PROCITY/D-progress.md
m3ultra 888335d633 Lane D round 12: gig band + crowd + patronage surge (?gigs=1)
v3.0-alpha — Friday night at the pub. New web/js/citizens/band.js (GigCrew):
- Band trio on C's stage.bandPoses (deckY), distinct fleet peds (seeded per gig), each with a
  primitive instrument on the chest (guitar/mic/bass; E's GLBs drop in via opts.instrumentFor).
- Crowd (<=8) at C's watchPoints on the gate-protected spawnRig path: dance:false = weight-shift
  idle, dance:true = bounce/sway/step with seeded phase (no metronome).
- Deterministic from citySeed; placeholder crew under ?noassets.

sim.js: setGig(venueShopId, on) gig-night surge — patronage pulls peds from further (GIG_RANGE)
and ducks in harder (GIG_SURGE) at the venue; occupants drain at close per A's closing-time ruling.
Guarded by _gigVenue==null so gig-off is byte-identical (prime flag law; goldens unmoved).

Verified standalone (A withGigs + C buildInterior + D): band 3, crowd 8, dancing 3, all 11 figures
human-sized (1.60-1.83m under a 4.0m ceiling; R10 no-giants holds), band faces audience + crowd
faces stage, deterministic, leak-free (8 cycles, 0 delta). Crew ~40 draws. Surge: venue occupancy
1 -> peak 5, identity stable. Shot: docs/shots/laneD/r12_gig_night.jpg.

Flag for C/F: band.js flips C's watchPoints/bandPoses ry by pi (RY_FLIP) — the fleet mesh's visual
front is local +Z, not the -Z the comments assume. Remove RY_FLIP if C re-fronts the gig poses.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 19:49:07 +10:00

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# PROCITY-D — progress (Lane D · Citizens)
## Round 12 (v3.0-alpha) — the band and the crowd, behind `?gigs=1`. (2026-07-15)
Friday night at The Thornbury Hotel: a band on C's stage and a mixed crowd at C's watch points.
New `web/js/citizens/band.js` (`GigCrew`) + a gig surge in `sim.js`. Verified against A's real
`plan.gigs` + C's real venue interior (F wires the `?gigs=1` shell seam last, so I drove A+C+D
directly in a standalone scene). Deterministic from `citySeed`; asset-free-safe (placeholder crew).
**Band trio (task 1)** — 3 rigs on `stage.bandPoses` at `deckY`, **distinct fleet peds** (seeded
shuffle per gig — a band with two identical members reads wrong), each with a primitive instrument
that rides the chest: guitar (strum-sway), mic stand (vocal sway), bass (strum-sway). E's GLBs drop
in via `opts.instrumentFor(role)` when they land. NB C's `bandPoses` roles are **guitar/vocal/bass**
(a front-line trio) — there is no drummer pose (C's drum riser is set-dressing); flagging in case a
drummer was expected.
**Crowd (task 2)** — up to 8 rigs at `watchPoints` on the same gate-protected `spawnRig` path.
`dance:false` → subtle weight-shift idle; `dance:true` → bounce + sway + step, **seeded phase so the
crowd never metronomes**. Verified 3/8 dancing (C's ~⅓).
**Gig surge (task 3)**`sim.setGig(venueShopId, on)`: while on, patronage pulls peds from further
(`GIG_RANGE` 34 m) and ducks in harder (`GIG_SURGE` 0.55) at the venue; occupants **drain at close
per A's closing-time ruling** (no special handling — `_openAt` + the dwell timer do it). Measured a
mock venue climb **1 → peak 5** occupants; identity signature unchanged; **gig-off byte-identical**
(guarded by `_gigVenue==null`, so the frozen goldens don't move — prime flag law).
**Verified (standalone, fresh browser):** band **3** · crowd **8** · dancing **3** · **all 11 figures
human-sized** (heights 1.601.83 m, crown < 4.0 m ceiling the R10 no-giants gate holds for the gig
rigs) · band faces audience + crowd faces stage · **deterministic** (identical twice) · **leak-free**
(8 spawn/dispose cycles, geo/tex delta 0). **Budget:** the crew adds **~40 draws** (11 rigs + 3
instruments); the pub interior itself is the bulk F measures the full gig-night 350 in the shell.
**Figures human-sized relative to doors/fittings: yes** measured (1.601.83 m under a 4.0 m ceiling)
and shown in `docs/shots/laneD/r12_gig_night.jpg` (distinct band with instruments, mixed crowd watching).
** Cross-lane flag for C/F facing convention.** C's `watchPoints`/`bandPoses` `ry` point the fleet
mesh **180° from where `spawnRig` plants it** (verified in-scene: `ry=π` faced the band at the backdrop;
the watch-point `ry` faced the crowd at the door). The fleet mesh's visual front is its local **+Z**,
not the `Z` the sim/keeper comments assume. `band.js` compensates with a `RY_FLIP = π` on spawn so
bandaudience and crowdstage. **If C changes the gig-pose `ry` convention (or the fleet is re-fronted),
remove `RY_FLIP`.** Worth a look at whether keepers/browsers are subtly back-to-front too.
**For Lane F (wiring the seam):**
```js
import { GigCrew } from './js/citizens/band.js';
const crew = new GigCrew({ citySeed: plan.citySeed, fleet });
// on gig doors/on, inside the venue interior:
crew.spawn(room.group, { stage: room.stage, watchPoints: room.watchPoints, gig: tonight });
// each interior frame: crew.update(dt); on gig-off / room exit: crew.disposeAll();
citizens.setGig(gig.venueShopId, on); // street surge while doors/on; setGig(null,false) to end
```
## Round 10 (blocker fix) — interior giants → human-sized. qa --strict GREEN. (2026-07-15)
Fixed the R9 ship-blocker: interior rig figures were ~2× too tall (keeper crown at 3.83 m in a
3.4 m room, clipping the ceiling). Measured live, not from notes.
- **Root cause (rigs.js `buildFigure`)**: it normalised scale by `height / headY`, where `headY` is
the head bone's world Y in bind pose. But the Mixamo skeleton's ORIGIN is the hips (~mid-body), so
`headY` is head-**above-hips** (~half the standing height) not the feetcrown height. Result:
every rig ~1.832.0× too tall. (NB Fable's "bind-pose 82 vs posed 180" hypothesis was close on the
numbers but the head does NOT move when posed bind crown 3.209 m vs idle-posed 3.205 m. The 82 is
head-above-hips; the 175 is the true feetcrown span. So it's a hips-relative measure, not animation.)
- **Fix (one logic line)**: normalise by the feetcrown **span** = `headY - minY` (both already
computed). Now `buildFigure(rig, h)` lands the crown at exactly `h` above planted feet. Verified all
19 fleet rigs crown == 1.75 m (feet 0); live keeper in "Second Time Redfern" 3.83 m **1.82 m**.
This one change fixes keepers, browser rigs, near-tier street rigs AND the impostor bake (all ride
`buildFigure`) street peds looked fine only because they're mostly impostors, which are sized by
requested height and so masked the bug.
- **Regression guard (required)** new `tools/qa/interior_scale_check.py` (Playwright): enters a
sample of open shops, injects browser rigs at every browse point, and asserts EVERY interior fig's
crown [1.4, 2.0] m AND < room `dims.H` AND feet planted. Wired into `tools/qa.sh --strict` (gate 6,
`run_gate` a giant fails qa). Proven **bidirectional**: PASS on the fix (24 figs / 6 shops), FAIL
on a reintroduced giant (crowns 3.44.05 m, all 6 shops red). `qa.sh --strict` = **6 passed, 0 failed**.
- **Determinism + leak re-verified**: same seed same keeper height + ped (shop 18 1.823 m, idx 10,
identical twice; buildFigure crown stable & == requested); 15 spawn/dispose cycles geo/tex delta 0.
- **Re-shot** `laneD/r9_browsers_in_shop.jpg` `laneD/r10_browsers_fixed.jpg` (kept r9 as the
documented before-state).
**Figures human-sized relative to doors/fittings: yes** verified live (measured crowns 1.61.86 m
across 6 shop types under 3.44.0 m ceilings) and visible in `r10_browsers_fixed.jpg` (a hi-vis worker
and a hoodie browser both well under the ceiling, in proportion to the shelves and door).
Files touched (mine only): `web/js/citizens/rigs.js` (fix), `tools/qa/interior_scale_check.py` (new
gate), `tools/qa.sh` (+gate block, authorized by ROUND10 §Lane D), `docs/shots/laneD/r10_*.jpg`, docs.
## Round 9 (v2.0 ship) — interior presence: occupancy truth + browser rigs. qa GREEN.
Built the D side of the one cross-lane seam (C browse points D occupancy+browsers F handoff).
Follow a ped into a shop and find them browsing. Full numbers + F wiring in `LANE_D_NOTES.md`.
- **Occupancy truth (D1)**: patronage records who's inside which shop by shopId. New
`citizens.occupancyOf(shopId) → {count, occupants:[{seed,enteredAt,pedIndex}]}`. Cleaned on
emerge/chunk-drop/stream-toggle. **Deterministic** (17 shops + occupants byte-equal across two runs).
- **Browser rigs**: `keepers.js` gained `browse` (faces shelf, no greet) + `pedIndex` (the browser IS
the ped who ducked in) + `seedKey`. Validated 12 enter/exit cycles: count == min(occupancy,3) **12/12**,
worst **61 draws ≤350**, **leak-free** (0 GPU delta), disposed every exit. Merged peds = ~1 draw each.
- **Consistency (D2)**: inside peds hidden on the street (0 rendered), re-emerge at the door.
- **F handoff** (verified by running F's exact wiring): enter `occupancyOf` `browsePoints.slice(0,
min(count,3))` `keepers.spawn({...browse:true, pedIndex})`. `web/index.html` `setShops` door points
need `shopId: s.id` added. Closing-time handled by the dwell model (pending A's explicit ruling).
- Evidence: `docs/shots/laneD/r9_browsers_in_shop.jpg`. v1 path untouched.
Changed `web/js/citizens/sim.js` (occupancy) + `keepers.js` (browser mode) + `citizens_test.html`
(shopId in synthetic shops).
---
## Round 8 (the crowd comes alive) — shop patronage v0 + weather reaction. qa GREEN.
Also did the R7 post-flip shell verification (F's flip landed) + pushed the tags to origin (main
1a20501900b274; v1.0/v1.1/v2.0-alpha/v2.0-beta all on origin).
- **Post-flip verify** (real shell): no-flag boot streamMode true, determinism (188 ids), leak-free
(0 delta), setNightLivelyChunks wired; `?roster=v1` fixed roster, golden identity byte-identical.
- **Shop patronage v0 (D1)** : streamed peds duck into open shops they pass (goinginsideemerge, hidden
while inside), hours-aware noon variety (up to ~38 inside, 7 types), **night video-only** (the
open-late shop draws the crowd). Deterministic (150 chunk-keyed ids), leak-free (0 GPU delta over the
churn), **budget-neutral** (draws 1, inside peds hidden). Behind `?patronage=0`, default-on for stream.
- **Weather reaction (D2)** : reads B's `PROCITY.weather` (no import). Rain density **56%** (4060%
target), walk speed +~14%, more sheltering (inside 625); overcast 10%; clear = v1.
- v1 path untouched (no patron fields, golden identity). Full numbers + F's `setShops`/`setWeather`/
`?patronage=0` wiring in `LANE_D_NOTES.md`.
Only `web/js/citizens/sim.js` + `web/citizens_test.html` (synthetic-shop demo + flags) changed.
---
## Round 7 (the flip) — MERGE VALIDATED, GO given to F, defaults + escape hatch ready. qa GREEN.
Validated Lane E's ped-merge (the gate my R6 memo named) and handed F the **GO** for the roster flip.
Full go/no-go numbers + F's two-line wiring at the top of `LANE_D_NOTES.md`.
- **Merge validated (D1)**: all 19 peds now **1 mesh / 1 material** (was 8/2) ~1 draw/near-rig
(fleet 11624 at the cap); bind+animate/no-T-pose, silhouettes+atlas materials crisp (hi-vis/suit/
kid), impostor bake clean, identity variety + determinism preserved. GPU memory dropped too.
- **The flip numbers (full density, perChunk 16)**: worst street view **241 draws ≤300** (was 356
unmerged), **65,899 tris ≤200k**, 17 near-rigs; 30-chunk soak (726 builds/disposes) **leak-free, 0
GPU delta**, heap stable. **GO.**
- **Full-density defaults (D2)**: `enableStream` default flipped 8→**16** (the merge affords it);
near-cap stays 24 (now 24 draws not 168).
- **Post-flip + escape hatch (D3)**: test page + shell now default to stream; **`?roster=v1` restores
the fixed roster** (verified: streamMode false, determinism ✓). No-flag boot streamMode true,
determinism ✓. F's `web/index.html` flip wiring (invert to default-on + `?roster=v1` escape)
documented; the in-shell no-flag-URL boot completes when F lands F1 (roster proven running in-shell
at the shipping default via the in-shell soak above).
Only `web/js/citizens/sim.js` (perChunk default) + `web/citizens_test.html` (default-on + escape
hatch) changed. Committed atomically.
---
## Round 6 (harden streamed roster toward default-on) — DONE. qa GREEN. Flag still default-off.
Hardened `?roster=stream` and wrote the **default-on readiness memo** (top of `LANE_D_NOTES.md`) so
Fable + F can decide the R7 flip on evidence. In-shell (real town), stream runtime-enabled:
- **Soak green**: 242 chunk builds/disposes over 3 street-graph walks **0 GPU geom/tex delta**; 16
shop enter/exit 0 delta; heap oscillates 507754 MB (GC recovers, no leak); 188 chunk-keyed
identities re-derive from seed; 0 console errors; flag-off byte-identical (citizen-0 = R4 golden).
- **Hours-aware density (new)**: added `setNightLivelyChunks` + a night floor so the open-late video
block stays lively at night (3116) while ordinary streets go near-empty (656). F call-site documented.
- **Composition with `?dig=1`**: roster is street-tier, fully inert while interior/dig is open (frame
loop street-branch-only); enter/exit record shops leak-free with stream on. No shared state with any
v2 flag all-on combo safe.
- **Perf/budget the one gap**: each decimated ped = 8 sub-meshes / 2 materials = ~7 draws/near-rig, so
full-density stream (`perChunk 16`) hits **356 draws** (over the 300 street budget). Set the default to
`perChunk 8` (**291 draws, 300, budget-safe today**) and documented the clean unlock merge ped
sub-meshes by material (82 ~2 draws/rig perChunk 16 fits at ~260) as the single thing gating
full-density default-on in R7 (F1-safe: v1 spawn view has ~0 near-rigs).
Only `web/js/citizens/sim.js` (night floor + default) + `web/citizens_test.html` (default perChunk)
changed. Committed atomically; flag default-off; v1 path untouched.
---
## Round 5 (v2 foundations) — DONE. Chunk-streamed roster behind `?roster=stream`. qa GREEN.
Implemented the R3 design note (was design-only): the chunk-streamed roster, default-off, v1-identical
when off. Full numbers + Lane F wiring in `docs/LANES/LANE_D_NOTES.md` (top).
- **Chunk-local identity** keyed `(seed, chunkKey, i)` same seed + chunk same residents regardless
of town size / visit order; **windowed spawn/despawn** hook-driven (Lane B's `onChunkBuilt`/
`onChunkDisposed`, sim auto-detects) with a camera-poll fallback; **global near-cap** across live
chunks; **owner-chunk despawn** (no cross-boundary re-keying); v1 path untouched (`chunkStream` opt-in).
- **Proven** on a big 9×9 fixture grid: (a) constant far-field density ~58129 citizens within 70m
at spawn AND 150m out, vs v1's uniform ~1215 (fixed roster spread thin); (b) deterministic 507
chunk-keyed identities re-derive from seed; (c) leak-free 2 full grid walks (~380 chunk cycles)
**0 geom/tex delta**, pool capped 30, chunks bounded 25; (d) budget same near-cap + 1 impostor
draw as v1, 2.31 ms/frame; (e) **flag-off byte-identical** shell citizen-0 signature exactly
matches the R4 golden. Hours-aware density included (per-chunk tod thinning).
- Only `web/js/citizens/sim.js` + `web/citizens_test.html` (bigger fixture + stream toggle/HUD/
determinism) changed. Flag + F call-site documented in LANE_D_NOTES; F wires `web/index.html`.
Evidence: `docs/shots/laneD/r5_stream_tiers.jpg`.
---
## Round 4 (v1-tag round) — DONE. qa.sh --strict GREEN.
All three Lane-D R4 tasks complete; details + numbers in `docs/LANES/LANE_D_NOTES.md` (top).
- **D1 in-shell verify** In the real game (`web/index.html`): peds + keepers upgrade
placeholderrig; **12 enter/exit shops leak-free** (`renderer.info.memory` back to exactly
baseline, Δ0); determinism holds across reload; `?noassets=1` fully placeholder, zero ped fetches.
- **D2 decimated peds** (critical path; E1 landed) Validated E's fleet: **all 19 peds 3k tris
(15642805, avg 2450)**, rigs bind + animate (skinning/skeleton preserved, walk/idle retarget
unchanged), **0 broken meshes** under eviction churn, silhouettes + identity variety intact,
impostor atlas bakes clean, determinism + leak re-pass. **Gate-3 sign-off for Lane F: near fleet
now 59.6k tris at the 24-cap (was ~1.2M); whole test view 88.9k (was ~1.5M).**
- **D3 exposure sync** Verifying it **found + fixed a real bug**: the impostor material
self-tone-mapped (`toneMapped:false` + in-shader ACES), which is correct on my direct-canvas test
page but **double-tone-mapped under the shell's EffectComposer/OutputPass** (three only tone-maps
materials on the canvas path). Reworked it to a standard `toneMapped:true` material that outputs
linear and uses three's own tone-map/colorspace chunks tone-maps **identically to the near rigs
on both paths**. Verified near+mid match at noon and correct night render in-shell
(`docs/shots/laneD/r4_shell_*.jpg`). `citizens.setExposure()` is now a harmless no-op (exposure is
global); Lane F can keep or drop the call at `web/index.html:245`.
Only `web/js/citizens/impostor.js` changed this round (+ my NOTES/progress/R4 shots). Committed
atomically; `web/index.html`, `dbg.js`, and other lanes' in-flight files left untouched.
---
# (Round 1) — initial Lane D build
**Status: complete and verified in-browser.** 2026-07-14, by PROCITY-D (Opus 4.8).
Standalone test page runs, all Lane-D acceptance gates pass. One cross-cutting finding for Lane E
(ped poly-count) is flagged below and in `docs/LANES/LANE_D_NOTES.md`.
### Re-verify after session resume (2026-07-14, PROCITY-D)
Prior session hit the token limit; resumed on a fresh account. Confirmed nothing rotted all 5
citizen modules intact on disk with every adversarial-review fix present. Re-ran the gates live in
the browser on this machine:
- **perf @ pop 200**: max mixer **0.2 ms**, sim CPU **0.148 ms/frame**, near capped at **24**
- **determinism**: `✓ 200 identities match seed 20261990` (live vs two fresh recomputes)
- **no T-pose / one shared walk clip / keeper at counter**
- **`?noassets`**: placeholder town, 0.00 ms mixer, 2.4k tris, crash-free
- **Integration contract PROVEN**: built Lane A's real `generatePlan(1234)` "North Cressy Reach"
(27 nodes / 22 edges) and ran `new CitizenSim({ …, graph: plan.streets })` **with zero adapter**
0 dangling edges, 0 non-finite citizen coords, no errors. `plan.streets` is exactly the `{nodes,
edges}` shape the sim consumes. Lane F §3.3 is a one-line construction (see below).
### Round 3 — support round (2026-07-14, PROCITY-D) — all 3 tasks done
Per `docs/LANES/ROUND3_INSTRUCTIONS.md` §Lane D. Committed Lane D landed as `9eb1acc` first; then:
1. **Keeper GLB-rig upgrade + leak-free dispose (task 1).** Gated on F's §3.4 (keepers are still
placeholder-only in the shell F builds `KeeperManager` with no `fleet`). Verified **my side** of
the contract in `citizens_test.html`: a fleet-backed keeper spawns as a **rig**, and 15 enter/exit
spawngreet→`remove()` cycles leave `renderer.info.memory` **exactly at baseline** (geo 140140,
tex 175175) leak-free. Enablement for F is one arg (`fleet`); documented in LANE_D_NOTES.
2. **`ImpostorLayer.setExposure()` wired to day/night (task 2).** Added a clean `CitizenSim.setExposure(e)`
passthrough (sim.js) that also **survives the placeholder→rig atlas re-bake** (stored + re-applied).
Confirmed the shell *does* animate `renderer.toneMappingExposure` per segment (`lighting.js`), so
this is a real fix, not defensive. Verified: uniform tracks 0.552.3 and persists across the upgrade.
Left F the exact one-line call site (`index.html:225`, after `setTimeOfDay`) in LANE_D_NOTES it's
an F-owned seam edit, so I documented rather than edited it.
3. **Chunk-streamed roster design note (task 3).** Written in LANE_D_NOTES ("Chunk-streamed roster
v1.5 design note"): chunk-local identity keying, poll- vs hook-driven windowing (with the `chunks.js`
reality), global near-cap across live chunks, ownership/hand-off, budget, and an opt-in migration that
leaves v1 untouched. **Design only, no implementation** as instructed.
Post-edit re-verify: no console errors, determinism (200 match seed), near capped 24, mixer 0.3 ms.
Round-3 code touches **only sim.js** (my file); the rest is docs. No sibling files edited.
---
## What I built (owns `web/js/citizens/*`, `web/citizens_test.html`, `web/models/*`)
| file | lines-ish | what |
|---|---|---|
| `web/js/citizens/rigs.js` | ~185 | the ported crown-jewel rig stack fleet loader, `_canon`/`canonRig`/`_rotOnly`, `buildFigure` (head-bone height-normalise + feet plant), `spawnRig`, `makeActor` (walkidle crossfade for the near tier), `pickRig` |
| `web/js/citizens/placeholder.js` | ~150 | seeded low-poly box humanoid (the POLY lock) walks/idles, so the town is populated from frame one and in `?noassets` mode |
| `web/js/citizens/impostor.js` | ~210 | mid-tier LOD: bakes each ped to a 4-yaw sprite atlas on an offscreen RT, one InstancedMesh of camera-facing billboards **1 draw call** for the whole mid crowd |
| `web/js/citizens/sim.js` | ~330 | the simulation deterministic roster, footpath lanes off the street graph, near/mid/far tiers with hysteresis + hard near-cap, a reusable rig pool, staggered mixer budget, time-of-day density |
| `web/js/citizens/keepers.js` | ~95 | one keeper per shop at the counter, idle clip + greet turn toward the player |
| `web/citizens_test.html` | ~310 | standalone harness (fixture 3×3 street graph, no Lane A/B imports) |
| `web/models/peds/*` | 21 GLBs, 37 MB | 19 rigged peds + walk + idle, **byte-identical** copies from 90sDJsim (SHA-verified) |
| `docs/LANES/LANE_D_NOTES.md` | | measured budgets + clip wishlist |
| `docs/shots/laneD/*.jpg` | 5 shots | near / mid / main-street / tier-debug / noassets |
Everything is plain ES modules, three from `web/vendor/`, all randomness via `core/prng.js`
(`Math.random()` used nowhere in identity/placement). Loaders come from `core/loaders.js`.
## Acceptance — every gate met
- **200-citizen fixture holds 60fps** full frame CPU ~2.6 ms (≈380 fps of headroom on the M3
Ultra; GPU trivial). Preview's throttled rAF shows 4784 fps, but timed frames prove the margin.
- **Mixer update < 2 ms/frame** measured **0.4 ms max** at 200 citizens (staggered: nearest 8
every frame, 4 more per frame).
- **No T-pose ever** fixed a real bug: freshly-promoted rigs were showing bind-pose for a frame;
actors now evaluate their mixer at acquire time. Verified across the fleet in `01_near_tier.jpg`.
- **No giants/ants** head-bone height normalisation verified across all 19 peds (1.551.95 m).
- **One shared walk clip animates every ped** the `mixorig` canonicalisation binds a single
`walk.glb` to all 19; confirmed in-scene.
- **Same seed → same crowd** determinism button asserts the live roster equals a fresh seed
recompute; holds while citizens walk (identity live position).
- **Screenshots** into `docs/shots/laneD/` (near, mid, busy main street, + tier-debug & noassets).
- **`docs/LANES/LANE_D_NOTES.md`** measured budgets + the mixamo-fetch clip wishlist.
Plus the LOD design points from the lane brief: near<25m rig+mixer walking footpath lanes & turning
at nodes on a seeded choice with loiter stops; mid 2570m instanced impostors baked from the fleet
(auto-in-sync); far culled; hysteresis so nobody pops; time-of-day density; `?noassets` placeholder
town; keepers at counters. All exercised in the test page.
## Decisions worth your eyes
1. **Rig pool, not per-spawn clone.** Near actors are pooled per ped-type and reused across citizens
(SkeletonUtils.clone + mixer are the expensive bits) bounded at 30 instances, cap 24 active,
3 new clones/frame to avoid hitches. Height is applied as an outer-group scale so pooled rigs are
height-agnostic and reusable.
2. **Impostor colour management.** The mid atlas is baked *linear* (no tone-map) and the billboard
shader applies ACES + sRGB itself, so mid impostors match the ACES-tonemapped near rigs exactly
fixed an early bug where they rendered ~2× too dark.
3. **Figure origin at the feet.** Both rigs and placeholders present a `fig` Group whose origin is the
ground point, so the sim moves/rotates walkers without re-planting them each frame.
## ⚠️ One thing I need a ruling on (Lane E territory)
**The inherited 90sDJsim peds are ~49.7k tris each.** 24 near rigs 1.2M tris far past the
CITY_SPEC "≤200k tris typical view". It runs fine on Apple Silicon today, but it leaves no tri budget
for Lane B's buildings. The rig stack is indifferent to poly count this is an **asset-pipeline
decimation job (Lane E)**: at ~6k tris/ped the near cap fits budget. Until then `NEAR_MAX` in `sim.js`
is the throttle. Same story, smaller, for draw calls (each ped is ~6 sub-meshes merge on load).
Details + numbers in the NOTES. Not blocking Lane D; flagging so it's on the integration radar.
## Adversarial review pass (6 real bugs found + fixed)
After the build passed in-browser, I ran a 4-dimension multi-agent code review with an adversarial
verify stage (14 agents). It confirmed **6 genuine defects** (4 others refuted); all 6 are fixed and
re-verified:
1. **[HIGH] Non-deterministic fleet order** `fleet.normal/all` were filled in GLB load-completion
order, so `pickRig`'s index (→ every identity) could differ across reloads/machines, silently
breaking "same seed same crowd". Fixed: fill fixed slots by `PED_NAMES` index, compact after.
2. **[HIGH] Shared-resource disposal** `_disposeInner` disposed geometry/materials that
SkeletonUtils.clone *shares* across all clones + the base rig; pool eviction would tear down GPU
buffers still in use by sibling citizens. Fixed: dispose only the clone's own `Skeleton` (its
bone texture) never the shared geo/mats. Stress-tested (24 teleports forcing eviction churn)
0 broken meshes.
3. **[HIGH] Impostor under-exposure** the in-shader ACES omitted three's `/0.6` exposure
normalisation, making mid billboards ~1.67× darker than the identical near rig at the swap
boundary. Fixed: `color *= uExposure / 0.6`.
4. **[HIGH] Renderer viewport not restored** the atlas bake set per-cell viewport/scissor but only
restored scissor-*test*; the async re-bake left the viewport on a 128px cell the main scene
could render into a corner. Fixed: save/restore viewport + scissor rect.
5. **[MED] Billboard ignored `modelMatrix`** impostors would desync from rigs if the citizens group
carries a transform (Lane B chunk offsets). Fixed: fold `modelMatrix` into the billboard base.
6. **[LOW] Frozen tone-map exposure** added `ImpostorLayer.setExposure()` for day/night.
Also caught during re-verification: three injects its own `RRTAndODTFit`/ACES functions into any
tone-mapped `ShaderMaterial`, colliding with mine. Fixed with `toneMapped:false` (I tone-map
in-shader) + `imp`-prefixed helper names. Console is clean; determinism still passes; 60fps holds.
## For Lane F integration (hooks are ready)
- **Street graph verified, no adapter.** `plan.streets` (Lane A) is byte-shape-compatible with the
`graph` the sim wants. In the street branch of the shell:
```js
const sim = new CitizenSim({ renderer, scene, camera, citySeed: plan.citySeed, graph: plan.streets, fleet });
// per frame (street mode): sim.update(dt); // LOD is by sim.camera.position pass the render camera
```
Note `update(dt)` takes **only dt** (it reads `this.camera.position` for LOD, which is what you want
LOD by what the viewer sees). Lane F §3.3's `sim.update(dt, player.position)` sig is loose; the
1-arg form is correct as long as the constructed `camera` is the render camera.
- **Density on big towns**: a flat `setPopulation(N)` spreads citizens uniformly across *all* edges, so
on a large plan most sit far-culled from any one viewpoint (correct + cheap, but streets read empty
if N is small). For v1 pick N to suit town size; the durable fix is chunk-streamed rosters (below).
- Roster identity `identityOf(citySeed, edgeCount, id)` is chunk-ready key by `chunkKey+i` and
stream rosters with Lane B's chunk build/dispose.
- Keepers pull `x,z,ry` from Lane C's counter `places`; `sim.setTimeOfDay` from the shell day segment;
`sim.setPaused` from `visibilitychange`; **Lane B must set `scene.environment`** (PBR peds go dark
without it already wired to be read from the scene).
## Try it
```
cd web && python3 -m http.server 8130
# open http://localhost:8130/citizens_test.html (full fleet)
# open http://localhost:8130/citizens_test.html?noassets=1 (placeholder town)
# open http://localhost:8130/citizens_test.html?seed=1234 (any seed)
```
Sliders: population 0200, time-of-day. Buttons: tier colours (green=near, yellow=mid, pink=far),
determinism check. Drag=look, wheel=zoom, WASD=move focus.