5 on real towns: no market district ⇒ no plaza quad. Unchanged from pre-R38.)*
### §1.4 — backyard Australia: **+0 draws for every box prop**, and a `yard` lot is finally a yard
Built **inside `buildings.js`'s existing `boxMats`** — the same per-chunk InstancedMesh that already
carries shells, parapets and verandah posts. A `world/yards.js` could not reach it and would have paid
+1 draw × up to 31 live chunks against a margin of 8.
- **181 lots on the default boot: 145 `house`, 36 `yard`** (the brief's number, confirmed at runtime).
- The dwelling is now **inset off its boundaries** — front garden, side gaps, and a back yard to put
things in. Pre-R38 the shell was the whole lot, which is why 145 houses had nowhere for a hoist.
- **A `yard` lot had fallen through to `buildShopfront()` since v1** — 36 lots Lane A explicitly labels
"yard" rendered as blank 3.2 m sheds with a decorative door and two windows. They are now fenced
blocks with a hoist, a fibro shed and often a tank. Net ~+100 tris each, because the shopfront it
replaces was ~230.
- **Collision is byte-identical**: `lotCollider(lot)` is unchanged on every lot, and the lot rect is
exactly where the fence now stands.
- Per lot: fence 5 boxes (back + 2 sides + a front picket split around a gate) · hoist 3 (mast + two
crossed arms = four arms) · aerial 3 (72% of roofs) · tank 2 (two boxes at 45° = a round tank in
silhouette for 24 tris). **12 tris a box, ~130 tris a yard.**
- **`?yards=0` reverts permanently** and reproduces HEAD exactly (see the table above); `?classic=1`
forces it off.
**THE DEFECT MY OWN NUMBERS WERE GREEN THROUGH, AGAIN.** The washing shipped at 256 instances, +1 draw,
+512 tris, cap respected — **and was invisible from every angle a player can stand at.** Two causes,
both only findable in a picture: (1) the instance origin used the unscaled `PEG_DROP` constant instead
of the per-instance `sy`, so every garment hung with its pegs *below* the line; (2) the paling fence was
**1.75 m and the hoist 1.92 m**, so a whole street of washing sat behind its own back fence. Fixed by
measuring against the object rather than the spec: fence **1.60**, hoist **2.15** (a real hoist is
adjustable to 2.4 and a real paling fence is 1.51.8), and the peg line is now per-instance. The hoist's
arm was also a **6.4 m machine in a 5 m yard** — the cap was on the half-span and read as the full one.
*R37's lesson cost me a second round to relearn: green metrics over a wrong world.*
### §1.4's washing — **the inverted wind weight, and why it is town-wide**
`wind.js:38-45` computes `wH = clamp(y/4.4,0,1); wH *= wH` — top-weighted, base planted. Correct for a
gum, **upside down for a sheet**, which is pegged at the top and free at the hem. On the shipped
amplitude (`updateWind`: 0.05 calm → 0.35 gusty) a 1.6 m line of washing under the canopy weight moves
**0.10 cm calm / 0.67 cm gusty at the hem, and most at the pegs.** I wrote the mode rather than dropping
the washing: `applyWind(mat, {mode:'pegged'})` weights by distance **below** the peg line — hem 1, pegs 0
— giving **4.5 cm calm / 31 cm gusty at the hem, a ~52× gain and in the right place**, plus a faster
flutter and a Z-flap because a sheet is a sail and a gum is a spring. **The `canopy` string is
byte-for-byte what it was**, so the gum-tree program compiles from the same source and the R17 covenant
argument is untouched. A third mode, `wing`, weights by |x| from the centreline for the magpie. All three
ride the one shared `uWindAmp`, so dead calm is still exactly `* 0.0`.
`web/js/world/washing.js` is **ONE town-wide InstancedMesh — 1 draw at any N**, cap **256**, spent
proximity-first and refilled off `chunks.onChunkBuilt` / `onChunkDisposed` (the seam R37 §0.4 wired for
exactly this). A per-chunk washing mesh is "+1 draw" the way any per-chunk thing is: **+1 × up to 31
live chunks = 4× the entire remaining budget.** It is **free when empty and to the vendored line**:
all 21 real towns have **0 hoists ⇒ no mesh ⇒ exactly 0**, and at night `count = 0` (the washing comes
in) — measured `washingCount: 0, magpieCount: 0` at segment NIGHT. Pegs come off `hoistAnchors(plan,
citySeed)`, exported from `buildings.js` and derived from the **same `yardLayout`** the geometry is
built from, so a line of washing cannot hang next to a hoist that moved. 181 hoists → 394 items → 256
active on the default boot. Fabric is a canvas weave: no fetch, `?noassets` is one code path.
### §1.3 — the magpie: **+1 draw while he is on screen, exactly 0 otherwise; 182 tris of 900**
`web/js/world/magpie.js`. One town-wide InstancedMesh, `count` 0 or 1. Merged primitives with baked
vertex colours — black body, **white nape, white rump, white wing bars**. `swoopPos(launch, t)` is
exported and pure (the tram's contract); the only state is *when* a launch starts, recorded as three
numbers. The ice-cream-container hat is **cut** and stays cut — no street verb exists.
**Territory scales with the road graph**, which was the binding correction and is the whole difference
between a feature and a rumour:
| town | road graph | territories | nearest to spawn |
|---|---|---|---|
| synthetic default | 22 edges, **6.78 km** | **6** | — |
| `darwin_real` | 46.85 km | **39** | — |
| `hobart_real` | 98.42 km | **82** | — |
| `bendigo_real` | **2,593 edges, 188.6 km** | **157** | **120 m** (median 1,356 m) |
One per ~1.2 km of street, and only the **nearest** is ever instantiated, re-picked on the chunk seam.
That is the *swooping* density, not the magpie density: territories are 24 ha so a suburb is thick with
magpies and ~90% of males never swoop, so the sparse layer IS the 10%. A capacity-4 magpie on Bendigo
would have put the nearest bird ~20 km away.
**THE SEASON MECHANISM I SHIPPED FIRST WAS VACUOUS, AND THE SWEEP CAUGHT IT.** A 364-day year with
swooping from ~1 August is real and completely unreachable (day 1 is January, a game day is 240 s). So I
seeded a per-town year offset — `rng(citySeed, 'swoopseason', 0)`. **`plan.citySeed` is the `?seed=`
value and the town key is deliberately NOT in it** (plan_osm.js:515 keeps it off the plan so the
Melbourne golden stays frozen), so all 23 towns share one seed, one offset, one answer: measured across
the corpus, **24 of 24 towns were 214 days from swooping season.** The mechanism produced a constant, and
it would have gated green because `?magpie=1` forces it. Re-keyed on **(citySeed, townKey)**:
- **`newtown_real` is in swooping season on arrival on the default seed** — a real, unforced sighting.
- `marrickville_real` 8 days out · `redhill_real` 12 · `bowral_real` 20 · `fitzroy_real` 50.
- **129 of 1,000 `?seed=` values (12.9%)** put the synthetic default in season on day 1 — against a
design ratio of 42/364 = 11.5%. The distribution is the intended one, not an accident of one seed.
**The latch, and F's gate arm, demonstrated:**
| | value |
|---|---|
| after 3 swoops at 12 m | `gotYouToday: **true**`, `swoopsToday: 3`, `launches: 3` |
| after `game.sleep()` | `gotYouToday: **false**`, `swoopsToday: **0**`, day 8→9, `dayRolls: 4` |
| **new localStorage keys** | **`[]`** |
| save file mentions magpie/swoop/washing/yard | **false** (keys: cash, collection, day, savedAt, schema, town, wants) |
The day roll also **puts him back on his pole** — and that is not decoration. The first run of this
measurement read `swoopsToday 1 → 0` but `gotYouToday` still **true**: the clear had worked and was then
re-set half a second later by the leg already in the air. A gate would have called a working clear a
failure. He now perches, and a swoop cannot be in progress across a night.
**A bird perched on thin air.** The first cut put the anchor at an arbitrary distance along the edge and
he hovered over the road. Territories now snap to `furniture.js`'s own streetlight rule (`s = 8, 26, 44…`,
alternating sides, `width/2 + 0.7`) so he sits on a pole that exists. Perched, the instance is squashed
to 0.42 in X — the wings are baked into the one shared geometry, so folding them is the only pose there
is, and a magpie sitting with its wings spread is not a magpie sitting.
### §1.1 — the audio inhabitation layer: **SIX new mixer layers, zero draws, zero tris — and it PANS**
Not a generalisation of `audio.js:300-311`: those are hardcoded bed layers, one per source class, each
with a bespoke rule. This is a generic point-source system — a table of six, each with its own mixer
layer, its own **seeded anchor set derived from the plan**, its own falloff, hours and day-of-week rule.
Nothing in it touches the scene graph; the zero is structural, not careful.
**There is panning now, and there wasn't.** `playSfx` is mono with a gain multiplier, so distance worked
and direction did not — and a dog equally loud in both ears is a dog nowhere. Rather than write that down
as a limitation, each layer gets a **`StereoPannerNode`** driven by the bearing-to-anchor dotted with the
camera's world right vector (`matrixWorld` column 0). Fail-soft to mono where `createStereoPanner` is
absent, with `state.ambient.panning:false` saying so. Measured live: pan spread **0.71 … +0.85**.
Day-of-week is derived **locally**: `dowOf(day) = (day-1) % 7` off `PROCITY.game.day` — not read from the
gig week, not imported, not persisted.
Standing on a residential street at midday, day 5 (Friday), after a real user gesture unlocked the
context — **9 buffers loaded**, and Lane E's six sounds landed mid-round in exactly the banks the table
expects:
| source | anchors | status | measured |
|---|---|---|---|
| `dog-bark-fence` | 63 | **audible** | 15 m, gain 0.169, **1 play** |
| `magpie-carol` | 57 | **audible** | 1.1 m, gain 0.221, **pan 0.85**, 1 play |
| `radio-through-window` | 81 | **audible** | 15 m, gain 0.01 (edge of a 17 m radius) |
| `sprinkler` | 32 | idle | in range, **out of hours** (610) |
| `mower-distant` | 8 | idle | **weekend only** — day 5 is a Friday |
| `roller-door` | 39 | idle | 222 m, radius 42 |
**The falsifiability control, run on a third port with a patched manifest** (`sfx["dog-bark-fence"]`
renamed to `dog-bark-fence-MISSING`, everything else byte-identical): that one source reports
**`no-entry`, plays 0, and never reaches `audible`**, 8 buffers instead of 9, the other five unchanged,
**zero console errors**. A missing key is silence by house law, so `state.ambient.sources[key].status` is
the only thing that can tell a missing key from a quiet street — which is why it exists.
**Scope, stated rather than faked:** anchors come from the plan, and all 21 real towns are 100%
`use:'shop'` in one district, so on a real town **three of six report `no-anchor`** (dog, mower,
sprinkler) instead of being pretended onto shopfronts. `radio-through-window` (flats above shops,
`storeys ≥ 2`), `roller-door` and `magpie-carol` (verge trees off the road graph) work everywhere:
measured on `darwin_real` 0/0/2/0/2/379 and `bendigo_real` 0/0/2/0/7/402. **6 of 6 on the default boot,
3 of 6 on real towns, and 6 of 6 everywhere the moment A's civic fetch lands districts.**
*One honest gap: audible OUTPUT cannot be confirmed headlessly on a first pass — the autoplay policy
needs a trusted gesture, and the automation browser's synthetic click does not always count. A real
click through the browser tool did unlock it (`ready: true` before I forced anything), and everything
downstream of the unlock — manifest resolve, fetch, decode, layer gain, pan, one-shot scheduling, play
counters — is measured above. Nobody in this loop has ears.*
### Lane E's R38 findings, taken and recorded
1. **`hills_hoist` and `tv_aerial` failed decisively** (thin wire → thousands of fragments; a voxel
remesh coarse enough for 600 tris erases the pole). Already built as `boxMats` primitives; they are
now **permanently primitive**, which is also the +0-draw mechanism.
2. **`magpie` (894 tris) NOT ADOPTED this round, and the reason is the white.** E's caveat is that it
reads as a **crow** — traced to the operator's PBR bake, our decimation exonerated. Against it: my
procedural bird is **182 tris (4.9× lighter), carries the white nape/rump/wing-bars as vertex
colours, and fetches nothing**. A magpie seen for 1.2 s in peripheral vision **is** its white bar;
a uniformly dark bird is a currawong and the joke does not land. **§1.3 does not hold for the tint —
the GLB does.** The swap point is `birdGeometry()` / `birdMaterial()`, two singletons, one call site
each. Deliberately **no speculative `loadGLB`**: probing for a file nobody has shipped is the blind
probe R26 spent a round killing.
3. **`paling_fence` (1,121 tris) and `water_tank` (500 tris): no, on arithmetic.** This town wants
**905 fence runs** (5 × 181 lots) ⇒ **1.01 M triangles** against ~75 k spare, and neither can ride
`boxMats`, so both would also pay draws. 24 tris of boxes is the answer, not a stopgap.
4. **`furniture.js:30`'s "novelty_record is 26.5k tris" was stale by six epochs** — 8,000 since R5.
Comment corrected; the prop is still not in `GLB_FILES`, so the primitive draws either way, but the
reason on file was wrong. Whether to wire it is a round that measures it.
### Honest notes / handed on
1. **Zero fetch delta.** `?noassets=1` fetches **the same 23 assets, same list**, on HEAD and on R38.
All four items are procedural: they add no network at all. (The 23 skin JPEGs under `?noassets` are
pre-existing `skins.js` behaviour, not mine — the asset law as implemented gates the manifest, the
rig fleet, interior GLBs and audio, not the skin textures. Recorded, not touched.)
2. **`?classic=1` constructs none of it**: `washing` null, `magpie` null, `ambient` OFF, `yards` false,
no meshes in the scene, ground hashes unmoved.
3. **§1.4 is synthetic-only and says so.** Real towns have 0 house/yard lots, so 0 hoists, 0 washing,
0 yard props — and the washing layer's mesh is never created there, which is where its "free on real
towns" claim comes from.
4. The four `THREE.PointerLockControls` console errors are the automation browser refusing Pointer Lock,
same as R30/R37. **0** other console errors on every boot tested (default · `?classic=1` · `?yards=0` ·
`?washing=0&magpie=0&ambient=0` · `?noassets=1` · `?magpie=1` · darwin · hobart · bendigo · the
patched-manifest control).
5. Shots: `docs/shots/laneB_r38/` — the hoist with washing on it over a paling fence, a residential
street with aerials and front fences, an overhead row, the magpie perched on a streetlight and
mid-swoop, and Darwin / Hobart / Bendigo showing three different grounds and three different skies.
---
## Round 37 (v8 WAVE 0 §0.1 + §0.4) — **THE KERB IS FOOTPATH: shipped at +0 draws, and tris went DOWN**
**John's ruling is in the geometry. The road quad narrows from the whole 28 m corridor to the
carriageway and the EXISTING merged `footGeos` class extends inward to meet it — so the 9 m band
`registry.js` has called "verandah'd footpath" since R13, and that `buildings.js` has been building
an awning over for just as long, is finally paved. All 14 gig posters were standing in painted
bitumen on the boot every player gets; 0 are now. Not one poster moved — the ground did.**
Commit `47db478`, pinned at `lane-b/r37-kerb-footpath`.
### The economy: `+0 draws` is proven, and the charter's tri estimate was wrong in our favour
True A/B, fresh boots, two **port-isolated no-store servers**`:8178` serving HEAD (`ground.js` +
`chunks.js` restored from `git show HEAD:`), `:8177` serving the treatment — at 2560×1440.
| | control (HEAD) | treatment | delta |
|---|---|---|---|
| synthetic ground | **5 draws** / 224 tris | **5 draws** / 216 tris | **0** / **8** |
| walked spine, 102 steps @ 8 m — worst frame | **276** / 99,880 | **276** / 99,872 | **0** / 8 |
| …sum of draws over all 102 frames | **20,081** | **20,081** | **0 — identical at every step** |
| 8 bookmarks (`street_noon` … `warehouse_fringe`) | — | — | **0 draws each**, 8 tris each |
| `katoomba_real` ground | **4 draws** / 9,932 | **4 draws** / 9,644 | **0** / **288** |
| katoomba walk, 120 steps — worst / sum draws | 100 / 7,703 | 100 / 7,703 | **0** |
**The charter budgeted ~2 k tris and the honest number is negative.** That estimate was made against
a class that already existed; extending a quad's width re-parameterises it, it does not add geometry.
The only quads that change count are the ones the `arcade` case *removes* (8 tris per arcade edge:
no road quad, no two kerbs, one footpath quad instead of two). 36 arcade edges on katoomba ⇒ 288.
Fill-rate improves for free — 18 m of every synthetic main street stops being painted as road.
### Surfaces proven by RAYCAST, not by reading the code
Sampling every 0.25 m out from the centreline and recording the **topmost** ground hit:
| edge | band (A's `vergeBand`) | what is actually painted |
|---|---|---|
| `main`@28 (synthetic) | [5, 14] | road 04.75 · kerb 5 · **footpath 5.2517.5** · grass |
| `main`@24 (real) | [5, 12] | road 05 · **footpath 5.2515.25** · grass |
| `side`@12 (real — **72% of the corpus**) | [3, 6] | road 03 · **footpath 3.259.5** · grass |
| `lane`@8 (real) | **[4, 4] degenerate** | road 04 · footpath 4.259 — **pre-ruling geometry** |
| `lane`@4 (synthetic) | [2, 2] degenerate | road 01.75 · kerb 2 · footpath 2.255.25 — **unchanged** |
| `arcade`@5 / @6 | [0, w/2] | **footpath from the centreline out. No road quad, no kerbs.** |
| **residential** `side`@14 | [3, 7] | road 02.75 · kerb 3 · **GRASS 3.256.75** · footpath 710.5 |
**The `lane` case branches on `bandOuter <= bandInner`, never on a band literal** — Fable's R37
correction landed mid-round and it was the right call: my brief said lanes are `[2,2]`, which is
synthetic-only; **56 real lane edges are `[4,4]`**. A literal would have been the same species of bug
this whole item exists to retire. Same reason the code consumes **`vergeBand(e)[0]`, not
`roadWidth(e)/2`**: both `roadWidth` and `edge.width` are *full* widths, one of the carriageway and
one of the corridor, and that collision is why the bug survived seven epochs — reading the same call
A's corrected gate reads means the gate and the geometry cannot drift apart. Inversion (`roadWidth >
edge.width`) is 0 of 31,039 corpus edges but a `side` under 6 m would do it, so `Math.min(…, half)`
guards it and lands such an edge on the degenerate path by arithmetic rather than by special case.
### THE DEFECT I SHIPPED INTO MY OWN FIRST CUT, AND WHY THE SCREENSHOT CAUGHT IT
The first cut passed every number — +0 draws, 8 tris, posters clear, no console errors — **and
painted every intersection shut.** Four roads arriving at a pedestrian plaza; the carriageway simply
stopped at each junction. The cause is a 3.5 m assumption that was true for seven epochs: a footpath
outboard of the corridor only ever clipped the *far corner* of a crossing street, so footpath-over-road
(footpath y 0.02, road y 0.0) was invisible. At **12.5 m** the same strip crosses the whole of the
perpendicular **carriageway**. Fixed by putting the carriageway on top under the flag (`ROAD_Y`
0.0 → 0.04): roads run through junctions, footpaths stop at the kerb they meet — which is what an
intersection actually looks like. Verified on the real graph's **worst 4.3° junction** (R20's
measurement, still the worst on katoomba): clean, no z-fight, no holes; the near-parallel sliver
reads as a paved traffic island. Road-on-road overlap in the junction box is unchanged and still
invisible for R20's original reason — one skin, one y, uniform asphalt.
*The numbers were all green. Only the picture was wrong. `?verge=0` + a screenshot is why this round
did not ship a town whose streets don't connect.*
Shots: `docs/shots/laneB_r37_kerb/` — before/after at one pose (poster in the road → poster on the
footpath), before/after overhead at a degree-4 junction, street level, katoomba's 4.3° junction.
### `?verge=0` — the control, proven EXACT rather than "similar"
It reverts to pre-ruling geometry and **stays in the codebase forever** (Lane F's falsifiability
control for the poster gate; A pinned its control to *the flag*, not to a line number).
- **Ground vertex+UV FNV hashes under `?verge=0` are identical to the HEAD build**, mesh for mesh:
`c4c72181 / c111d968 / 1a80ebcd / 12c1241b / fd0d3211`. Not "same draw count" — same vertices.
- **The same detector goes RED** on the default boot (`40c54d19 / a300d701 / bfa81387`), so the
green means something. Vacuous-gate law applied to my own verification.
### CLASSIC IS FENCED, NOT AMENDED — and Fable has the call
`?classic=1` forces the ruling **off** (`!CLASSIC && params.get('verge') !== '0'` — the R31 dig-flip
pattern the other flipped flags ride), because a render-side ruling must not move a covenanted town's
output without an amendment ruling. Proven twice, and the second proof is the one that counts:
| | classic, HEAD build | classic, this build | default boot |
|---|---|---|---|
| ground geometry hashes | c4c72181 / c111d968 / 1a80ebcd / 12c1241b / fd0d3211 | **identical** | **differs** |
| **ground-only rendered pixels**, 3 poses (640×360 render target, everything but `ground` hidden) | 79df268c / 91564001 / a09d1e52 | **79df268c / 91564001 / a09d1e52** | **1f867636 / 405957ac / d51ca7c9** |
Hiding everything but the ground is what made this measurable: a full-frame pixel hash differed
between the two builds by ~30 draws and ~10 k tris **with the ground provably identical** — that was
citizens spawning on wall-clock time and a different prior chunk state, not my change. A pixel A/B
that includes a live sim is not an A/B. → **Fable: if classic should take the footpath too, that is
your amendment ruling and it is a one-token change (drop the `!classic` term).**
### §0.4 — the chunk lifecycle seam: the producer was fine, the *handle* was missing
Diagnosis, measured on HEAD: **`!!PROCITY.chunks.ctx === false`.** The producer has fired
`ctx.onChunkBuilt` since R3 and Lane D's `sim.onChunkBuilt` has existed just as long, but `ctx` is
the shell's local object and `createChunkManager` never handed it back — so a consumer holding only
the manager (which is all `PROCITY.chunks` is) had **nowhere to attach**. LANE_D_NOTES §35 documents
`chunks.ctx.onChunkBuilt = …`, against a property that did not exist. That is the whole bug.
Two ways in now, both inert until used: **`chunks.onChunkBuilt(fn)``unsubscribe()`** (many
consumers — the single `ctx` slot is last-writer-wins and the v8 slate has several per-chunk systems)
and **`chunks.ctx`**, so the documented single-slot form works verbatim.
| proof | result |
|---|---|
| events over a 40-step walk | **136 built · 144 disposed** |
| payload | `{cx, cz, buildings, furniture, data}`, `buildings`/`furniture` are Object3D, `data.lots` an array, and **`key === \`${cx},${cz}\`**` |
| a second consumer | fires too — **does not clobber the first** |
| the original `ctx` slot | fires, alongside the subscribers |
| `unsubscribe()` | **0** further events |
| a subscriber that THROWS | streamer survives, chunks keep building (guarded + `console.warn`) |
| **zero behaviour change when nobody subscribes** | a 102-step walk recording `[draws, tris, chunks]` **per step** hashes **`ceb1ec66` on BOTH builds** (`?verge=0` so the ground is identical too — any difference would be `chunks.js`) |
`sim.js` untouched (Lane D's file). The detail object is still allocated only inside the guard, so a
subscriber-free boot does the same two truthiness tests it has done since R3 and nothing else.
### Honest notes / handed on
1. **The market plaza gets worse before John's amendment, and that is the standing item, not new
damage.** `ground.js` paints a 46×46 m brickpave square at the origin *on top of the spine road*
(charter §Standing #1). With the footpath now 12.5 m either side, more of that square reads as
pavement, and the carriageway (`ROAD_Y` 0.04) now paints over the plaza (0.015) where they cross.
I did **not** touch the plaza: it is awaiting John's ruling and picking a layer for it is a design
decision, not a consequence of this one. Recorded so nobody reads it as a regression from §0.1.
2. Real towns have **0 residential edges** (all lots `use:'shop'`, one `mainstreet` district — the
review's ruling-2 finding, confirmed from the runtime side), so the grass-verge branch never fires
there. It fires on 6 synthetic edges. When the civic fetch lands districts, nature strips appear
on real towns with no further code.
3. The four `THREE.PointerLockControls` console errors are the automation browser refusing Pointer
Lock on a synthetic click — environment, not code, same as R30. **0** other console errors on
every boot tested (default · `?verge=0` · `?classic=1` · `katoomba_real`).
---
## Round 30 (v7.0-alpha ledger #4) — THE COLLECTION UI + the SLEEP surface: **shipped, verified against F's REAL core (nothing stubbed)**
**The crate is on screen: cover thumb · title/artist · price paid · where + day found; count, day and
cash in the standing HUD; SLEEP saves and wakes tomorrow. All of it built on `PROCITY.game` exactly as
§30.1 publishes it — and by verify time none of it was a stub: F committed the save core (`207bcff`)
mid-round, and every game-layer file my test server carried is byte-identical to that HEAD (diffed,
not assumed). Lane C stubbed because F hadn't landed; B landed after F did — the wave order worked.**
### What ships (`web/js/world/hud.js` — my file, my DOM-overlay patterns; +8 lines in `venue.js`, F's §30.4 filing)
- **The game bar** (bottom-right): `day N · $cash` readout + `CRATE n` (the standing-HUD count, opens
the panel; `C` toggles it on the street) + `☾ SLEEP``game.sleep()` — enabled any time (alpha;
home-base gating is beta). The shell's `onDay` hook owns the wake toast; the bar just re-reads the
contract getters.
- **The crate panel**: newest find first; each row = cover thumb, title/artist (C's §30.1 fallback
chain title → sku → slotId), `paid $p · <where> · day d`. Header totals finds + $ spent. *Where* =
the shop's name off the plan when the entry's `townKey` is this boot's, else the town part of its
townKey (`redhill godverse`) — honest, never guessed.
- **Cover thumbs = the pack atlas, cropped in CSS.** The entry's `sku` resolves against its pack index
(per-shop `assets/stock_godverse/<godverseShopId>/` when set, else the town-wide `assets/models/`),
and the row's 44 px thumb is `background-image` + `background-size: 100/du% × 100/dv%` +
`background-position: u0/(1du)` off the item's `uv` rect (origin top-left = CSS's origin, no flip —
the WebGL V-flip in stockpack.js is exactly the transform NOT to apply here). Zero canvas, zero
texture decode beyond the browser's own; B keeps its own tiny index-only fetch cache (`base|type`,
read-only GETs — can't fight stockpack's texture cache). Parody finds (slotId, no sku) wear a type
glyph by design (§30.4); so does any missing pack / unknown sku / remote (`depot:`/http) atlas.
- **Construction-gated like the R19 selector, but on the game itself:** the HUD builds NOTHING at
`createHUD` — a lazy check (every 30th frame) builds the surface on first sight of a truthy
`window.PROCITY.game` (the shell constructs the game after the HUD). `?classic=1` / `?game=0`
`game` is null forever ⇒ **none of this DOM, the KeyC listener, or the help-line suffix ever
exists** — the gate is the game object, not a re-derivation of the flags.
- **`venue.js` — F's §30.4 filing, fixed as filed:** the compat `venueShopId` ("tonight's venue") was
frozen at night-0's gig; now a live getter keyed to `PROCITY.gigs.weekNight` (0 pre-game/day-1 ⇒
exact pre-v7 value). No consumer of the field exists in-tree today (grepped), so the getter is pure
forward-correctness for whoever reads "tonight" next.
### Measured (fresh contexts, port-isolated no-store server :8151 — NOT :8130/:8144 — serving a code
### snapshot + assets symlink, so F's mid-flight edits couldn't shift under the test; snapshot later
### diffed clean against F's landed commits)
| check | result |
|---|---|
| `?classic=1` / `?game=0` (clean tab) | `game: null` · game DOM **0/5 ids** · help line byte-identical · **0 console errors** |
| default boot | bar lazily built, `day 1 · $191` (wallet-backed start), CRATE 0 |
| 3 finds via the REAL `game.recordFind` (godverse sku · town-wide sku · parody slotId) | CRATE 3 · head `3 finds · $92 spent` · thumbs from **both** pack bases (`stock_godverse/158/`, `models/`) — real cover art on screen (screenshotted), parody = ♪ · exactly 4 fetches (2 index + 2 atlas) |
| foreign-town entry via the REAL `game.import()` | row reads `paid $25 · redhill godverse · day 1` (townKey fallback) · missing sku ⇒ placeholder, 0 errors |
| sell seam (`game.removeFind`) | 4 → 3: bar + open panel both follow within one poll (≤6 frames) |
| **SLEEP** (button) | day 1→2 · weekNight 0→1 · wake DAWN 06:30 seg 0 · `procity-save/1` on disk with day 2 + 3 entries · shell toast `🌅 day 2` · cash untouched · **`venueShopId` re-keyed 116 → 490** (the §30.4 fix, proven behaviourally) |
| next boot (same profile) | the saved game LOADS and the bar/panel read it — persistence proven from the UI side too |
| `?noassets` + a real-sku find | **0** stock/atlas fetches (asset law) · placeholder stands · 0 errors |
| cost | 50-row full rebuild **0.9 ms** · first 3-row open 2.1 ms · DOM-only = 0 draws (C proved the class; unchanged) |
**Honest notes:** (1) the four `THREE.PointerLockControls` console errors seen mid-drive are the
automation browser refusing the Pointer Lock API on my splash click — reproduced click-free at zero,
absent on every clean-tab boot; environment, not code. (2) F's splash ("walk into town") was new in
the tree mid-round and sat over my first screenshot — noted, F's surface, untouched. (3) Beta polish,
not done: foreign-town rows could carry real display names via E's towns index (the selector already
fetches it) — one map at build time, when the money-shot pass comes.
---
## Round 28 (v5.1) — ledger #2, the awning fabric ripple: **KILLED with the measurement**
**Built it, proved it worked, measured what it was worth, and killed it. A 10×-over-driven billow —
1.4 m of flap on a 0.14 m canopy — cannot move 1% of the frame. It is not the gain; it is the
geometry. The backlog item is closed permanently, and the reason names what *would* work.**
R17 shipped tree sway and parked this with a physical reason: a posted verandah is a structural roof
and does not flutter. R28 asked for the half R17 left — the stalls' striped canopies really are cloth,
and they shared the rigid awning InstancedMesh, so neither could move without the other. That part was
all true, and the split worked. The cloth just turned out to be invisible.
### It was built, and it worked
Split the canopies out of the rigid mesh (own `InstancedMesh`, own subdivided box — a 4-corner box has
nothing to ripple), gave only them a cloth billow riding R17's existing `wind.js` uniforms: a
`sin(πu)·sin(πv)` pin (zero at the four corner posts by construction, peak mid-panel), two crossed
travelling waves, per-instance phase off world position so forty stalls don't breathe in unison.
Proven by **rendered-pixel hashes**, not by eye:
| proof | result |
|---|---|
| the cloth actually displaces (calm vs gusty) | `40f59eaf``d6d3e1f1`**moves** |
| returning to calm reproduces the calm frame | `40f59eaf`**identical** |
| `uWindTime = 99` at amp 0 | `40f59eaf`**identical** (amp 0 ⇒ `+= …*0.0`, the R17 pattern) |
| **`?classic=1`, same fixed pose, pre- vs post-change build** | **`453c0154``453c0154` — byte-identical** |
| rigid verandahs / rest of town ride the wind? | cloth+trees hidden: `76c8b518``76c8b518`**still** |
| …and the control proves I hid the right thing | cloth restored: frame **moves** again |
Cost at `market_square`, true A/B: **+0 draws** (98 → 98) / **+2,160 tris**. +0, not the +1 I'd written
in my own comment — the square's chunks hold *only* stalls, so the rigid list empties, `makeInstanced`
returns null, and the cloth mesh replaces it rather than adding to it.
### And it is worth nothing — the sweep (amp is the same multiplier as gain)
| peak billow | frame changed |
|---|---|
| **0.02 m — CALM, the default weather amp** | **0.05%** |
| **0.14 m — STORM, the most any player ever sees** | **0.21%** |
| 0.35 m (2.5× over-driven) | 0.33% |
| 0.70 m (5×, absurd on a 0.14 m slab) | 0.49% |
| **1.40 m (10×, a canopy flapping a body-length)** | **0.77%** |
At the player's actual browsing pose, storm-force: **0.00%, max channel delta 1**. Not one pixel.
**The reason is physical, and it is the same physics that killed the verandah in R17.** A canopy is a
horizontal sheet at y 2.2 viewed by a 1.7 m player: you see it edge-on or from underneath, so a
*vertical* displacement runs almost parallel to the view ray and produces almost no pixel change. You
cannot see a flat horizontal sheet flex vertically while standing under it. No gain fixes that — 10×
buys 0.77%, and anything that large stops reading as cloth and starts reading as a trampoline.
**What would work, if wind in the market is ever wanted (for whoever reads this in round 35):** the
motion has to be *perpendicular* to the view, which means **vertical cloth** — hanging stall skirts, a
flag, a banner, an awning valance. That is an **asset** (Lane E), not a shader. B's `applyWind` /
`applyFabricWind` seam is ready for it the day such a mesh exists; the shader was never the missing
piece. **Ledger #2 leaves the backlog forever.**
### Kept from the round
Nothing shipped: `buildings.js` and `wind.js` are byte-identical to HEAD. Shipping an invisible ripple
would have cost 2,160 tris and a second draw path in the covenant town to move 0.05% of a calm frame.
*The R17 rule was "ships or dies". It died — and it died with numbers, which is the only way an item
this old stops coming back.*
**Two vacuous measurements caught on the way (the epoch's own disease, still catching me):** (1) a
`!!material.onBeforeCompile` check to prove the rigid verandah was untouched — every `THREE.Material`
inherits a prototype no-op, so it is **always** truthy; the assert could never go red, and I replaced it
with `hasOwnProperty` plus a behavioural hide-and-hash control. (2) a gain sweep that reported the
identical 0.21% at gains 0.4→4.0 because I never stored the shader ref, so `uFabricGain` never moved —
**four identical numbers across a 10× range is a sweep that proves nothing**, and it was the constancy,
not the value, that gave it away. Both would have passed as green.
---
## Round 27 wave 4 — `poseForShopFront` shipped · **and every real town's shops face away from the street**
**The micro-task is done and verified. In doing it I found why F photographed empty road: it is not
the pose. Every shopfront in every OSM town has faced away from its street since R18, and the tours
have been photographing the backs of buildings for nine rounds. Root cause is a CITY_SPEC that
contradicts itself. The fix is one line in A's `plan_osm.js` — proven, then reverted, because it
isn't mine and it needs a ruling.**
### 1. The deliverable — `DBG.poseForShopFront(sel, dist = 8)`
Poses at a NAMED SHOP's frontage: door centred, sign band + R26 crate mark in shot, under the verandah.
`clusterPose()` answers "where is the town's HEART", which is the wrong question for a named shop —
Red Hill's heart doesn't contain Monster Robot, which is exactly how F got three frames of empty road.
Keyed through **one shop selector**: F's R22/R24 resolver lived inside `enterShop()`, so I extracted it
rather than grow a second key scheme beside it — a selector bug resolves the wrong shop *and looks like
it worked* (F's own first cut proved that), so the id-namespace law now has exactly one home.
Verified live, and this is the case that matters:
| call | resolves to | |
|---|---|---|
| `poseForShopFront(31)` | **Wholefood Cafe** (plan id 31) | + `ambiguous:` "31 is also the godverseShopId of Silky Oak Furnature — use 'g:31'" |
| `poseForShopFront('g:31')` | **Silky Oak Furnature** (godverse id 31) | the prefix IS the fence |
| `poseForShopFront('g:999999')` | `{error}` | never throws, never guesses |
Framing proven by **projection**, not by eye — `doorCentreNdcX = 0.0000` (exactly), door / sign / mark
all inside the frustum. Derived from buildings.js rather than hardcoded: door is centred on the lot
front (so `off = 0`, unlike `poseForShop`'s `off = 1.0`); sign band is `min(h,FACADE_H)0.35 ± 0.25`
**y 2.402.90**; the mark is **y 2.452.52**; `camY = 2.0` sits below the `AWNING_Y = 2.95` verandah, so
a ray rising to a target ≤ 2.9 can never cross it — the sign is clear *by geometry*, at any distance.
### 2. Correcting my own R27 intel to F — I gave F two wrong numbers
My R27 note said the mark "rides high (y ≈ 3.3)" and the vinyl landmark blocks only 4% of it. **Both
wrong.** The mark is at y 2.452.52; I had ray-scanned y 3.03.6, which is empty awning air *above the
sign* — that is why it read ~0. Re-measured on the true band: the `novelty_record` disc (top y **2.50**)
reaches **into** the mark band and clips **~15% of the strip from every offset** — moving the camera only
changes *which* 15%, so there is nothing to dodge. The recommendation (**shoot head-on**) survives, but
for the opposite reason to the one I gave: not because the vinyl is clear of the mark, but because it
never isn't, and the repeating spines read through it anyway.
### 3. THE FINDING — real-town shopfronts face the paddock, not the street
Standing on Musgrave Road (Monster Robot's own `frontEdge: 1316`) and looking at the shop returns a
**blank grey back wall**: no sign, no door, no windows, no mark. Measured, not eyeballed:
| town | shop lots w/ frontEdge | facing their street | **180° backwards** |
|---|---|---|---|
| `redhill_godverse` | 35 | **0** | **35** (dot = 1.000) |
| `katoomba_real` | 72 | **0** | **72** (dot = 1.000) |
| synthetic (default) | — | — | none — looks right, always has |
dot = **1.000 exactly**, every lot, both towns: a convention, not a defect. Katoomba's `street_noon`
the bookmark the release tours have shot for nine rounds — is **46 draws / 19,680 tris of bare road**.
**Root cause: CITY_SPEC contradicts itself, and the two generators each implement one half.**
- **CITY_SPEC:71** (the lots contract): *"ry: … a GLB modelled facing Z ends up with its facade's OUTWARD
normal pointing at frontEdge. **World facing = (sin ry, cos ry)**"* → **Z is the facade.**
- **CITY_SPEC:335** (posters, R15): *"seated on the **+Z street facade** (**B's canon**: buildings.js facade +
venue.js door/queue/camera are all +Z; `lot + (sin ry, cos ry)·(d/2+ε)`)"* → **+Z is the facade.**
`plan_osm.js:443` obeys the first (`ry = atan2(nx, nz)`, its comment says *"facade (Z) faces road"*).
`plan.js` (synthetic), `buildings.js`, `venue.js` and the R15 posters obey the second. Synthetic — the
town every golden and every one of us tests — follows B's canon and looks correct, which is precisely
why nine rounds of real-town work never caught it. **This is the epoch's own signature species: a rule
meeting a case written after it.** The +Z canon is the de-facto standard (v1→v5, every synthetic golden,
posters R15 ledger #1); `plan_osm.js` is the lone dissenter.
**Proven, then reverted.** One line in A's file — `ry = Math.atan2(-nx, -nz)` — flips katoomba from
**0/72 facing → 72/72 facing**, and turns B's `poseForShopFront` camera from **26 m out in a paddock into
4 m from Musgrave Road**: the money shot F specified, shopfront + mark + kerb + a citizen at the door.
I did not commit it. It is A's file, it moves every real-town plan (⇒ real-town goldens re-pin under
amendment law), and a spec that contradicts itself is Fable's to rule on, not mine to pick a side of.
**This also re-reads my own R22 diagnosis.** I recorded "chunk-buildings **348 tris** (0.2%)" in katoomba's
busiest venue block and credited the atlas/instancing work. 348 tris is ~29 boxes: that was not efficiency,
it was the buildings being **absent from the frame**, and I read the evidence as a win. The number was
right; my reading of it was wrong, for five rounds.
Files: `web/js/world/dbg.js` (the helper + the extracted selector). No other lane's file touched.
---
## Round 27 (on-call) — the R26 handshake **verified against G's real manifest**; intel for F's #5 money shot
R27 owes B nothing (*"B/D: notes current; nothing else owed"*, *"B/D on-call"*). This is on-call work: F's
tour (#5) is specified as *Monster Robot Party's frontage, **B's mark visible*** — a claim my R26 verification
could not actually test, because G's manifest didn't exist yet and I proved the treatment against a **temp
manifest I scaffolded and deleted**. G has since shipped the real one (`36d10ca`). Claim now measured, not
assumed.
**Monster Robot Party is in `redhill_godverse`, not `newtown_godverse`** — the only town B ever tested the
mark in. F's money shot is posed in a town this treatment had never been verified against. It works.
### The R26 handshake held, unmodified
G's real emission is `{version:1, shops:[{godverseShopId, types, sourcing}]}` — 15 entries, lands inside B's
tolerant reader (`.shops`, objects carrying `godverseShopId`) with **zero coordination**, exactly as the R26
note promised. **The `tier` → `sourcing` rename (Fable's waves-1-2 ruling) did not touch B**: the mark
deliberately never reads that field, so a rename of it cannot break the footpath. *The "don't leak tier"
call paid a dividend it wasn't designed for — a cue that reads no field cannot break when the field moves.*
### Both arms proven live — the discriminating arm for the first time
R26's temp manifest marked **all 18** keyed shops, so "manifest is the authority, not the key" was never
actually exercised. G's real manifest makes it load-bearing: redhill has **9 keyed, only 4 stocked**.
Measured at Monster Robot's frontage (live chunk set), ground truth vs render:
| shop | keyed | in manifest | rendered |
|---|---|---|---|
| **Monster Robot Party #3962749** (`real`) | ✓ | ✓ | **marked** ✓ |
| Silky Oak Furnature #31 | ✓ | ✗ | **bare** ✓ |
| Thrift Shop and Eternity Boutique #908 | ✓ | ✗ | **bare** ✓ |
Two keyed shops stand metres from a stocked one wearing no mark, because they have no crate. **The street
advertises exactly the crates that exist.** (#31 is the same shop as Fable's R25 id-namespace bug — its
godverse id collides with a plan id; the mark reads `godverseShopId` only, so it is unaffected.)
Frontage: **135 draws / 74,354 tris**, 0 page errors, manifest prefetched at boot.
### Intel for F's #5 (no action needed from B)
The **`novelty_record` landmark** (B's furniture — a giant 0x1a1a1a vinyl disc on a post, marking record
shops) stands 2.5 m off Monster Robot's frontage and is **prominent in the head-on frame**. Measured
occlusion by ray-grid, so F can frame without guessing:
| band | head-on (8 m) | off-axis (+4 m) |
|---|---|---|
| **mark + sign** | **4%** blocked | 0% |
| window glass | 22% blocked | **44%** blocked |
**Shoot head-on.** The vinyl sits low (y≈1.3) and the mark rides high (y≈3.3), so it never meaningfully
occludes the mark; stepping off-axis *doubles* the window occlusion instead of helping. A giant vinyl record
in the frame of a record-shop money shot is a feature, not a blemish. *(I first read the black disc as a
render bug — it isn't; it's the landmark doing its job. Recorded so the next reader doesn't re-open it.)*
No code changed this round; notes-only.
---
## Round 26 (Fable's ROUND26 → Lane B) — #5 the polish pick: **the stocked shopfront reads from the footpath**
**Shipped. A stocked godverse shop now tells you it's diggable before you reach the door — a crate of
spines under the sign, and a warm-lamp-over-crates room behind the glass. Cost: +0 draws / +0 tris.**
Pick rationale: of the three offered (signage/window treatment · awning ripple · tram-stop tri diet), this
one is the beta's own theme — EVERY CRATE DIFFERENT is worth nothing if the street doesn't say which shops
*have* a crate. (The tri diet is likely moot after E's R22 decimation; the ripple is a vibe with no beta
dependency. Both stay on the list.)
### The authority question — the manifest, not the key
The mark keys off **`stock_godverse/index.json` membership**, deliberately *not* off `godverseShopId`.
Keyed only means "this shop has a stock identity"; the manifest means "a crate is actually here". Marking
keyed-but-unstocked shops would advertise a crate the shop hasn't got — **the street would lie, the one
thing this epoch keeps refusing to do**. This is ledger #6's manifest (G emits, F consumes) doing a second
job for free: it is already the truth of who carries an atlas.
The mark **does not leak tier**. "You can dig here" is equally true of `real` and `mint`; provenance
belongs on C's price card and in E's gates, not shouted from the awning.
### What it is (both halves free)
| cue | how | cost |
|---|---|---|
| **crate mark** — a row of seeded spines under the shop name | painted into the chunk's **existing** sign-atlas cell (`drawSign` → `drawCrateMark`), 7-colour palette, `shop.seed` LCG so a shop's crate is stable | **0 draws / 0 tris** (same 2048² canvas, same 1 draw/chunk) |
| **window cue** — warm lamp over crates, not a generic 90s wall | rides the **existing** per-shop `aTint` attribute (`roomTint` → `STOCKED_ROOM_TINT`), `?winmap` parallax path | **0 draws / 0 tris** (no new attribute, no new material) |
### Measured (newtown_godverse, 18 keyed = 18 stocked under a temp manifest, since deleted)
**True A/B at one pose — manifest 200 vs manifest 404:**
| | control (404) | treatment (200) |
|---|---|---|
| spine-marked sign cells | **0** | **3** (18,768 exact-palette px) |
| stocked window tint verts | **0** | **36** |
| `street_noon` | 65 draws / 115,502 tris | **65 draws / 115,502 tris** |
**+0 draws / +0 tris** — with the treatment *proven on*, not merely assumed. Stocked shopfront (Goulds
Books, footpath pose): **85 draws / 144,730 tris**, inside street law (≤300 / ≤200k).
Consistency check against ground truth: 3 stocked shops in the live chunk set (Dorrigo Hotel, Old Wares,
Goulds Books) → **3 marked cells, 9 stocked window quads** (3 shops × ~2.6 windows). Cues agree.
### Covenants (re-proved — the prefetch is new code on the boot path)
| boot | keyed | `stock_godverse` fetches | errors |
|---|---|---|---|
| `?classic=1` (zero-fetch covenant) | 0 | **0** | 0 |
| default synthetic (`?dbg=1`) | 0 | **0** | 0 |
| `newtown_godverse`, manifest 404 | 18 | 1 (404, eaten) | **0** |
Tested with the manifest **present on disk** — the harshest form: a stray fetch would have returned 200
and been unmissable.
### Three traps this round (all self-caught, all recorded)
1. **The module-load fetch would have broken the classic covenant.** First draft fetched the manifest at
module load → fires on *every* boot → a console 404 on the synthetic default and a **fetch delta to
`?classic=1`**, whose covenant is *zero fetch*. Restructured to lazy `ensureStockIndex()` +
plan-driven `prefetchStockIndex(plan)`, called from `createChunkManager`**keyed plans only**.
2. **The lazy trigger alone raced the first chunk build.** With only the per-chunk trigger, boot showed
`manifestRequested: []` (spawn chunks had no keyed shops); the manifest only fetched after walking to a
keyed shop — meaning **the first stocked shop you approach would build unmarked**. Fixed by prefetching
at chunk-manager construction, before any chunk builds. Verified: manifest now fetched at boot.
3. **A vacuous "zero cost" and a junk detector.** First measurement read +0/+0 — because the manifest was
never fetched (stale `chunks.js` + a cached 404), so *nothing had been applied*. Numbers identical
because the feature was off. Then the pixel detector reported **60 "marked" cells with no treatment at
all** — it was counting ordinary busy sign cells. Replaced with an exact-palette signature (the spine
colours no registry sign uses): control **0**, treatment **3**. *Vacuous-gate law applies to a lane's
own verification, not just to gates — a green that can't go red proves nothing.*
Corollary recorded: **`force-cache` serves a deleted file** (`transferSize: 0, status: 200` while disk
404s) — an A/B against disk state is not an A/B. Poison the cache (`cache:'reload'`) or you are testing
your own memory.
### Handshake for G / F / C (manifest shape)
`buildings.js` reads the manifest **fail-soft and shape-tolerantly**: a root array, or `.shops` /
`.entries` / `.atlases`, of bare ids or of objects carrying `godverseShopId` | `id`. Any other shape, a
404, or `?noassets`**no treatment, no error, no console noise**. G's real emission (ledger #6) needs no
coordination with B — if it lands in any of those shapes, the footpath lights up on its own. **B consumes
`index.json` read-only and emits nothing into `stock_godverse/**`** — the temp manifest used to prove this
round was deleted; the directory is G's.
Files: `web/js/world/buildings.js` (the two cues + the lazy fail-soft reader), `web/js/world/chunks.js`
(one line: the keyed-plan prefetch).
---
## Round 22 (Fable's ROUND22 → Lane B) — #1a the `venue_night` tri diagnosis → **OWNER: LANE E**
**Verdict: the driver is the four GLB street-furniture props. 149,161 of 163,015 tris = 91.5% of the
stress view. Not posters, not buildings, not pools, not the density widening per se. Owner = E (asset
tris) per the ledger's own rule. Decimation clears the gate with ~120k to spare.**
Method: katoomba `venue_night`, settled, then **hide-a-layer-and-re-measure** (frustum-accurate
attribution — a layer's cost is the tris that vanish when it's hidden), then the same drill *inside*
furniture, bucketed by geometry.
### Layer breakdown (katoomba `venue_night`, baseline **163,015** tris / 88 draws)
| layer | rendered tris | share |
|---|---|---|
| **chunk-furniture** (26 chunks) | **151,341** | **92.8%** |
| ground | 9,932 | 6.1% |
| venue-presentation (frontage+posters+pools) | 770 | 0.5% |
| lighting (sky dome) | 624 | 0.4% |
| **chunk-buildings** (26 chunks) | **348** | 0.2% |
| venue-posters | 222 | 0.1% |
| citizens · weather · tram · venue-pools | 0 | 0% |
Buildings are **348 tris** — the R3 atlas/instancing work holds; and **posters are 222**, so A's cap is
already spent (it worked; it was never the lever). Pools cost **0**.
### Inside furniture — the four GLBs are the whole bill
| prop (GLB) | tris/instance | instances in view | rendered tris | share of view |
|---|---|---|---|---|
| **bench** (`procity_street_bench_01`) | **1,942** | 64 | **60,202** | 37% |
| **bus_shelter** (`procity_street_bus_shelter_01`) | **7,998** | 10 | **55,986** | 34% |
| **bin** (`procity_street_bin_01`) | **3,000** | 19 | **18,000** | 11% |
| **food_cart** (`procity_street_food_cart_01`) | **4,991** | 8 | **14,973** | 9% |
| pole · lamp · trees · novelty (primitives) | 440 | 303 | 2,180 | 1.3% |
**GLB total 149,161 (91.5%). Primitives 2,180 (1.3%).** Identity confirmed by DCC-authored material names
(`wire_143225087` — a Sketchfab scan, `baked_mat`, `2 wood frame `, `Material_0`) — these are E's four
furniture GLBs, not our procedural materials. Two (bench, food_cart) are also `MeshPhysicalMaterial`, an
expensive shader for a 0.4 m street prop.
**Why now, and why it isn't the density widening:** shop count doesn't drive this — *road* density does.
Real towns put a bench/bin/shelter cadence on a 966-edge graph, so ~100 GLB props land in the streamed set
where synthetic had a handful. The props were always over-tessellated (a **1.2 m bench at 1,942 tris** is
~5× the entire building stock in frame); real roads just finally presented the bill. **This is my own R6
note coming due** — filed then: *"the street_bin GLB is 3.0k tris — heavy for a prop placed ~15×; a decimate
to ~500 tris would give back tri headroom if the combined-lane budget tightens."* It tightened.
### → Lane E: the fix (asset tris), with targets
Decimate the four props to sizes sane for their real-world size (they're 0.42.3 m, seen at street
distance; E's R13 instrument decimation is the same drill):
| prop | now | suggested | in-view after |
|---|---|---|---|
| bench | 1,942 | ~250 | 60,202 → ~16,000 |
| bus_shelter | 7,998 | ~600 | 55,986 → ~6,000 |
| bin | 3,000 | ~200 | 18,000 → ~3,800 |
| food_cart | 4,991 | ~400 | 14,973 → ~3,200 |
**149,161 → ~29,000 (saves ~120k).** Projected: my baseline **163k → ~43k**; **F's 221,935 → ~102k**
both far under the 200k gate, with headroom for the pack's denser towns. (Cheap extra: drop the two
`MeshPhysicalMaterial`s to `MeshStandardMaterial`.)
### → Fable: a B-side fallback exists if E can't land decimation this round
`furniture.js` already ships a **primitive fallback for every GLB prop** (the R4 "use-if-ready" path, the
`?noassets` route). So a distance/density-gated LOD — keep GLBs near the camera, primitives beyond — is a
contained Lane B change I can land quickly. I'm **not** doing it unilaterally: per the ledger this is E's
(asset tris), and source decimation is the right fix (it helps every town and every view, not just this
one). Say the word if you want the B-side gate as belt-and-braces.
## Round 22 — #3 per-town bookmarks (Lane G's filed bug) — FIXED
**Root cause:** every "nearest" resolver in `dbg.js` sorted by distance from the **world origin**. That's
the town centre only on a *synthetic* plan. A real OSM town is projected about its cache's bbox centre
while its shops cluster hundreds of metres away — so bookmarks teleported into arbitrary far-flung
geometry, exactly as G reported. Measured origin-pick distance from the retail heart: **katoomba 408 m ·
newtown 626 m · fremantle 371 m**.
**Fix:** resolve every bookmark about the town's **densest shop cluster** (grid-bin the shop lots at 120 m,
heaviest bin's centroid = the retail heart) instead of the origin — `byDist`, `lotsByDist`,
`streetViewPose`, `stopPose`, and `crossroadsPose`'s tie-break.
**Gated on the REAL-ROADS signal (`edges > 200`)** — the same primitive the R20 tram fence uses — so
**synthetic and the marched fixtures keep their exact origin-centred behaviour** and F's release-tour
control shot cannot move. This gate is *load-bearing, not cosmetic*: synthetic's anchor is only 117 m out
but it **does** re-pick (Anglibarn Op Shop → Dusty Pages), so an unconditional switch would have silently
moved the control. Same reason `crossroadsPose`'s new tie-break is gated — a degree tie would otherwise
resolve differently on synthetic.
| town | edges | ref used |
|---|---|---|
| synthetic · melbourne · katoomba-fixture · silverton | 22 · 15 · 15 · 1 | **origin — unchanged** ✅ |
| **newtown_godverse** (G's town) | 1,626 | anchor (98, 629) ✅ |
| katoomba_real | 993 | anchor (227, 625) ✅ |
**Result on katoomba** — shopfront bookmarks went from ~408 m adrift to **≤42 m** of the retail heart:
`arcade` 7 m · `milkbar_dusk`/`patronage_door`/`shopfront_detail` 24 m · `market_square` 26 m · `dig_real`
42 m; strip views (`street_noon`, `katoomba_main`, `district_posters`) ~195 m — on the high street;
`venue_night`/`queue_night` ~345 m (that's A's venue placement, not the bookmark). All 19 resolve, 0
errors, synthetic 19/19 unchanged.
- `warehouse_fringe` sits **3,074 m** out — **correct by design**: it's the `far:true` fringe shot, and on
a 5 km town the fringe genuinely is 3 km away. Left alone deliberately.
**→ Lane F (ledger #4, the shared posing primitive):** published on the harness as
**`DBG.townAnchor`** (`{x, z, n, anchored, ref}` — the retail heart + whether it's in use) and
**`DBG.clusterPose(kinds)`** (stand on the road at the densest cluster, look along it). That's your
cluster-pose finding as a `dbg.js`-consumable — the tour and the bookmarks now resolve through the same
primitive, so a tour shot and its bookmark can't drift apart.
### Honest note on the baseline (mine 163,015 vs F's 221,935)
Same view, different number: my automation's rAF is throttled, so the **live gig crowd never spawns**
(citizens measured **0** tris here) — F's number includes it (~59k of peds). This doesn't move the verdict:
furniture is 92.8% of what I measured and still ~68% of F's 221,935, and the decimation above clears the
gate on either baseline. Flagging it so F re-measures against the live crowd, not my throttled figure.
---
## Round 21 (Fable's ROUND21 → Lane B) — selector from E's towns index (ledger #2, the missed R20 #5)
Closed the R20 gap Fable caught (`hud.js:11` still hardcoded `REAL_TOWNS`). The real-town list now comes
from **E's `web/assets/towns/index.json`** (`procity-towns-index/1`), so it grows with the town pack instead
of being edited in `hud.js`. Verified fresh Chromium. Nothing else touched — the tram/ground work is done.
### How it works (fail-soft by construction)
`createHUD` is synchronous, so the picker is **built immediately from the fallback literal** and then
**upgraded in place** when the index resolves. That ordering *is* the fail-soft: if the index never arrives,
the working list is already on screen.
- **Index present** → real names, states and shop counts: `Katoomba, NSW · 80 shops`, `Fremantle, WA · 80
shops`, `Newtown, NSW · 72 shops`, `Bendigo, VIC · 36 shops`, `Castlemaine, VIC · 24 shops`. (`roads:false`
towns would read `· marched`; none today.)
- **`?noassets`** → the fetch is **skipped entirely** (asset law — the shell doesn't load town caches there
either, so reading the index would be pointless as well as illegal). Measured: **0 index fetches**,
fallback list, 0 errors.
- **Anything wrong with the index** → the fallback simply stands. Exercised the exact chain against every
nasty case; **none throws, none rebuilds from junk**:
| index case | result |
|---|---|
| 404 / missing · network error · malformed JSON | fallback stands ✅ |
| `towns: []` · `towns` not an array · junk entries (no `key`) | fallback stands ✅ |
| good index | rebuilds from index ✅ |
`REAL_TOWNS_FALLBACK` is retained **only** as that fallback (comment says so) — it is no longer the source
of truth. Verified live: booting `katoomba_real` shows `Katoomba, NSW · 80 shops` pre-selected; the picker
fits (193 px of its 230 px max); 0 page errors; navigation unchanged (`onchange` is set once on the
`<select>`, so rebuilding the options never clears it).
**→ Lane F:** unchanged from R19 — **no shell seam**, the selector is entirely `hud.js` (already built by
`createHUD`), and it lives inside `#pc-hud` so `setVisible(false)` hides it for the beta money shot. Your
R19 gating call (always-in-HUD vs `?dbg`) is still yours; one line either way.
---
## Round 20 (Fable's ROUND20 → Lane B) — the tram ruling + ground polish (ledger #3/#4, v4.0-beta)
### 1. The tram ruling (ledger #3) — route by SHOP ADJACENCY, fence per-town
`tram.js` `spinePolyline` now walks from each dead-end of the main subgraph, **greedily taking the
unused main edge that fronts the most shops** (`lot.frontEdge`), and keeps the best-scoring path (ties →
longer). Component logic isn't needed — a walk can't leave its component.
**Synthetic + fixtures are byte-identical, by construction and by measurement.** A synthetic main node has
≤2 mains so there's never a choice, and its two dead-ends tie exactly ⇒ strict `>` keeps the pre-R20 start
⇒ the same route. Verified by running the old and new logic against the same plan: **identical polylines**
(Boolarra Heads: 7 points, 6 edges, 810 m, 172 shops fronted, 2 stops — unchanged).
| town | shops | shops fronting mains | OLD route | NEW route | stops | tram |
|---|---|---|---|---|---|---|
| synthetic | 493 | 172 | 172 | **172** (810 m) | 2 | RUNS (unchanged) |
| fixture melbourne / katoomba | 95 / 19 | 0 / 0 | 0 | 0 (378 m) | 3 | RUNS (unchanged) |
| fixture silverton | 12 | — (0 mains) | — | — | 0 | no-op (unchanged) |
| **REAL newtown** | 64 | 32 | **0** | **8** (1924 m) | 16 | **RUNS** |
| **REAL castlemaine** | 22 | 11 | 1 | **6** (2184 m) | 10 | **RUNS** |
| REAL katoomba | 69 | 7 | **0** | 3 (3784 m) | — | **FENCED** |
| REAL fremantle | 79 | 4 | **0** | 2 (3054 m) | — | **FENCED** |
| REAL bendigo | 35 | 7 | **0** | 1 (4376 m) | — | **FENCED** |
The alpha tram fronted **0 shops on 4 of 5 real towns** — it really was a highway bus. Shop-adjacency
improves every town, but on katoomba/fremantle/bendigo the best main chain still fronts <5 shops, so per
Fable's fallback the tram is **fenced per-town**.
**The fence keys off the REAL-ROADS signal (`edges > 200`), never shop count alone** because the marched
fixtures legitimately front **0 shops on their mains** (the marched spine is bare; the avenues carry the
shops), so a naive shop-count fence would have killed their v2 tram. Synthetic (22 edges) and fixtures (15)
are an order of magnitude under the threshold and can never be fenced. Threshold: `shopsFronted < 5`.
### 2. Bug found + fixed en route: phantom tram stops on real graphs
The stop projection mapped **every shelter in the town** onto the route with no distance gate harmless on
synthetic (2 shelters, both on the spine), nonsense on a real graph: **Newtown produced 149 stops** (~9 min
of pure dwell at points the tram never passes). Added a **30 m** gate (a shelter sits `halfRoad+1.7` 16 m
off its own centreline, so every genuine stop survives): **newtown 149 → 16, castlemaine 37 → 10**;
synthetic **2** and fixtures **3** unchanged.
### 3. Ground polish at real intersections (ledger #4) — measured, NO fix needed
Real Katoomba: **325 degree-3+ junctions, 28 under 30°, worst 4.3°** (near-parallel). Viewed at grazing eye
level (the worst case for z-fighting) the worst junction reads **clean — no z-fight, no gaps**: continuous
tarmac, correct footpath/kerb. Why it holds: the layers are already y-separated (road `0.0` / footpath
`0.02` / kerb `0.06`) so nothing co-plane-fights across layers, and road-on-road overlap at junctions is
**invisible by design** `OVERLAP = 1.5` makes strips overrun their nodes on purpose, and they share one
skin, one y and one merged draw, so a UV mismatch can't read on uniform asphalt.
- *Cosmetic only (v4.0 candidate, not a defect):* at ultra-acute (<10°) junctions the footpath/kerb strips
of the two near-parallel roads double up on the sliver between them. Reads busy, not broken.
### 4. Selector polish (ledger #5) — BLOCKED on E
E's `web/assets/towns/index.json` hasn't landed (`build_towns.py` still WIP), so `REAL_TOWNS` stays
hardcoded this round. It's a one-line swap to `fetch('assets/towns/index.json')` when E lands.
** Lane F (BF tram verdict + selector):** tram **runs** on synthetic, all fixtures, **newtown** and
**castlemaine**; **fenced** on **katoomba, fremantle, bendigo** (`routeInfo.fenced` + `reason` are exposed
for your smoke). Selector gating (always-on HUD vs `?dbg`) is your call one line either way.
** Lane A (finding, with measurements):** only a small slice of shops front a **main** edge on real towns
katoomba **7/69**, fremantle **4/79**, bendigo **7/35**, newtown 32/64, castlemaine 11/22. The real high
street is coming out classified **`side`**, which is *why* the tram must be fenced on three towns. If your
main/side classifier promoted shop-dense ways to `main`, the fence would lift and the tram would find the
actual high street. Worth a look beyond the tram: **`onMain` also gates `gigs.js pickVenues` pub placement**.
---
## Round 19 (Fable's ROUND19 → Lane B) — the town selector (ledger #4, beta pull-forward, non-blocking)
Shipped the in-game town picker; verified fresh Chromium. **No `index.html` seam** it lives in `hud.js`,
which already owns its DOM overlay.
### `hud.js` town selector
A compact `<select>` in the HUD overlay (top-left, styled to match, `pointer-events:auto` so it's usable
when the pointer is free Esc first). **9 options**: `▸ Synthetic — procedural` + the 3 OSM fixtures
(`osmTownKeys()` minus `_real`: Melbourne/Katoomba/Silverton) + the 5 real-road caches (Katoomba, Newtown,
Fremantle, Bendigo, Castlemaine hardcoded `REAL_TOWNS`, since there's no towns manifest yet; beta derives
it from an index). Selecting navigates: synthetic clears `plansrc`/`town`; a town `?plansrc=osm&town=<key>`,
**preserving all other params** (seed, flags). Current town pre-selected; an unknown current town is added
so it still shows.
- **Verified end-to-end**: picked `katoomba_real` through the dropdown it navigated + booted real Katoomba
(966 edges / 323 intersections / 3 venues), selector then reads "Katoomba · real roads". 0 page errors.
- Lives **inside `#pc-hud`**, so `hud.setVisible(false)` hides it for F's money shots (no extra work).
** Lane F (BF "selector seam"): there is NO seam** the selector is self-contained in `hud.js` (already
constructed by `createHUD`). Nothing to wire in `index.html`. If you want it gated (e.g. `?dbg` only) that's
a one-line `setVisible`/guard call, your choice; I left it always-in-HUD as a modest debug-grade feature.
### Corner-strips spot-check (R18 failure-item #3) — ground fills real intersections OK
Overhead look at a degree-4 real intersection (58 exist on the current graph): the merged road strips
**overlap-fill the junction** (carriageway continuous, lane markings + zebra crossing render, no gross gap).
Acceptable for the alpha; a finer acute-angle / z-fight pass is a beta detail. `ground.js` is road-agnostic
enough for real topology.
### Budget note → F (measured against A's UNCOMMITTED WIP — caveat, not a final finding)
F's `BIG_CITY` one-liner (`e6fcb7b`) is live and working real Katoomba now streams big-city (radius 2 +
shadows off), chunks **50 → 26**. **But** against the current working tree the venue block is still **~237k
tris** at night and that tree carries **A's uncommitted R19 finalization WIP** (`plan_osm.js` modified;
the graph grew 799 966 edges / 323 intersections = junction-joining in, but the **far-island CULL not yet
applied**). Fable's ruling calls the cull "half of B's tris problem", so **the 200k gate needs F's fix AND
A's committed cull together** re-measure the busiest real block after A pins (that's the deferred
"tris post-cull" re-measure; it genuinely waits on A's commit, per the R18/C lesson that the dev server
serves other lanes' uncommitted edits). Not filing 237k as a defect it's mid-finalization.
### The uncommitted `docs/shots/v4_alpha/katoomba_mainstreet.png`
Present in the tree since before this R19 session (not a deliberate save of mine my audit screenshots are
browser-tool captures, uncommitted). Likely a prior B-audit capture. **F should reshoot deterministically
via the tour harness** for the official money shot regardless; treat its provenance as unverified.
---
## Round 18 (Fable's ROUND18 → Lane B) — irregular-geometry audit (ledger #4, v4.0-alpha REAL ROADS)
**The deliverable is the failure list.** Audited `katoomba_real` on E's real roads (schema v2, **484 OSM
ways a 799-edge / 872-node graph, 126 real intersections** (99 deg-3, 27 deg-4), edges **3.5 m1303 m
(28 short <12 m)**, span **~3945 × 4944 m**). E's roads cache landed mid-audit; verified fresh Chromium,
cache-busted (the shell force-caches town JSON).
### Verdict: Lane B's streetscape is ROAD-AGNOSTIC — it consumes the CityPlan graph generically and survives
Real Katoomba boots with **0 page errors**; every B system builds and renders on the irregular graph
ground strips, furniture (39 chunks / 148 trees), town-wide pools, tram, chunk streaming (`chunks.count`
scales), buildings, wind. The real main street reads well (road + footpath + streetlamps + a working gig
poster + citizens; `docs/shots` the Screaming Utes bill renders on real bones). Like C's interiors, the
streetscape needed **no code change** to eat real geometry. The real risks are elsewhere (below).
### FINDING → F (gate-blocking, proven one-line fix): the `BIG_CITY` adaptive heuristic misfires on real roads
`index.html` sets `BIG_CITY = plan.shops.length > 120` radius + shadow-pass. Real-roads towns invert
the assumption: Katoomba has **20 shops (< 120)** but a **799-edge / 5 km** graph, so it stays small-town
mode (**radius 3 + sun-shadow ON**) and streams **5052 chunks** the busiest venue block hits
**~280k tris (clean load, settled) BREACHES the 200k gate** (draws 150, still < 300).
**Proven fix** boot with `?r=2&shadows=0` (= what BIG_CITY mode would give): venue block drops to
**84k tris day / 104k night, 20 chunks, 72 draws** comfortably under. **Recommend**: extend the
heuristic to the graph, e.g. `BIG_CITY = plan.shops.length > 120 || (plan.streets?.edges?.length||0) > 200`
(catches Katoomba's 799; leaves synthetic Boolarra's 22 untouched). One line, index.html; the concept is
B's adaptive-streaming (LANE_B_NOTES R3) extended from shop-count to edge-count. This is the charter's
mega-strip/density risk in Lane B's budget.
### Tram (spine assumption — Fable's flagged risk): degrades gracefully, no crash — fence-ready, not fenced
`spinePolyline` walks one main chain from a degree-1 node. On real Katoomba (232 main edges) it runs a
**3527 m / 49-edge chain = 21% of mains** (the longest walkable chain plausibly the real main road);
the other mains form other chains with no tram. **No crash**, deterministic, 2 draws as ever. Arbitrary-
but-functional for the alpha. A smarter route (pick the shop-adjacent chain) or a hard fence (tram off on
real-roads towns) is a **v4.0-beta** call no clean `plan.mode` marker is exposed to key a fence off, so
I did **not** add untested fencing this round (alpha philosophy: surface + document). Fence-ready via the
same `edges.length > 200` signal if beta wants it.
### Furniture / pools scale to real geometry (no break)
Town-wide pools = **~4989 instances** on Katoomba (all in the ONE InstancedMesh still **~1 draw**;
built upfront, fogged beyond the streaming radius). Lamp cadence = ~4906 town-wide. **28 short edges
(<12 m) get 0 lamps** (the `for(s=8; s<len-4; …)` loop graceful sparsity, not a crash). No fix needed.
### Correction — the "disconnected graph" I first saw was a SYNTHETIC-FIXTURE artifact, NOT real Katoomba
Stress-testing A's `selfcheck` roads fixture first (before E's real cache landed) produced a **fully
disconnected graph** (4 edges / 8 nodes / all deg-1 / 0 intersections) DouglasPeucker flattened its
near-collinear coordinates and dropped the junction vertices. **Real Katoomba does NOT have this**
(126 intersections form correctly). So it's a fixture-degeneracy note, not a real-town finding but
worth flagging to A that DP can drop junctions on near-straight ways (charter risk #4, fidelity).
### For F's alpha gate (assertion list, all green on real Katoomba except the budget finding)
boots 0-error · graph has real intersections (deg 3 present) · my modules all build · budget **needs
the BIG_CITY fix** (else 280k > 200k at the venue block; with it, 104k) · tram no-crash · pools ~1 draw.
---
## Round 17 (Fable's ROUND17 → Lane B) — wind sway SHIPS (ledger #5, parked since R7)
**Verdict: SHIPPED, not killed.** The R7 park reason ("touches shared materials") was tested against
R16's measurement-over-brief standard and is a **non-blocker**: the gum-tree billboard material lives
in `furniture.js` (Lane B), so wind sway is **entirely Lane B — no C/E material seam**. New file
`web/js/world/wind.js` + two small hookups (`furniture.js` applies it, `weather.js` drives it).
### What ships
- **`wind.js`** — one shared uniform set (`uWindTime`, `uWindAmp`) + `applyWind(material)` (an
`onBeforeCompile` vertex patch: top-weighted horizontal sway, per-instance phase from world position
so neighbours desync, `#ifdef USE_INSTANCING`-guarded) + `updateWind(dt, intensity)`.
- **Trees only.** Gum-tree canopies sway. **Awnings are excluded — a *measured* call, not a punt:**
they're rigid posted-verandah box slabs (`buildings.js`), and a structural verandah roof doesn't
flutter. (Fabric-canopy ripple would be a separate v3.3 item — the striped canopies share the rigid
awning InstancedMesh today, so splitting them is its own task. Not needed for "wind sway ships.")
- **Weather-driven:** `updateWind` is called only from `weather.update(dt)` → base breeze on any
weather-on boot (`amp 0.05`, clear included) scaling to rain gusts (`0.05 + intensity·0.30 ≈ 0.35`).
### Byte-identical when weather is off (the covenant)
`updateWind` runs **only** inside `weather.update`, and the weather *system* is not constructed under
`?weather=0` or `?classic=1` — so `uWindAmp` stays at its init **0**, and the injected displacement is
`sin(...)·0.0·h == 0.0``transformed += 0.0` → identical vertices → identical pixels. Verified:
- `amp=0`, two different `uWindTime` values → **0 / 180,000 region pixels differ**.
- `?weather=0` boot → `uWindAmp 0`, advancing time → **0 tree-motion pixels**.
- `?classic=1` boot → `uWindAmp 0`, trees render, **0 console errors** (shader patched but inert).
- No plan change, no fetch, no rng (time-based, not seeded) — F's classic gate (`0x3fa36874` + fetch
delta) is untouched; the sway is pure render.
### Sway works + budget
- Realistic **rain amp 0.305**: advancing 0.8 s moves **~14,100 / 180,000** region pixels (clear
motion); exaggerated amp 2.5 moves 101k. Trees render normally with the shader (verified the
side-street verge — natural canopies, no glitch/explosion).
- **~0 draws** (a handful of ALU ops in the tree InstancedMesh's existing vertex program — no new
geometry, no new draw). **0 console errors** (GLSL compiles clean).
**→ Lane F (B→F handshake): SWAY SHIPPED.** It's in old frames now under the default boot (weather-on).
`?classic=1` / `?weather=0` are sway-free and byte-identical (proven above). README `?weather` note, if
you grow one, can mention "trees sway with the wind." No new asset (procedural), so E has nothing to do.
---
## Round 16 (Fable's ROUND16 → Lane B) — v3.1 THE FLIP: town-wide pools + default-boot re-baseline
Two deliverables. Verified fresh Chromium, seed 20261990. (Ran before F's flip landed — my pools are
gig-gated so they work under `?gigs=1` now, and the re-baseline uses **explicit** all-four-flags URLs =
the post-flip default-boot content; F re-confirms against the real default at close.)
### 1. Town-wide streetlamp pools (ledger #4) — `venue.js`
Extended the R13 instanced-pool pass from venue frontages to **every streetlight + bus shelter**. New
`townPoolSpecs(plan)` replicates furniture.js's exact lamp cadence off the plan's street graph (a lamp
every 18 m from `s=8`, alternating sides, at `off = halfRoad+0.7`) and reuses the exported
`busShelterStops(plan)`**read-only, `furniture.js` untouched** (imported the one function). All pools
(venue + town) ride the **one existing InstancedMesh**, so town-wide is still **~1 draw**:
- **381 pool instances / 1 draw / ~760 tris** for Boolarra Heads (22 edges, 27 nodes). Night-driven via
the existing opacity ramp; `fog: true` now (was false) so distant pools fade into the night fog
instead of floating as dots over un-built chunks (pools aren't chunk-streamed). A/B'd `fog:false`
no dramatic difference and a dot-risk on bigger towns, so `fog:true` is the keeper.
- **Gig-gated → classic parity by construction:** venue.js only exists under the gig layer, so
`?classic=1` (gigs off) is pool-free = v2 parity. No always-on `furniture.js` change (the v3.0 blocker).
- Pure function of the plan (deterministic cadence, no rng) → **no new seeded draws** (release law).
### 2. Default-boot budget re-baseline (ledger #4) — the number the budget law now means
Measured on the **default boot content** (gigs + `weather=rain` worst-case + winmap + tram all live),
settled (shoot-twice / clean-load to defeat the orphan-chunk teleport inflation):
| view (default boot, all flags) | draws (composer total) | tris | gate |
|---|---|---|---|
| **busiest venue block** (pub, NIGHT, rain, 3/4) | **~157 scene / ~170 total** | **66k** | ≤300 / ≤200k ✅ |
| `venue_night` | 122 | 53k | ✅ |
| `queue_night` | 121 | 61k | ✅ |
| `district_posters` / `street_noon` (wide main spine) | **185** | 131k | ✅ (worst tour shot) |
| `market_square` (densest daytime, fresh) | 97 | 52k | ✅ |
**No budget bust.** The flip adds ~3 draws (rain Points 1 + tram 2; winmap 0 — it's a shader on
existing windows), and the **town-wide pools add ~0** (1 instanced mesh). Worst default-boot street
view measured is **185 total draws / 131k tris** — ~115 draw / ~70k tri margin. (Pools are night-only,
so the pre-existing daytime dense-citizen ceiling — Lane D territory, ~275 total per R13's live-walk —
is unchanged by this round; winmap/rain add ≤3 there. F's live week-soak confirms the full-density number.)
### 3. Bookmark spot-check on the default boot
All **19 bookmarks resolve, un-letterboxed, 0 page errors** with all four flags on. Rain particles +
tram + winmap now appear in the old opt-in frames and compose cleanly — `street_noon` rainy (177 draws
/ 114k tris) frames the strip with rain + storm sky + wet road, nothing blocked. No pose fixes needed.
**→ Lane F (B→F handshake — the default worst-case numbers):** default boot, busiest venue block =
**~170 total draws / 66k tris**; worst street view (wide main spine) = **185 / 131k**; densest daytime
= 97 / 52k. All ≤300 / ≤200k. Town-wide pools are ~1 draw. Re-confirm against the real default once
your flip lands; the pool sprite is procedural (no asset, E has nothing to do).
---
## Round 15 (Fable's ROUND15 → Lane B) — verify the hero after A's poster flip (v3.0 release)
Task: re-verify `queue_night` after A's ledger-#1 flip (`35da83c`: `buildPosters` item 1 → `+sin,+cos`
street face, `ry = lot.ry + π`; gig golden re-pinned `0x1f636349 → 0x4f4a549d`, synthetic frozen).
**A's placement is correct — verified.** The pub's own-frontage poster moved from **15.9 m behind the
building** (R13/R14) to **0.09 m from the door on the +Z street face**, facing the reader (A's `ry+π`
composes with venue.js's `+π` render → the printed face points along the street outward normal, name
not mirrored). No pose change needed — my R14 prediction held.
**But a night-lighting gap surfaced (and John sanctioned the fix).** Posters are unlit
`MeshStandardMaterial` (emissive `000000`); nothing illuminates them at night (marquee/pools/glow are
emissive *materials*, not lights). Measured the frontage poster centre pixel: **DAY `[183,71,59]`
(vivid) → NIGHT `[4,0,1]` (pure black)** — so `queue_night` (seg 5) still framed no readable bill, the
very thing A's golden move was for; `district_posters` was dark for the same reason. **Fix (venue.js,
John-sanctioned exception to the R14 freeze):** posters get `emissiveMap = <the poster art>` +
`emissive = white`, `emissiveIntensity` **ramped in `update()` by night** (0 by day → 0.55 at night,
same lerp as the glow/pools). Self-lights the bill after dark; **daylight stays byte-identical**
(emissive 0 → verified the midday SCREAMING UTES spine poster is pixel-unchanged, no glow/wash). No new
rng, no plan change, goldens untouched (`0x3fa36874` / `0x4f4a549d` both frozen). `?noassets` fallback
poster self-lights too (its canvas exists, zero fetch).
Verified fresh Chromium, seed 20261990:
- **`queue_night`** (seg 5, live queue spawned): marquee + window glow + streetlamp pools + **readable
red poster by the door** + queue punters + dark CLOSED neighbours. 90 draws / 29k tris.
- **`district_posters`** (seg 5): a venue poster now reads on the spine (was black). 180 draws / 138k tris.
- **Daylight** spine poster: byte-identical to R13/R14 (day emissive ramps to ~0). `venue_night` reads.
- Spine posters face the street everywhere (A's flip only moved item-1 frontage posters; item-2 pole
posters unchanged, still readable).
**→ Lane F (B→F handshake): HERO VERIFIED.** `queue_night` frames queue + marquee + A's now-visible
poster; drive the queue live in `tour_shots.py` (the rAF is throttled in automation — I spawn D's
`VenueQueue` manually to preview). Shoot at **seg 5 (NIGHT)** — the poster now reads there (fix above),
and night is required for the pools + window glow. Poster night-readability is on venue.js's `update()`
ramp, so the shell's per-frame `venuePresentation.update(gigState.byVenue)` already drives it.
---
## Round 14 (Fable's ROUND14 → Lane B) — v3.0 RELEASE: alias retirement + the tour audit
Release round — no new systems. Three B files touched (`audio.js`, `venue.js`, `dbg.js`); no world
geometry, no rng, goldens frozen (`0x3fa36874` synthetic, `0x1f636349` gig — neither moved). Verified
fresh Chromium, seed 20261990, `?gigs=1`.
### 1. Alpha-alias readers dropped (debt #1 — B first; **F unblocked**)
The R12 `window.PROCITY.gigs` scalar alias (`.state/.on/.venueShopId/.cover/.paid/…`) is retired this
round. B's readers removed:
- **`audio.js`** `venueGigState()` — dropped the alias hop (`g.venueShopId === shopId → g.state`).
Now byVenue-only + the clock fallback: `g.byVenue[id]` → else `plan.gigs` night-0 vs the segment.
- **`venue.js`** `stateGetter()` — dropped the bare-string arm; reads `gigStates.byVenue || gigStates`
(F passes `gigState.byVenue`, confirmed at `index.html:379`). Seed call is now `update(null)`.
Verified live: F's `gigState.byVenue` reads `{116:'on', 404:'on', 490:'quiet'}` at NIGHT (pub + RSL
playing, band_room dark); passing it to `venue.update()` lights the marquee with **no string arm**, and
`audio.js` resolves each venue's `gig-<genreKey>` with **no alias hop**. Audio engine loads `live`.
**→ Lane F (you can now delete the alias):** an alias-surface sweep (all of `web/js/**`, `index.html`,
`tools/**`) confirms **CROSS-LANE CLEAN** — no A/C/D/E file reads the scalar alias (interior_mode.js
uses `onOf()/gigOf()`; sim.js uses shell-driven `setGig`). The only remaining alias readers are **your
own 20 lines** in `tools/flags_check.py` + `tools/qa/gig_shot.py` (`.venueShopId`×12 → `venueShopIds[0]`
or an explicit id; `.state`×5 → `stateOf(id)`; `.cover`×2 → `coverOf(id)`; `.bandName`×3 →
`bandNameOf(id)`; `gig_shot.py:81` already prefers `stateOf(id)`). Delete the alias getters at
`gig_state.js:141151` + migrate those tool lines in the same commit; `!!P.gigs` existence checks keep
working (the per-venue machine still exists). CITY_SPEC §v3 runtime block loses the alias line (with A).
### 2. Bookmark / tour audit under `?gigs=1` — **all clean, no pose fixes**
All 19 bookmarks (16 v2 + `venue_night` + `district_posters` + new `queue_night`) resolve, frame
**un-letterboxed**, **0 page errors**, ≤300 draws. The district's in-place venue conversions hijacked
**no** bookmark: `night_neon`→"Video Regal" (openLate is never converted), `dig_real`→"Retro Groove"
(a real record shop survives — multiple per type). Framing eyeballed clean on the tour spread:
`street_noon`, `venue_night`, `queue_night`, `tram_stop`, `district_posters`, `night_neon`. **No dbg.js
pose changes were needed** beyond adding `queue_night`.
- **Measurement gotcha (re-confirmed):** `DBG.shot` teleports, so shooting many bookmarks in sequence
leaves orphan chunks that inflate tris on later shots (saw 238k on `patronage_door`; **42k** on a
fresh load / shoot-twice-to-settle). Shoot from a clean load, or twice, for the true per-frame count.
- **Observation → Lane D / Fable (not a Lane B fix):** `tram_stop` is a stable **~293k tris** — real,
from close-range full-detail GLB ped rigs on the footpath (framing is fine). It's not a venue block
(F's tri gate measures at the venue block, ~64k), so it likely doesn't trip the gate, but it exceeds
the 200k reference for a tour shot; worth a look if a close ped shot lands in the release set.
### 3. `queue_night` — John's release hero (`dbg.js`)
New bookmark `queue_night` (seg 5 / NIGHT / 'on'): a close 3/4 on the pub door, biased to the venue's
`+right` (the queue side). New `poseForVenueQueue()` recomputes venue.js's frontage geometry from the
pub lot: `DIST 7 m` out on the street, `SIDE = mw/2 + 2.2 m` to the queue side, eye 2.2 m, looking at
the door lifted to y2.7 (catches the marquee). Verified: frames marquee + window glow + streetlamp
pools + the queue. **The queue is spawned by the shell's live rAF loop** (`index.html:383` builds D's
`VenueQueue` on `openOf(id)`), so F's `gig_shot.py` must drive it **live** (the automation rAF is
throttled — I confirmed the pose + D's line by manually spawning `VenueQueue` at the pub queueZone: 2
punters seat at the door, facing it).
- **→ Lane A (blocks the hero's poster):** `queue_night` frames door + marquee + queue, but **no poster
lands in the close frame** — the pub's own-frontage poster is still on A's local **Z** (the BACK
wall, `gigs.js buildPosters` item 1 `-sin,-cos`; measured 15.9 m from the +Z street facade), and the
nearest spine poster is 53 m away. Per Fable's "fix poses, don't touch world code," B did **not**
work around it. **Flip item 1 to `+sin,+cos`** and the frontage poster seats by the door — in the
existing `queue_night` frame with no pose change. (Re-flagged from R13; now it gates John's hero shot.)
### 4. Poster-repetition call (debt #4) — **FINE, no ask to E**
Tonight's 14 posters carry **2 distinct designs** (Screaming Utes / screenprint ×7, The Dead Ringers /
xerox ×7 — different skins, different bands). Variety = number of venues playing tonight (one seeded
skin per gigId), so a spine run reads as two real band bills, not a repeat. Only a town where a single
gig plays everywhere would look monotonous (rare, and reads as "a residency"). No new templates needed.
### 5. Town-wide streetlamp pools — v3.1 candidate (Fable ruling, no code)
Fable ruled the night pools **stay venue-scoped for v3.0** (town-wide needs always-on `furniture.js`
changes that fight flags-off parity in release week; venue blocks read fine — `venue_night` proves it).
Parked here as a **v3.1 candidate** alongside wind sway and bench-sit loiter. No R14 code.
---
## Round 13 (Fable's ROUND13 → Lane B) — the district reads by night (`?gigs=1`, v3.0-beta)
Four B pieces, all gig-gated (flags-off byte-identical, verified). Files: `venue.js` (rewrite),
`audio.js` (spill), `dbg.js` (bookmarks). Verified in a **fresh browser context** (the stale-module
trap bit me once here — the pre-warmed tab served R12 `venue.js`; a `cache:'reload'` + hard nav fixed
it, proof = the returned object's key set flipped from R12 `{frontage,venueShopId}` to R13
`{venues,venueShopIds,queueZones,…}`). Seed 20261990 = **Boolarra Heads, 3 venues**: The Exchange
Hotel (pub/pubrock, id116), Wangaratta RSL (rsl/covers, id404), The Vinyl Shed (band_room/grunge,
id490); 14 gigs/week, tonight **Screaming Utes @ pub $10** + **The Dead Ringers @ RSL free**.
### 1. `venue.js` generalised to N venues — `createVenuePresentation(plan, skins, scene)`
Now renders **every** `plan.shops` with `s.venue`, not just the pub. Returns
`{ group, venues[], update(gigStates), dispose, venueShopId (primary/alpha compat), venueShopIds[],
queueZones{}, queueZoneFor(id), frontage (primary, compat), posterCount, posterDraws }`.
- **Frontage per venue** — warm marquee slab + emissive bulb row over the door, on B's **+Z facade
side** (`sin ry, cos ry`; buildings.js canon), plus a **window-light spill** wash (additive, faint
night baseline + gig glow). Ramped per-venue by `update()`.
- **Streetlamp pools (the night-readability pass)** — one procedural warm radial sprite, **one
InstancedMesh for the whole district** (door pool + 2 footpath pools per venue). Night-driven (on at
NIGHT, off by day — streetlamps don't care about gigs), so venue blocks read on the Friday-night walk.
Scoped to venue blocks; **town-wide deferred on purpose** (would need always-on `furniture.js`
changes → breaks flags-off parity).
- **Posters, town-wide, instanced per gig.** A given gig's poster is identical wherever pasted, so B
groups `plan.posters` by `gigId`, picks ONE seeded skin per gig, and renders each group as a single
`InstancedMesh`**14 posters tonight = 2 draws / 2 canvas textures** (was 1 mesh + 1 canvas each).
Band name overprinted in the skin's `nameZone`; flat printed-poster fallback on 404 / `?noassets`.
- **`?noassets` fetch fix (latent R12 bug).** R12 `posterTexture` fetched `poster-*.jpg` even under
`?noassets`. R13 gates the fetch behind `!noassets` (read from the URL, like buildings.js `WINMAP`).
Measured `?noassets=1&gigs=1`: **0 poster fetch, 0 audio/manifest fetch** — the gig layer adds no
network over the documented 22-JPEG facade/ground baseline. Venue still builds (flat posters), no crash.
### 2. `audio.js` muffled spill → per-genre, per-venue (debt #1 closed on B's side)
The R12 spill hard-coded `pubrock-live`; E's rename made that a **silent bed** (band mimes). Now B
`import { gigKeyFor } from '../citygen/gigs.js'` (the ONE genre→bed map) and spills each venue's
`gig-<genreKey>`. Walks the venue list, the **nearest venue at doors/on within 26 m wins**, so
pub→band_room→RSL **crossfades the genre** through the same 470 Hz lowpass. Verified beds resolve to
E's manifest: pub→`gig-pubrock`, RSL→`gig-covers`, band_room→`gig-grunge` (all present). Audio engine
loads `live` with the new citygen import; flags-off it loads fine and the spill loop is skipped
(no `s.venue` shops). **F: delete the `GIG_BED` bridge — B no longer needs it.**
### 3. Queue-zone marker (for Lane D) — `venue.queueZone = { x, z, ry, len }`
Each venue publishes a queue zone: a subtle chalk-pale ground strip **beside the door** (past the
marquee edge, out on the footpath), running **along the frontage**. `queueZones` = `{ [venueShopId]:
zone }`; also `queueZoneFor(id)`. **Contract for D:** `(x,z)` = the head (front of queue, at the door
end); the line **extends** in `(sin ry, cos ry)` for `len` metres; a queuer **faces the door** =
`(sin ry, cos ry)`. D places poses at `head + (sin ry, cos ry)·s` for `s ∈ [0,len]`. Verified 3
zones seat correctly (pub head (30.9, 390.0) beside the door). D's fallback ("straight line from the
door") stays valid if the zone is absent.
### 4. `dbg.js` bookmarks — the street money shots (for `tools/qa/gig_shot.py`)
- **`venue_night`** (seg 5): stands 13 m in front of the **pub** frontage — lit marquee + streetlamp
pools + window spill + queue + posters, dark CLOSED neighbours behind. The street money shot.
- **`district_posters`** (seg 5): the spine at night, poster poles + lit frontages receding.
- New `poseForVenue(kind, dist)` resolves from the live plan (falls back to `streetViewPose` with no
gig layer, so flags-off shots don't crash).
### `update(gigStates)` — the shape to agree with F (F drives it every street frame)
`update` is **polymorphic**: pass `{ [venueShopId]: 'quiet'|'doors'|'on'|'done' }` (a plain object or
Map, or `{ byVenue: {…} }`) for **per-venue** frontage lighting; a **bare state string** is alpha
compat and lights **only the primary pub** (`plan.gigs[0].venueShopId`). **F R13 ask:** build
`window.PROCITY.gigs.byVenue = { [venueShopId]: { state, cover, paid, … } }` (keep the alpha single
object as a compat alias) and call `venuePresentation.update(PROCITY.gigs.byVenue)`. **audio.js reads
`PROCITY.gigs.byVenue[id].state` too** (falls back to the alpha alias, then a clock fallback from
`plan.gigs` night 0), so the spill works across the transition. Until F wires the map, only the pub
frontage marquee lights from the alpha string — **pools + baseline window glow (night-driven) light
all venue blocks regardless**, so the district still reads at night.
### Budget (measured, fresh Chromium, gigs-on, NIGHT, all frontages lit, busiest = pub block)
| view | scene draws | tris | gate |
|---|---|---|---|
| `venue_night` (composer total) | **96113** | 1932k | ≤300 / ≤200k ✅ |
| pub block 3/4 street (worst of 4 poses) | **154 scene (~167 total)** | **64k** | ✅ ~130 draw margin |
| `district_posters` (composer total) | 142 | — | ✅ |
Gig-night layer cost is tiny: pools **1 draw**, posters **≤2 draws** (instanced per gig), frontage
~3 draws/venue-in-frame. `?noassets=1&gigs=1` worst 176198 (post passes vary), still ≤300. **0
console errors** in every mode (gigs / gigs+noassets / flags-off).
### → Lane A (a finding for you — cross-lane, please flip one sign)
`buildPosters` **item 1** seats each venue's own frontage poster at `lot + (sin ry, cos ry)·(d/2)`
— the lot's **Z** side. But B's facades/doors are on **+Z** (buildings.js canon since round 1, and
the shipped town the player faces), so the venue-frontage poster lands on the **back wall**: measured
for the pub it's **15.9 m from the street facade, 0.07 m from the back**. The CITY_SPEC "front = Z"
poster convention disagrees with the building convention — a street-side sibling of debt #4's RY
clash. **Fix:** item 1 → `+sin, +cos` (the spine-run posters, which use the pole outward-normal
derivation, render correctly and face the footpath — verified "SCREAMING UTES" readable, not
mirrored). B renders A's `(x,z,ry)` verbatim (mesh oriented `ry+π` to face A's Z normal), so once A
flips, the pub gets its poster with no B change. Not blocking the money shot (marquee + pools carry it).
---
## Round 9 (Fable's ROUND9 → Lane B) — v2 tour bookmarks + the tram (`?tram=1`)
Two deliverables, both v2-law clean (default boot untouched, golden hash frozen, `qa.sh --strict` GREEN):
### 1. v2 tour bookmark poses (`dbg.js`) — F shoots these
Added **8 bookmarks** to `js/world/dbg.js` (16 total now), all measured un-letterboxed at 113188 draws:
`rain_verandah` (the money shot — open VIDEO shop w/ winmap parallax, CLOSED dark neighbours, night rain),
`patronage_door`, `dig_real`, `katoomba_main`, `tram_stop`, `rain_street`, `night_crowd`, `shopfront_detail`.
Best combo to shoot the hero: `?winmap=1&weather=rain&dbg=1``DBG.shot('rain_verandah')` at night seg 5.
`tram_stop` now picks the **nearest-origin** shelter stop (most open framing — the spine-end stop was
boxed in by big buildings); frames the `bus_shelter` cleanly at midday.
### 2. Tram (`?tram=1`) — new file `js/world/tram.js`, NON-BLOCKING for the tag
One small bus/tram, out-and-back loop along the **main-street spine**, door-dwell (3.5 s) at each
`busShelterStops` stop, ping-pong reverse at the ends. **Deterministic** (position is a pure function of
elapsed time — verified byte-identical across fresh instances). **Exactly 2 draws** (textured body +
merged headlight pair — verified via `renderer.info` delta). Composes with weather/night: headlights
`emissiveIntensity` jumps 0.15→1.6 when `lighting.isNight()`. "TOWN LOOP" canvas livery. `ring()` is a
door-bell stub (audio still parked). Flag-off is byte-identical (shell never constructs it).
#### → Fable (F, shell wiring — I don't touch `index.html`)
```js
import { createTram } from './js/world/tram.js';
const tram = params.get('tram') && params.get('tram') !== '0'
? createTram({ scene, plan, camera, lighting })
: null; // default-off; needs lighting.isNight() for night headlights
// in the street branch of the main loop: if (tram) tram.update(dt);
```
Flags-table row: `?tram=1` — owner B — landed, default-off, self-contained module (F wires the 2 lines
above). Smoke: boot `?tram=1`, assert `scene.getObjectByName('tram')` present + tram-group render delta
≤2 draws. No collision in v0 (player walks through — noted for v3). `lighting.isNight()` is assumed on
the lighting object; if F's lighting exposes night differently, pass a predicate — tram degrades to the
day headlight value if `isNight` is absent (guarded).
## Round 8 (Fable's ROUND8 → Lane B) — weather (`?weather=1`), carried from R7
New file `js/world/weather.js` + a one-line `setSky()` on `lighting.js`. Seeded, deterministic, cheap.
- **Weather state** — `weatherFor(citySeed, day=0)``{ state, intensity }`, weights ~57% clear /
24% overcast / 19% rain (AU coastal-town plausible; verified over 400 seeds). `day=0` today (one
day cycle); a future day-counter rolls new weather. **Seed 20261990 (default town) rolls `clear`**,
so `?weather=1` there is v1-identical — use **`?weather=rain`** (or `overcast`) to force a state for
demos/smokes, or a rainy seed (7, 424242).
- **Rain** — ONE draw: a **camera-following `THREE.Points`** layer with a procedural streak sprite and
a fall+wind vertex shader (no CPU per-particle). Plus **wet ground** (darken + drop roughness on the
shared ground materials, restored on dispose) and a **matching rainy sky dome** (`lighting.setSky` →
summer-storm/monsoon/cold-front). Overcast: greyer dome, no particles. Fully procedural — 0 depot/GLB
fetch (the sky swap is a skin JPEG, same class as the town's own).
- **Budget/composition/determinism**: worst view **141 draws (day rain) / 126 (night)** — ≤300.
Composes with `?winmap` + night — **rain outside a lit interior-mapped window is the money shot**
(`docs/shots/laneB/weather_rain_night_winmap.png`). Deterministic per seed. `?noassets` compatible.
**0 console errors** in all states. **Flag-off is byte-identical** (the shell simply never constructs
weather). `qa.sh --strict` GREEN. *(Deferred, "if cheap": vertex-shader wind sway on trees/awnings —
needs touching furniture's tree material + skins' awning material; noted, not done this round.)*
### `window.PROCITY.weather` contract (Lane D consumes this — decision #1)
Shape: **`{ state: 'clear' | 'overcast' | 'rain', intensity: 0..1 }`**, stable for the session.
`intensity` is 0 for clear, ~0.30.6 overcast, ~0.451.0 rain. Set by `createWeather` when the flag is
on; **F sets `{ state:'clear', intensity:0 }` when off** so D always reads a valid value (below). D:
read it, don't import weather.js.
### → Fable (F, shell wiring — I don't touch `index.html`)
```js
import { createWeather } from './js/world/weather.js';
const wp = params.get('weather');
const weather = (wp && wp !== '0')
? createWeather({ scene, plan, skins, lighting, camera, force: /^(clear|overcast|rain)$/.test(wp) ? wp : null })
: null; // seeded when ?weather=1; forced when ?weather=rain|overcast|clear
window.PROCITY.weather = weather ? weather.state : { state: 'clear', intensity: 0 };
// in the street branch of the main loop: if (weather) weather.update(dt);
```
Flags-table row: `?weather=1` — owner B — landed, default-off, self-contained module (F wires the 3
lines above). Smoke: boot `?weather=rain`, assert rain Points present + `PROCITY.weather.state==='rain'`,
0 errors.
---
## Round 6 (Fable's ROUND6 → Lane B) — place the orphaned street props
Placed the two published-but-unconsumed street GLBs (`procity_street_bin_01`, `procity_street_bus_shelter_01`)
via the existing use-if-ready furniture GLB path (fail-soft to primitives; `?noassets` → primitives,
**0 network** verified). All in `furniture.js` (+ a 3-line collider merge in `chunks.js`).
- **Bins** — genuinely sparse now (one loop, ~1 per block: `s += 78 m`, seeded side per edge), a country
town not a mall. Decoupled from benches. GLB (3.0k tris) on its 0.57×0.68 footprint, primitive fallback.
- **Bus shelters — on the street graph, and this is the future tram/bus-stop contract.** Deterministic
rule: **the midpoint of every MAIN edge whose `hashEdge(id) % 3 === 0`, on the road-side footpath by the
kerb, long axis along the edge, open front to the road** — yields **13 per town** (2 in seed 20261990).
The GLB (2.33×2.4×1.41, 8.0k tris) gets a **solid oriented-rect collider** so the player rounds it
(furniture now returns `colliders`; `chunks.js` merges them into `getColliders`). Collision-verified: a
straight walk into it is blocked.
- **→ whoever builds the V2 tram/bus loop:** call **`busShelterStops(plan)`** (exported from
`furniture.js`) → `[{ edgeId, x, z, yaw }]`. It re-derives the stops from the exact same rule the
shelters are placed by — pure function of the plan, zero side effects. That is the stop list; don't
re-invent it. To move/space stops, change the one rule + `busShelterStops` together.
- **Perf (measured, worst view WITH the rig-fleet citizens, midday):** **94k tris · 148 draws** — both
well under the ≤200k / ≤300 gates (~100k tri and ~150 draw margin). Determinism holds (seed → same
props). All-flags-on (`?winmap=1&dig=1&roster=stream`) composes clean, 0 console errors. Shot:
`docs/shots/laneB/bus_shelter.png`. `qa.sh --strict` GREEN.
- **→ Lane E (decimation candidate, not blocking):** the `street_bin` GLB is **3.0k tris** — heavy for
a prop placed ~15×; I bounded it with the sparse cadence, but a decimate to ~500 tris would give back
tri headroom if the combined-lane budget tightens. (Same class as the deferred `novelty_record`.)
---
## Round 5 (Fable's ROUND5 → Lane B) — v2: the Vuntra window trick, behind `?winmap=1`
- **Parallax interior-mapping glass** (V2_IDEAS "window trick"). Behind **`?winmap=1`, default-off.**
Single-cube interior mapping in one shared `ShaderMaterial` on the existing window geometry: each
glass fragment casts the view ray into a virtual room box and shades the surface it hits (back wall
+ seeded shelf silhouettes with product blocks, side walls, floor/ceiling) — a plausible room with
real parallax, **zero extra geometry, still 1 window draw/chunk**. Per-shop variation rides
attributes (`aTangent` = window right vector, `aTint` = seeded room colour, `aSeed` = shelf
variation), **not per-shop materials**. Verified live: rooms are visible through the glass with
parallax day + night.
- **§3.5 respected** via the same `uHour/uNight` + `aHours` the closed-facade system uses: at night an
**open shop's room glows warm** ("Video Regal" lit), a **closed shop's room is dark** ("Second Time"
dark) — screenshots in `docs/shots/laneB/winmap_*.png`.
- **v2 prime law held.** `WINMAP` is read straight from the URL in **buildings.js** — **no shell seam,
so F only needs a flags-table row, no `index.html` wiring.** Flag-OFF path is byte-identical to v1:
`windowQuad` collapses to the v1 `hoursQuad` (no extra attributes) and the finalize uses the v1
`windowMaterial()` — verified: flag-off windows are `MeshStandardMaterial` with no `aTangent`;
flag-on are the interior `ShaderMaterial` with `aTangent`. Seeded from `shop.seed` (deterministic).
- **Budget + fetches:** flag-on worst continuous-walk view with citizens **122168 draws** (≤300);
the shader is **100% procedural** — measured **0 fetch delta** vs the `?noassets` baseline (both 22
= the pre-existing facade/ground skin JPEGs). `?noassets=1&winmap=1` adds no network. **0 console
errors** in all modes. `qa.sh --strict` GREEN (4/4); `GOLDEN.hash` untouched (no plan change).
**→ Fable (F2 flags table):** `?winmap=1` — owner Lane B — state landed, default-off — needs **no
index.html wiring** (self-read in buildings.js). Smoke: boot `?winmap=1`, walk a block, glass shows
rooms; night open=warm / closed=dark.
---
## Round 4 (Fable's ROUND4 → Lane B) — done
- **B1 — closed-facade visuals (§3.5, the headline).** Closed shops now render **dark windows + a
red CLOSED plate**; open shops (esp. the one `openLate` **video rental** at night) render **lit
windows**; the door tooltip reads `🔒 <name> — CLOSED · opens HH:00` on aim. **Batched — the facade
atlas is untouched:** per-shop open/closed rides on a per-vertex `aHours` (vec2 = the shop's
`[open,close]`) feeding TWO shared shaders (window emissive gated by *open AND night*; plate alpha
gated by *closed*), driven by ONE pair of shared uniforms (`uHour/uNight`) updated **once per
day-segment change** — no per-shop materials, no per-frame poll. lighting.js dispatches a
`procity:segment` event (numeric hour matching Lane F's `currentHour()`); buildings.js listens and
calls `setFacadeHours`. Verified live: **22:00 → only "Video Regal" lit, every other facade CLOSED**;
midday → all open, no plates; tooltip correct. **Worst view with citizens: 200 total draws** (≤300).
- **B2 — shot harness (gate-6).** (a) **Letterbox "fixed":** the bars were **not** a composer bug (I
proved the composer/renderer/camera are correctly 1280×720 in headless at every stage) — they were
`street_noon`/`arcade`/`warehouse_fringe` poses **jamming the camera against a big building wall**.
Reframed those bookmarks to look *down a street* (`streetViewPose`), so all 10 tour shots now fill
the frame. Also added a defensive `composer.setSize` sync in `DBG.render` per F's request. (b) Added
the **3 missing poses** F listed (`crossroads_busy`, `residential_collar`, `warehouse_fringe`) —
resolved from the live plan (busiest node / house-or-backstreets lot / outer-ring street), always a
valid full-frame pose. `night_neon` now frames the open video shop glowing amid its CLOSED
neighbours (the §3.5 money shot). `tools/shots.py` → 10 un-letterboxed shots, **0 console errors**.
- **B3 — street-furniture GLB upgrade + `novelty_record`.** furniture.js now upgrades primitives to
depot GLBs via a **synchronous use-if-ready** check at chunk-build (no async write into a live
chunk; `?noassets` → primitives, **0 network** verified). Placed the **novelty_record** landmark on
the footpath in front of every record store (and a food_cart by market stalls / milk bars).
**⚠ measured GLB tris:** bench **1.9k** ✓, food_cart **5.0k** ✓, streetlight **5.0k** ✓, but
**novelty_record is 26.5k** (5× the ≤5k `glb_law`) — × many instances it spiked the busiest view to
**574k tris**. So novelty_record stays on its **low-poly primitive** (giant vinyl disc, budget-safe)
until Lane E decimates the GLB — **same treatment the ped rigs need (→ Lane E)**. With that, the
bench GLB verified sitting on its exact footprint (0.44×1.21), tris back to ~25k.
`bash tools/qa.sh --strict` **GREEN** (4/4) after these changes. Round-4 files: `dbg.js`, `buildings.js`,
`lighting.js`, `hud.js`, `furniture.js` (+ these docs, + `docs/shots/laneB_r4/`).
---
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).
**Round-3 re-measure WITH Lane D citizens (pop 140, the shipped default).** Driving the real loop
(`chunks.update` + `citizens.update`) along the dense corridors via `window.DBG`, up to **125 active
peds** at midday: worst continuous-walk view **263 scene / 275 total** at **MIDDAY** and **275 total
at NIGHT** — **≤300 everywhere**, ~25 draw margin. Peds are a batched impostor layer (~12 draws for
the whole near tier), so they cost far less than their count. Radius-2 auto is already the spawn
default for a big city; no config change was needed. (Fable's independent integrated read is ~191 on a
typical main-street view.)
| 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.
- **`scene.environment` is set** (round 3, `lighting.attachRenderer`): a neutral PMREM'd sky→ground
gradient (no asset). Lane D's rig-fleet peds bake their impostor atlas from `scene.environment`
(`sim.js`) and go dark if it's null; set here *before* `CitizenSim` constructs. One env for all
segments (the atlas bakes once; the mostly-non-metal streetscape is barely affected). Verified set
in street/night/interior + after interior-return (`interior_mode` only swaps `scene.background`).
- **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).
## WebAudio engine — `audio.js` (round 11, the audio round)
`web/js/world/audio.js` — one `AudioContext`, unlocked on the first user gesture. Self-contained: it
reads live state off `window.PROCITY` and self-ticks (its own rAF), so the shell only calls
`createAudioEngine(window.PROCITY, { noassets })` once (after `window.PROCITY` is assigned) and stores
it at `window.PROCITY.audio`. Consumes Lane E's `manifest.audio` (self-fetched, **3× retry** so a
dropped boot-burst fetch doesn't mute the session).
Layers, all crossfaded off systems that already exist (gains ramp; the update path allocates nothing):
- **Ambience** — `street-day` / `street-night` beds crossfade on `lighting.getClock().night`; **rain**
bed gain follows `PROCITY.weather.intensity` (silent unless it's actually raining, i.e. `?weather`).
- **Footsteps** — distance-accumulated from `player.position` while pointer-locked (a step per stride).
- **Shop-door spill** — nearest *open* music shop (record/milkbar/video/arcade/dept) within ~9 m leaks
its interior music bed at low distance-gain (scan throttled to 5 Hz over live door meshes; honours
`PROCITY.isOpen`). Verified: 6 m from "Video Barn" → `video-synth` at gain ~0.08.
- **Tram** — rumble gain by camera↔tram distance (`scene.getObjectByName('tram')`); bell rings once as
it settles at a nearby stop. Conditional on `?tram`.
- **SFX** — `procity:enterShop` → doorbell + door-open; `playSfx(key)` for the rest (till/riffle/toast).
**House audio law — all verified in-browser:** silent-and-happy (missing/failed audio → silence, no
errors); **nothing plays or fetches before the first gesture**; `?mute=1` → a silent surface (exists
for smokes, never unlocks, 0 fetches); `?noassets=1` → live but **0 audio/manifest fetches**; beds
lazy-load (≤25 MB pack, 8.7 MB shipped); spill/music selection is a pure function of shop type.
### Surface (`window.PROCITY.audio`, for Lane F's smokes + interior wiring)
- `setMasterGain(0..1)`, `mute()`, `unmute()`, `get ready`, `get muted`.
- `playSfx(key, {gain})`, `footstep(surface)`.
- **`playInterior({ musicKey, toneKey })` / `stopInterior()`** — Lane F calls these from
`interior_mode` on enter/exit, passing **Lane C's `room.audio` contract** (a `musicKey` into
`manifest.music`, a `toneKey` into `manifest.ambience`). The street beds auto-duck to 0 while
`mode !== 'street'`. Confirmed working: `playInterior` fades the room's music+tone in, `stopInterior`
fades them out. **→ Lane C: `room.audio = { musicKey, toneKey }` on `buildInterior` is the right shape.**
- `state``{ ready, muted, mode, manifest, loaded, layers, nearestSpill }` diagnostics for smokes.
## Venue / gigs — the pub from the street (round 12, v3.0-alpha, `?gigs=1`)
Two B-owned pieces for the one-pub vertical slice. **Prime flag law:** both are inert/absent without
the gig layer, so flags-off boot is byte-identical (goldens untouched — no citygen edits).
- **`web/js/world/venue.js`** (new, like weather.js/tram.js — the **shell/Lane F constructs it under
`?gigs`**). `createVenuePresentation(plan, skins, scene) → { group, frontage, update(gigState),
dispose, venueShopId, posterCount }`.
- **Posters** — renders E's `skins.poster.{grunge,retro,screenprint,xerox}` at every `plan.posters`
position `(x,z,ry)` with the gig's `bandName` overprinted in the skin's `nameZone` (canvas
composite, like a shop sign). Seeded template per poster. Flat printed-poster fallback if the JPEG
404s (house law). Verified: "THE WOMBATTS" over the band-photo art. *(Note to A: main-street poster
positions land mid-road on intersection nodes — a verge/pole offset would seat them better.)*
- **Lit frontage** — a warm marquee slab + emissive bulb row over the venue door; `update(gigState)`
ramps the glow (`'on'`→full, `'doors'`→warm-up, else dark). F drives it from the gig state machine.
- **Muffled-gig spill** (in `audio.js`, already shell-wired) — extends the R11 door-spill: near the
venue (≤26 m) while a gig is at `doors`/`on`, the `pubrock-live` bed plays through a **470 Hz
lowpass** (thump through the bricks) at low distance-gain. Gig state = `window.PROCITY.gigs` (Lane F)
with a clock+`plan.gigs` fallback so it works before F lands. Inert without the gig layer.
### For Lane F (wiring this into the shell)
```js
// under ?gigs (plan already has gigs/posters/venue via generatePlanFor(seed, src, {gigs:true, customBands})):
const venue = createVenuePresentation(plan, skins, scene); // posters + frontage
// in the street loop, drive the frontage from your state machine:
venue.update(PROCITY.gigs.state); // 'quiet'|'doors'|'on'|'done'
```
The muffled spill needs **no wiring**`audio.js` reads `plan.gigs` + `window.PROCITY.gigs` itself.
Set `window.PROCITY.gigs = { state }` (or `{ on: bool }`) and B's spill + fallback both follow it.
**Stretch deferred:** streetlamp-pool night-readability on the venue block (touches shared furniture
rendering + wants a budget-safe scoped decal) — flagged as the next polish, not landed this round.
## Controls
WASD move · shift run · mouse look · click a door · `[` `]` step time-of-day · `T` pause clock ·
`M` map · `P` screenshot · Esc release pointer.