The closing half of F's bookend. All gates green on the flipped tree (qa.sh --strict --soak: classic
regression + default-boot gate + smokes + no-giants incl. the seated drummer + the full-week soak).
- tour_shots.py -> docs/shots/release_v3_1/: the money shots on the DEFAULT boot (no per-shot flag juggling
now the flip covers it) + a ?classic=1 before/after ("the town before v3"). 7 shots, settled, 0 page errors.
- week_soak.py: re-pointed to the default boot; the leak check now treats an at/below-baseline OR non-climbing
trail as leak-free (a decreasing tex trail is GC/atlas-settle, not a leak — it was false-failing at warn-level).
- docs: README v3.1 flags table (defaults on + ?classic=1), CITY_SPEC v3.1 amendment (the rewritten prime
law + classic covenant, A's deferred edit), LANE_F_NOTES §16, F-progress R16.
Numbers (seed 20261990): default @ venue block 124 draws / 57k tris (<=300/200k); ?classic 161 draws / 24k
tris (the v2 baseline); seated drummer 1.32 m stature; week soak 42 cycles leak-free (net +0/-6).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
5.2 KiB
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 |
?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.