PROCITY/docs/shots
m3ultra 93a3168a99 Lane D round-5: chunk-streamed roster (v2) behind ?roster=stream
Implements the R3 design note (was design-only). Default-off; the v1 whole-graph path is
byte-identical when the flag is off (shell citizen-0 signature matches the R4 golden exactly).

- chunk-local identity keyed (seed, chunkKey, i) — same seed + chunk -> same residents,
  independent of town size / visit order; home edge picked from that chunk's edges.
- windowed spawn/despawn: hook-driven via Lane B's onChunkBuilt/onChunkDisposed (sim auto-
  detects and stops polling) + a camera-poll fallback that needs zero Lane B changes.
- global near-cap + mixer stagger + rig pool + impostor layer unchanged, run across live chunks.
- owner-chunk despawn (no cross-boundary re-keying); per-chunk time-of-day thinning (hours-aware).

Proven on a 9x9 fixture grid: constant far-field density (~58-129 within 70m at spawn AND 150m
out, vs v1's uniform ~12-15); deterministic (507 chunk-keyed identities re-derive from seed);
leak-free (2 full grid walks / ~380 chunk cycles -> 0 geom/tex delta, pool capped 30); budget
unchanged (near-cap 24 + 1 impostor draw, 2.31ms/frame). qa.sh --strict GREEN.

Only web/js/citizens/sim.js + web/citizens_test.html changed. Flag + shell call-site documented
in LANE_D_NOTES for Lane F to wire web/index.html.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 21:07:10 +10:00
..
before Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00
laneA Lane A (CityGen): deterministic town generator, registry, names, 2D map, self-check 2026-07-14 12:06:41 +10:00
laneB Lane B round-5 (v2): parallax interior-mapping window glass behind ?winmap=1 2026-07-14 21:00:57 +10:00
laneB_r4 Lane B round-4: closed facades (§3.5) + shot poses/letterbox + furniture GLB + novelty_record 2026-07-14 19:59:27 +10:00
laneC Lane C R5 C1: v1.1 re-map — record_crate (fixed) + counter_till 2026-07-14 20:56:00 +10:00
laneD Lane D round-5: chunk-streamed roster (v2) behind ?roster=stream 2026-07-14 21:07:10 +10:00
laneE Lane E round 5 (E1): bake 6 hero props to <=8k tris (288k->48k), live on depot 2026-07-14 20:56:07 +10:00
references Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00
v1_tour Lane F R5 F1: v1.1 — re-capture interior shots on C1 re-map + E1 bake 2026-07-14 21:05:11 +10:00
contact.html Lane F R3: hours/closed-shops + manifest/rig-fleet/?noassets + --depot + QA harness fixes 2026-07-14 17:19:11 +10:00
README.md Lane F: integration — interiors + keepers + street peds + QA harness 2026-07-14 14:29:03 +10:00

docs/shots — visual regression + devlog reference tree

Owned by Lane F (each lane also drops its own acceptance screenshots here).

docs/shots/
  laneA/   … A: 5 seeds rendered in map.html (spine, arcade, market, milkbars)
  laneB/   … B: 3 fixed street cameras (P-key shot harness)
  laneC/   … C: 9 types × 5 archetypes interior grid
  laneD/   … D: near / mid tiers + busy main street
  laneE/   … E: skin contact sheets (new skins vs originals)
  v1_tour/ … F: the 10 beauty shots (see tools/shots.py TOUR) — the devlog set
  before/  … F: last known-good capture, for side-by-side regression
  references/ … real-world reference photos named per shot (street_noon.jpg, arcade.png, …)
  contact.html … generated by tools/shots.py — this-run | before | reference

Capture (Lane F, once Lane B's shell + window.DBG hook land)

cd web && python3 -m http.server 8130            # terminal 1
python3 -m venv tools/.venv                        # once
tools/.venv/bin/pip install playwright
tools/.venv/bin/python -m playwright install chromium
tools/.venv/bin/python tools/shots.py v1_tour --seed 20261990   # terminal 2
open docs/shots/contact.html

Before a risky change, snapshot the good state into before/ (tools/.venv/bin/python tools/shots.py before), then re-run and eyeball contact.html.

The v1 tour list (LANE_F_INTEGRATION §Shots): main-street noon, arcade, market square, milkbar dusk, night neon, warehouse fringe, residential collar, record interior, opshop interior, busy crossroads. Adjust TOUR in tools/shots.py as the town evolves.