Ledger #5 pull-forward. Nothing here touches a golden until A absorbs in R22; F tags v4.0-beta with or without it. selfcheck ALL GREEN 154141/154141, synthetic 0x3fa36874 unmoved, all 22 byte-identical on re-run. - Curated 18 candidates on secondhand density first (heroes are the game), a walkable 2-3.4km centre, and a national spread; 17 survived -> 22 towns, 1192 shops, 298 heroes, all 8 states/territories. fitzroy is the mecca (40 heroes/160 shops, 2x katoomba); thin tail toowoomba/darwin (3 heroes) left in as honest data -- A/Fable may drop them in R22. - FINDING: the 3x-hero cap is a CURATION FILTER, not just a density knob. Wollongong had ~62 real shops but 1 hero -> capped to 4 -> dropped by the >=6 floor. A town without a secondhand strip cannot inflate into a retail strip; John's SUBTLE directive does quality control for free. - Newcastle: my centre was wrong, not the town (CBD held 2 heroes; the strip is Hamilton/Beaumont St). Re-centred: 2 -> 9 heroes, 8 -> 36 shops. - BUG (mine, shipped R18, caught here): fetch_roads_raw had no query-comparison while fetch_raw did, so re-centring refetched shops but silently reused the OLD CBD roads -> Hamilton shops seated against a graph 2.5km away -> the town marched out with ZERO shops (surfacing as 32 bogus 'open-late invariant' failures; ten other no-video towns passing is what proved it wasn't the open-late rule). Fixed: the roads path now compares its query too -- the bbox lives in the query, so a re-centre must invalidate BOTH snapshots. Newcastle rebuilt: 34 shops seated, openLate=1. - Discipline: bounded bboxes, raw snapshots committed (shops+roads), C's §6 mapping, SUBTLE guardrails (heroes never subsampled, texture 3x, 2392 drops counted), ODbL. Overpass rate-limits hard at pack scale (batch 1 died on a fatal 504 after 25 retries) -- courtesy sleep 4s, two polite batches. -> Lane A (R22): 34 goldens to pin (17 new towns x base+gig); sizes 12->160 shops load-test your capacity/overflow fences. -> Lane B: index.json now lists 22 towns (your selector already reads it). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| README.md | ||
PROCITY
A standalone, procedurally generated, fully walkable 90s-Australian shopping town — every building enterable (the Vuntra City trick), every interior seeded and themed: record stores, op shops, toy shops, book barns, video rental, pawnbrokers, milk bars, market stalls. Built on the proven house stack (three.js r175 vendored, plain JS, no build step) and the asset DNA of 90sDJsim + thriftgod. v1 is the system; the GODVERSE/BaseGod real-item content plugs in later.
Run
cd web && python3 -m http.server 8130
# http://localhost:8130 (game shell — Lane B)
# http://localhost:8130/map.html (2D plan debugger — Lane A)
Read first
docs/CITY_SPEC.md— the treaty: schema, units, seeds, budgets, file ownership.docs/RESEARCH.md— what the parent repos already solved, with exact paths to port from.
The lanes (parallel Opus 4.8 sessions)
Each lane is a self-contained prompt. To run one, start an Opus session in this repo and say: "Read docs/LANES/LANE_X_….md and execute it." A–E are parallel-safe (disjoint files, standalone test pages); F integrates after they land.
| lane | mission | owns |
|---|---|---|
| A — CITYGEN | seed → CityPlan data (streets, blocks, lots, shops) + 2D map | js/citygen, js/core/registry.js, map.html |
| B — STREETSCAPE | chunk-streamed instanced 3D town + game shell | index.html, js/world |
| C — INTERIORS | every door opens: seeded themed shop interiors | js/interiors, interior_test.html |
| D — CITIZENS | rigged-near / impostor-far NPCs + shopkeepers | js/citizens, citizens_test.html, models/ |
| E — ASSETS | audit ultra's library, normalize GLBs, skins, manifest | pipeline/, assets/ |
| F — INTEGRATION | wire A–E into one seed-to-town game + QA gates | (after A–E) |
Already in the repo
web/vendor/— three.js r175 + addons (vendored from 90sDJsim; no CDN at runtime).web/assets/gen/— 69 generated texture skins (25 shopfront facades, 10 skies, 10 grounds, 8 wallpapers, 16 interior surfaces) inherited from thriftgod + 90sDJsim, style-locked.web/js/core/— frozen shared modules:prng.js(seeded-everything law),loaders.js(fail-soft promise-cached GLB/texture + 3GOD depot),canvas.js(text planes).
House laws (short form — CITY_SPEC has the fine print)
Seeded everything, Math.random banned in gen code · the game must run with zero assets ·
instancing from day one · canvas text, no font files · characters = shared base rigs + one
clip bank, canonical sources live outside this repo · 🟢 web-ok licensing only.
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). v4.0-alpha REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets — walk Katoomba's real main street; without roads[] a cache marches onto synthetic avenues |
?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.