Audited katoomba_real on E's real roads (schema v2, 484 OSM ways -> 799-edge/872-node graph, 126 real intersections, edges 3.5m-1303m incl 28 short <12m, ~4x5km span). E's roads landed mid-audit; verified fresh Chromium, cache-busted. Docs-only (no code change: streetscape is road-agnostic). VERDICT: Lane B streetscape is ROAD-AGNOSTIC — boots real Katoomba 0-error, every B system builds and renders on the irregular graph (ground, furniture 39 chunks/148 trees, town-wide pools, tram, chunk streaming, buildings, wind). Real main street reads well (road+footpath+lamps+working gig poster+citizens). Like C's interiors, needed no code change to eat real geometry. FINDING -> F (gate-blocking, PROVEN one-line fix): the BIG_CITY adaptive heuristic misfires on real roads. index.html BIG_CITY = plan.shops.length>120 -> Katoomba has 20 shops(<120) but 799 edges/5km, so it stays small-town mode (radius 3 + shadows ON), streams 50-52 chunks -> busiest venue block ~280k tris (clean, settled) = BREACHES 200k gate (draws 150 <300). Proven fix: ?r=2&shadows=0 (BIG_CITY mode) -> 84k day / 104k night, 20 chunks, 72 draws, well under. Recommend: BIG_CITY = shops>120 || edges>200 (catches Katoomba's 799, leaves synthetic Boolarra's 22). B's R3 adaptive-streaming concept, edge-count not shop-count. Tram (Fable's flagged spine risk): degrades gracefully, no crash. spinePolyline runs one main chain = 3527m/49 edges = 21% of 232 mains (longest walkable chain). Arbitrary-but-functional for alpha; smarter route or hard fence = beta (no plan.mode marker exposed to fence off; didn't add untested fencing). Furniture/pools scale: town-wide pools ~4989 instances = still ~1 draw; 28 short edges get 0 lamps (graceful). Correction: the disconnected graph I first saw was a synthetic-fixture DP artifact (junction vertices dropped on near-collinear ways) — real Katoomba forms 126 intersections correctly; flagged to A. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| docs | ||
| pipeline | ||
| priorwork | ||
| tools | ||
| web | ||
| .gitignore | ||
| B-progress.md | ||
| C-progress.md | ||
| D-progress.md | ||
| E-progress.md | ||
| F-progress.md | ||
| README.md | ||
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 |
?plansrc=osm&town=<key> |
— | boot a real Australian town (v3.2 scout): fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, docs/web/assets/towns/SOURCES.md) |
?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.