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m3ultra b322c998db Lane E R16 (v3.1): the drummer's sit clip — sit.glb produced + published
Ledger #2 asset half (E produces, D wires). Fetched Adobe Mixamo Sitting_Idle.fbx (533KB) by scp
from the tailnet source box, converted on-device via Blender (new pipeline/fbx_to_clip.py: import ->
skinned GLB export -> pure-python mesh-strip) to web/models/peds/sit.glb (109KB, mesh-free,
structurally identical to walk/idle: 66 nodes, 65 mixamorig bones, dangling skin, 195 channels).
Verified: three.js loads + 195/195 tracks bind to peds + 0 NaN; Blender confirms seated (hips
0.955->0.299m, stature 1.276->0.758m) + eyes-on bone-dot render (docs/shots/laneE/sit_clip.png).
Published to depot via tailnet under John's R13 auth (_published.json 38->39; benign non-procity_
drift note). Provenance: Adobe Mixamo royalty-free, same zone as the shipped walk/idle; LANE_E_NOTES
v3.1 amendment marker.

-> Lane D: sit.glb ready at web/models/peds/sit.glb (+ on depot); canon binds 195/195; seated confirmed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 12:37:27 +10:00
docs Lane E R16 (v3.1): the drummer's sit clip — sit.glb produced + published 2026-07-16 12:37:27 +10:00
pipeline Lane E R16 (v3.1): the drummer's sit clip — sit.glb produced + published 2026-07-16 12:37:27 +10:00
priorwork Fable (integrator): round-3 lane instructions + archive round-1 lane prompts 2026-07-14 14:30:36 +10:00
tools Lane F R15 (v3.0): the release money-shot tour (ledger #4) + settled measurements (ledger #5) 2026-07-16 11:35:27 +10:00
web Lane E R16 (v3.1): the drummer's sit clip — sit.glb produced + published 2026-07-16 12:37:27 +10:00
.gitignore Fable: R14 kickoff rulings recorded (push done, flag stays opt-in, genres final) + gitignore local session files 2026-07-16 00:59:42 +10:00
B-progress.md Lane B (Streetscape): round-12 v3.0-alpha — venue frontage + posters + muffled-gig spill (?gigs=1) 2026-07-15 20:15:40 +10:00
C-progress.md Lane C R16 (v3.1): stage.backline[] amp unification, drop primitive ampStacks (ledger #5, C half) 2026-07-16 12:16:38 +10:00
D-progress.md Lane D round 12: gig band + crowd + patronage surge (?gigs=1) 2026-07-15 19:49:07 +10:00
E-progress.md Lane E R12 (v3.0-alpha gig layer): 5 instruments + 4 posters + 3 gig audio 2026-07-15 19:44:48 +10:00
F-progress.md Lane F R15 (v3.0): docs assembly — README v3, LANE_F_NOTES §14/§15, F-progress, freezes confirmed 2026-07-16 11:38:37 +10:00
README.md Lane F R15 (v3.0): docs assembly — README v3, LANE_F_NOTES §14/§15, F-progress, freezes confirmed 2026-07-16 11:38:37 +10:00

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." AE 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 AE into one seed-to-town game + QA gates (after AE)

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.

v3.0 — venues & gigs, THE DISTRICT (?gigs=1)

The Friday-night layer, shipped behind a flag so the default boot stays byte-identical to v2 (the synthetic golden 0x3fa36874 never moves). Turn it on and each town seeds 24 venues — a pub, a band room, an RSL — with a full seeded week of gigs (plan.gigs), town-wide posters, and a Friday night that reads: a 4-piece band (front-line trio + drummer) with real instruments on the stage, a mixed standing/dancing crowd, an outdoor queue at the door, a cover charge per venue (paid & free nights), muffled gig spill through the wall + walla and applause inside, streetlamp pools and lit frontages for the night walk, and identity continuity — the ped you followed in off the street turns up in the crowd. Deterministic from the seed; asset-free (?noassets=1) it all still happens with placeholders and zero fetches.

Flags (all default-off unless noted; compose freely):

flag what
?seed=N town seed (default 20261990)
?gigs=1 the v3.0 gig layer — venues, week schedule, band/crowd/queue, cover, posters, night pass
?weather=rain · ?tram=1 · ?winmap=1 wet strip · tram loop · parallax interior-window shader
?roster=stream chunk-streamed citizen density (on by default) · ?pop=N tunes it
?dig=1 · ?stock=real crate-riffle on record bins · real GODVERSE sleeves in the stock
?noassets=1 asset-free — zero network, 100% placeholders, still legible
?plansrc=osm · ?mute=1 · ?dbg=1 OSM plan source · silence · the window.DBG capture/soak harness

Release tour: docs/shots/release_v3/contact.html — the six money shots (queue_night is the hero) with settled measurements. QA: tools/qa.sh --strict (6 gates) + tools/qa/week_soak.py (the full-week soak) + the continuity/gig smokes in tools/flags_check.py.