Docs only. No code, no golden moved — correct: tier 2 touches no plan, no cache, no atlas bytes. selfcheck ALL GREEN 156,212/156,212; scaffold + consistency green; classic 0x3fa36874 and gig 0xb1d48ea1 frozen. The whole stock epoch moved zero plan goldens, which was the determinism boundary's entire promise. CITY_SPEC v5 SECTION — written from the ARTIFACTS, not the briefs (this epoch's own lesson): - The tier ladder: 0 parody / 1 static real / 2 live GODVERSE, each degrading softly to the rung below. - `sourcing` is NOT `tier`, and C's ruling is the precise one — both ship in every index. `tier: 1` is the LADDER RUNG (a mint atlas is still a static file, so still rung 1); `sourcing: "real"|"mint"` is WHERE THE CONTENTS CAME FROM. Different axes. Collapsing them is exactly how a mint crate comes to read as real. Measured: 15 keyed atlases = 1 real + 14 mint. - The three id-space fences, verified rather than restated (below). - The manifest: existence DECLARED, never probed — the root fix for fail-soft-by-404 colliding with the zero-console-errors law. No entry, no fetch, zero 404s, no attribution exceptions. 15 entries / 15 dirs. - Ruling 2 as law (mixed caches are the design; no gate may assert it away — mine did). - Lane A's seam is exactly one field: godverseShopId, and `'godverseShopId' in shop` is the tier test. THE ID FENCES ARE VERIFIED, NOT ASSERTED. The plan-id/godverse-id trap is STILL LIVE in the data and I reproduced it: in redhill_godverse, bare `31` is "Wholefood Cafe" as a plan id and "Silky Oak Furnature" as a godverse id — the exact ambiguity that made F's enterShop(31) enter the wrong shop and pass a soft-fall assertion vacuously on the wrong subject. So it goes in the spec as a STANDING RULE, not a fixed bug: no code or gate may compare a bare number across the two spaces. (Within the godverse space, G's two halves — census <=2992, dealgod store ids — are numerically disjoint by construction, which is what makes the opaque key safe.) THE RISK LIST, JUDGED LINE BY LINE — AND I DID NOT PRE-RETIRE ANYONE'S GATE: 1. CARRIED. Tier-2 latency/stutter is this round's defining gate and I'm writing in wave 2 — F's reader and kill-the-server gate do not exist yet. NOTHING retires this line except that gate going green. Retiring it from a doc while the code is unwritten would be the precise species this epoch spent four holds catching: a rule meeting a case that doesn't exist yet. The offline law is a promise until #3 makes it falsifiable; that's the whole point of #3. 2. RETIRED — measured, and the remedy the risk NAMED is the remedy that shipped ("crate rotation rather than bigger atlases"). Max 2 atlases/shop vs C's hard cap of 2; the 14 mint shops sit at 16 items / 1 atlas / 1024²; only the one real POS shop earns 2048² (120 items, 2 atlases, 1.2 MB) under the 60+ rule. 3. RETIRED — DESIGNED OUT, not solved. The risk assumed a fuzzy-matching problem ("names drift, shops move"). There is no matcher: identity is an explicit opaque key G emits. The predicted failure cannot occur in the predicted form — and the proof is the headline shop: Monster Robot is in NEITHER the census NOR OSM, so no name-matching strategy could ever have found it. Mis-stocking is fenced structurally instead (duplicate ids error, uniqueness over defined ids, the orphaned-atlas gate). 4. SPLIT. Write-back RETIRED by John's ruling recorded as MECHANISM, not config: /reserve and /buy are ABSENT, not stubbed — races and reservation semantics cannot occur because the verbs don't exist, and "prove the absence" beats any sandbox flag a config typo could flip. (Option B re-opens this line deliberately at v5.x, behind a hold budget.) The `gone` read half is CARRIED to F's #4. 5. Unchanged, extended: static-atlas determinism proved in practice (G's index-only sku re-emit moved no .webp bytes); the fail-soft ladder proved on every rung; the id fences now have case law behind them. 6. NEW, CARRIED — the orphaned atlas, with a live near-miss on the books. 7. NEW, CARRIED — "real" is one shop wide: 14 of 15 keyed atlases are mint, because exactly one shop has a POS. Honest and marked, not a defect — but the epoch's headline claim rests on ONE shop, and any future claim of scale needs either siblings for monsterrobot or continued care that `sourcing` stays legible to humans and not just to gates. THE GATE THAT ARMED ITSELF (the law working unattended, worth recording). My R25 orphaned-atlas gate SKIPped on newtown_godverse all through R25 — "no committed atlas keys to this town", subject absent, so it said so instead of passing quietly. The moment G's 14 mint atlases landed it STARTED BINDING ON ITS OWN and passed: 156,211 -> 156,212, and that +1 IS the gate arming itself. Nobody edited it. That is what the vacuous-gate law buys — a gate that waits, in the open, for its subject to exist. G: redhill_godverse's lift drops keyed shop 2286 "Empire Revival"; you stocked its numeric neighbour 2287. Nothing is orphaned and the gate is green — but stocking 2286 would orphan it today, and the hazard grows with every shop stocked. Carried as risk #6. F: nothing of mine gates your tag. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| G-progress.md | ||
| README.md | ||
PROCITY
A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.
Run
cd web && python3 -m http.server 8130
# http://localhost:8130 (game shell — Lane B)
# http://localhost:8130/map.html (2D plan debugger — Lane A)
Read first
docs/CITY_SPEC.md— the treaty: schema, units, seeds, budgets, file ownership.docs/RESEARCH.md— what the parent repos already solved, with exact paths to port from.
The lanes (parallel Opus 4.8 sessions)
Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." A–E are parallel-safe (disjoint files, standalone test pages); F integrates after they land.
| lane | mission | owns |
|---|---|---|
| A — CITYGEN | seed → CityPlan data (streets, blocks, lots, shops) + 2D map | js/citygen, js/core/registry.js, map.html |
| B — STREETSCAPE | chunk-streamed instanced 3D town + game shell | index.html, js/world |
| C — INTERIORS | every door opens: seeded themed shop interiors | js/interiors, interior_test.html |
| D — CITIZENS | rigged-near / impostor-far NPCs + shopkeepers | js/citizens, citizens_test.html, models/ |
| E — ASSETS | audit ultra's library, normalize GLBs, skins, manifest | pipeline/, assets/ |
| F — INTEGRATION | wire A–E into one seed-to-town game + QA gates | (after A–E) |
Already in the repo
web/vendor/— three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).web/assets/gen/— 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.web/js/core/— frozen shared modules:prng.js(seeded-everything law),loaders.js(fail-soft promise-cached GLB/texture + 3GOD depot),canvas.js(text planes).
House laws (short form — CITY_SPEC has the fine print)
Seeded everything, Math.random banned in gen code · the game must run with zero assets ·
instancing from day one · canvas text, no font files · characters = shared base rigs + one
clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.
v3.1 — THE FLIP: the town shows its best by default
The Friday-night layer soaked through alpha, beta, and the v3.0 release — so v3.1 flips it on by default, and the mature v2 flags flip with it. Boot the plain URL and each town seeds 2–4 venues (pub, band room, RSL) with a full seeded week of gigs, town-wide posters, and a Friday night that reads: a 4-piece band (trio + a seated drummer) with real instruments, a mixed crowd, an outdoor queue, a per-venue cover charge, muffled gig spill + walla and applause, town-wide streetlamp pools, and identity continuity — the ped you followed in is in the crowd. Plus weather, the tram, and the parallax interior-window shader, all live by default.
The covenant moved, it didn't disappear. ?classic=1 boots the exact v2 town — byte-identical
forever (synthetic golden 0x3fa36874, zero gig layer, zero fetch delta). That is the new frozen
regression target; the default boot is deterministic to the gig golden 0xb1d48ea1. Asset-free
(?noassets=1) composes with the default boot and stays silent-and-fine.
Flags — the four headliners are ON by default, each with a =0 opt-out; ?classic=1 is the
master off:
| flag | default | what |
|---|---|---|
?classic=1 |
off | the exact v2 boot — all four below off, byte-identical to the frozen baseline |
?gigs=0 |
on | the gig district — venues, week schedule, band/crowd/queue, cover, posters, night pass |
?weather=0 · ?tram=0 · ?winmap=0 |
on | seeded weather · the tram loop · the parallax interior-window shader |
?roster=v1 · ?pop=N |
stream | chunk-streamed citizen density is the baseline; ?roster=v1 restores the fixed roster |
?dig=0 · ?stock=real |
dig on | crate-riffle on record bins · real GODVERSE sleeves in the stock |
?noassets=1 · ?plansrc=osm · ?mute=1 · ?dbg=1 |
off | asset-free (zero network) · OSM plan source · silence · the window.DBG capture/soak harness |
?plansrc=osm&town=<key> |
— | boot a real Australian town: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed |
v4.0 — THE REAL MAP: the towns are the product
23 real Australian towns — 1,210 real shops, every state and territory — on their actual streets. Not "inspired by": Fitzroy's shops sit on Fitzroy's roads, at their real positions, because the pipeline eats OpenStreetMap and marches it through the same CityPlan contract the procedural town uses. Pick one from the in-HUD selector and walk it. Everything built across v1–v3 comes along unchanged — the venues and their seeded week of gigs, the 4-piece band with the seated drummer, the crowd that follows you into the pub, the interiors behind every door, weather, the tram — because they all hang off the plan contract and never had to know the geography got real.
The towns run from meccas (Fitzroy, 160 shops) to the thin tail (12), at real retail density: the
secondhand heroes keep their footfall while the street around them gets ~4× busier — texture, never a
takeover. Venues bias to the retail heart. The tram only runs where it fronts a real high street (elsewhere
it was honestly "a highway bus", so it's fenced). Everything stays deterministic from the seed, silent
under ?noassets=1, and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874).
The tour: docs/shots/release_v4/contact.html — the Fremantle hero, the
Fitzroy mecca, the thin tail (labelled honestly: the floor is shops-per-street-metre, and Toowoomba is
below it), the synthetic control, and the ?classic=1 covenant made visible. Charter:
docs/V4_REAL_MAP.md · data + licences (ODbL):
web/assets/towns/SOURCES.md.
v5.0-alpha — THE FIRST REAL CRATE: the shops get real too
v4 made the towns real. v5 makes the shops real — and the first one is standing.
Boot ?plansrc=osm&town=redhill_godverse&stock=real, walk down Musgrave Road into Monster Robot
Party (147 Musgrave Rd, Red Hill, Brisbane — a real record shop), and riffle its crate. The records in
it are that shop's real stock: 120 real records off its real point-of-sale, real covers, real titles,
real prices. Buy one and the wallet debits what the sticker says. It's gone for the session and back next
boot — because until the live tier lands, the crate is a file, not a shop's ledger.
Stock is a data tier now, exactly like assets — each rung fully playable, each degrading softly to the one below, so the game never depends on a server to be a game:
| tier | what | deterministic? |
|---|---|---|
| 0 · parody | seeded canvas sleeves (v1) — any boot, always works | yes — the QA baseline |
| 1 · static real | per-shop atlases baked from the shop's own POS | yes — atlases are files |
| 2 · live GODVERSE | live stock, sold-means-gone (design ratified, not built) | no — by design |
The offline law: the server enriches, never gates. ?noassets=1 still fetches zero bytes and plays
silent-and-fine; a shop whose atlas is missing falls soft to parody rather than borrowing someone else's
crate; and ?classic=1 still boots the exact v2 town, byte-identical forever (0x3fa36874). The
world stays seeded and golden-gated — only the stock inside it is data.
Provenance: item photos are each shop's own product shots, 🟢 in-house — flagged before any public
or commercial release, and every atlas carries that flag where the QA gate must print it. Real titles
and artists are an in-house amendment to the no-real-trademarks law, on the same footing. Nothing an
in-game purchase does touches real inventory — v5.0 ships sell-sandboxed by ruling; a real reservation
tier is chartered for v5.x, not assumed. Charter: docs/V5_REAL_SHOP.md ·
economy design: docs/G3_ECONOMY_DESIGN.md.
| ?seed=N | 20261990 | town seed |
Release tour: docs/shots/release_v3_1/contact.html — the money shots on
the default boot, plus a ?classic=1 before/after. QA: tools/qa.sh --strict (classic regression +
default-boot gate + smokes + no-giants) --soak (the full-week soak); the seated drummer passes the
no-giants gate at the seated stature band [0.9,1.5] m.