Populate the town at city scale, on budget, deterministic per-citizen identity: - rigs.js — ported 90sDJsim rig stack: mixamorig canonicalisation so one shared walk clip drives all 19 peds, head-bone height-normalise, feet-plant, pooled near-tier actors with walk<->idle crossfade - impostor.js — 4-yaw sprite-atlas baker + instanced billboards: whole mid crowd in 1 draw call, tone-matched to the ACES near rigs - sim.js — deterministic roster, footpath lanes off the street graph, near/mid/far LOD with hysteresis + hard 24-cap, staggered mixer budget, time-of-day density - placeholder.js — seeded low-poly box humanoids (frame-one population + ?noassets) - keepers.js — one keeper per shop at the counter, idle + greet-turn - 21 ped GLBs (byte-identical from 90sDJsim), citizens_test.html harness, LANE_D_NOTES.md, 5 beauty shots Verified in-browser: 200 citizens at max mixer 0.2ms (budget 2ms), near capped 24, determinism holds (200 identities match seed), no T-pose, ?noassets crash-free. Consumes Lane A plan.streets with zero adapter. Six adversarial-review bugs fixed (non-deterministic fleet order, shared-resource disposal on pool eviction, impostor colour-management). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
8.4 KiB
LANE D — NOTES (measured budgets + clip wishlist)
Written by PROCITY-D, 2026-07-14. Standalone verification via web/citizens_test.html.
Reference stack ported from 90sDJsim/web/world/index.html ~405–520 (loadRig/spawnRig/_canon/
_rotOnly/head-bone normalize/upgradeStreetPeople). Measurements on the M3 Ultra dev box.
What shipped
| file | role |
|---|---|
web/js/citizens/rigs.js |
ported rig stack: fleet loader, _canon/canonRig/_rotOnly, buildFigure (head-bone height-normalise + feet plant), spawnRig (single clip), makeActor (walk↔idle crossfade), pickRig |
web/js/citizens/placeholder.js |
seeded low-poly box humanoid (POLY lock) — walks/idles, planted at y=0, hot-swaps to a rig |
web/js/citizens/impostor.js |
4-yaw sprite-atlas baker + instanced billboard layer (mid tier, 1 draw call) |
web/js/citizens/sim.js |
deterministic roster, footpath lanes, near/mid/far LOD, rig pool, staggered mixer budget, time-of-day density |
web/js/citizens/keepers.js |
one keeper per shop at the counter slot, idle + greet head/body-turn |
web/citizens_test.html |
standalone harness: fixture 3×3 street graph, sliders, tier debug, determinism check |
web/models/peds/* |
19 rigged GLBs + walk.glb + idle.glb, byte-identical copies from 90sDJsim (checksummed) |
The fleet (copied, never edited)
19 rigged peds (17 normal + 2 comical) + 2 clip-only GLBs, ~37 MB total, copied from
johnking@100.91.239.7:~/Documents/90sDJsim/web/world/models/peds/ (also present locally at
~/Documents/90sDJsim/…). SHA-verified byte-identical (house law: canonical source stays upstream).
- Skeletons canonicalise cleanly:
mixamorig1…→mixamorig…, so one shared walk clip drives all 19 and one shared idle clip too. Verified in-scene — a singlewalk.glbanimates every ped. walk.glb/idle.glbposition tracks +Hips.quaternionare stripped (_rotOnly) — without this the different-scale root track inflates peds to giants. Confirmed: no giants/ants across all 19.
Measured budgets (M3 Ultra, citizens_test.html)
Preview note: the in-app browser reports visibilityState:'hidden', which throttles requestAnimationFrame,
so the on-screen fps counter reads low (47–84). True cost was measured by timing 140 manual
update()+render() frames.
200 citizens, midday (the acceptance fixture):
| metric | measured | CITY_SPEC / Lane-D budget | verdict |
|---|---|---|---|
| near (rigged) actives | 24 (hard cap) | ≤ 24 | ✅ |
| mid (impostor) | ~122 | — | — |
| far (culled) | ~54 | — | — |
| mixer update / frame | 0.4 ms max, ~0.2 ms avg | < 2 ms | ✅ comfortably |
| sim logic / frame | 0.24 ms avg | 4 ms build budget | ✅ |
| full frame CPU (update+render) | ~2.6 ms → ~380 fps headroom | 60 fps (16.6 ms) | ✅ huge margin |
| mid tier draw calls | 1 (69 instances, 138 tris) | 1 per atlas | ✅ |
| impostor atlas texture | 2048×640 (16×5 cells, 4 yaws × 19 peds) | ≤ 2048, < 512 MB total | ✅ (~5 MB) |
| determinism | live roster ≡ seed recompute, stable while walking | same seed → same crowd | ✅ |
Time-of-day density (200 base): 00:00 → 12 active, 06:00 → 70, 12:00 → 200, 15:00 → 150,
21:00 → 36. Curve in sim.js DAY_CURVE.
⚠️ Findings for Lane E / Lane F (need a decision)
-
The inherited peds are ~49.7k tris each — too heavy for the CITY_SPEC 200k-tri "typical view". 24 near rigs ≈ 1.2M tris; a realistic 16-rig street view already measured 1.02M tris. Framerate holds on M-series (GPU eats it), but this leaves nothing for Lane B buildings. Recommendation: decimate the ped fleet to ~5–8k tris in the asset pipeline (Lane E) — at 6k/ped the near cap costs ~144k tris, back within budget. The rig stack is indifferent to poly count; this is purely an asset job. Until then,
NEAR_MAX(sim.js) is the throttle. -
Draw calls scale with near rigs (~6 calls/ped — each GLB has several sub-meshes/materials). 16 rigs ≈ 144 calls; 24 rigs ≈ ~190. Under the 300-call street budget today, but tight once Lane B adds shells. Recommendation: merge each ped's sub-meshes by material on load (
BufferGeometryUtils.mergeGeometries) → ~1–2 calls/ped. Cheap win, deferred (not blocking). -
Peds are metallic-PBR (
metalness≈0.5) and render black without ascene.environment. The test scene builds a neutral PMREM; the impostor bake is fed the same env. Lane B's shell must setscene.environment(a sky PMREM) or every citizen — near and mid — goes dark. This is wired:CitizenSimreadsscene.environmentand passes it to the impostor baker. -
Impostor material is
toneMapped:falseand does ACES + sRGB itself (matchingACESFilmicToneMapping, exposure/0.6). If Lane B changes the tone-mapping curve or animatesrenderer.toneMappingExposure, callsim.impostor.setExposure(e)(and, for a non-ACES curve, the in-shader ACES inimpostor.js IMP_FRAGwould need to match). Mid billboards otherwise drift from the near rigs at the LOD seam.
Hardened by a 4-dimension adversarial code review (see D-progress.md): 6 confirmed defects fixed — non-deterministic fleet order, shared-geometry disposal, impostor under-exposure, unrestored viewport, missing modelMatrix, frozen exposure.
Integration hooks for Lane F
new CitizenSim({ renderer, scene, camera, citySeed, graph, fleet })—graph = { nodes:[{id,x,z}], edges:[{id,a,b,width,kind}] }. Swap the fixture graph for Lane A'sCityPlan.streets. Footpath lanes are derived from edgewidth+ a 0.9 m margin; pedestrians keep to the right of travel.sim.setPopulation(n)(slider / density) ·sim.setTimeOfDay(t01)(drive from the shell's day segment) ·sim.setPaused(bool)(wire tovisibilitychange) ·sim.update(dt)each frame.- Chunk streaming (TODO for F): roster is currently whole-graph. The identity fn
identityOf(citySeed, edgeCount, id)is chunk-ready — key it bychunkKey+iper CITY_SPEC and spawn/despawn rosters with Lane B's chunk build/dispose. The LOD + pool machinery is already per-frame and chunk-agnostic. - Keepers:
keepers.spawn(roomGroup, { x, z, ry, shopId, type })— feedx,z,ryfrom Lane C's interior counterplaces; call on interior build,keepers.remove(handle)on dispose.keepers.update(dt, playerPos)each interior frame. ?noassets=1verified: full placeholder town, mixers=0, zero crashes.
Clip wishlist (for the mixamo-fetch run — CHECK THE 34 EXISTING CLIPS FIRST)
Only walk + idle are wired today (they ship with the ped fleet). CITY_SPEC says
~/Documents/mixamo-fetch/out/ already holds 34 clips (sit, lean, look-around, phone, …) — these
bind directly through the canonical mixamorig skeleton exactly like walk/idle, so wiring them is a
data task, not new rig work. Verify each exists before requesting; never re-download.
Wanted for richer loiter/keeper behaviour, in priority order:
sit— bench-sit at benches/verandah steps (sim loiter already has the hook; needs the clip).lean— loiter against a shopfront (window-shopping stops).look-around/idle-look— window-shopping variety + a better keeper greet than the body-turn.talk/gesture— pairs chatting on the footpath (spawn in seeded 2-groups).carry/ laden walk — shoppers with bags after a purchase (content-phase tie-in).browse/reach— keeper stocking shelves; customer reaching a shelf inside interiors.
Bespoke (won't be on Mixamo, hand-author later): crate-riffle at market stalls, till-operation.
Known limitations (honest)
- Near↔mid swap is a hard LOD switch at ~25 m (hysteresis 24/27 m). At that range a 128px impostor and the full rig subtend near-identical screen size, so it reads as seamless — but it is a switch, not a cross-fade (rig materials are shared across SkeletonUtils clones, so per-instance opacity fade isn't free). If a pop is ever visible after buildings land, the fix is a short dither/fade band.
- In
?noassetsmode, mid impostors use 8 generic placeholder variants while near placeholders are per-citizen coloured — so a citizen's colour can shift slightly crossing 25 m. Fallback-only; with the real fleet, near and mid are the same baked ped. - Loiter timing is dt-driven (cosmetic), so exact positions at time T aren't reproducible across runs; identity (who, which ped, height, speed, spawn beat) is fully seeded and asserted.