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>
55 KiB
LANE B — NOTES (measured)
Round 18 (Fable's ROUND18 → Lane B) — irregular-geometry audit (ledger #4, v4.0-alpha REAL ROADS)
The deliverable is the failure list. Audited katoomba_real on E's real roads (schema v2, 484 OSM
ways → a 799-edge / 872-node graph, 126 real intersections (99 deg-3, 27 deg-4), edges 3.5 m–1303 m
(28 short <12 m), span ~3945 × 4944 m). E's roads cache landed mid-audit; verified fresh Chromium,
cache-busted (the shell force-caches town JSON).
Verdict: Lane B's streetscape is ROAD-AGNOSTIC — it consumes the CityPlan graph generically and survives
Real Katoomba boots with 0 page errors; every B system builds and renders on the irregular graph —
ground strips, furniture (39 chunks / 148 trees), town-wide pools, tram, chunk streaming (chunks.count
scales), buildings, wind. The real main street reads well (road + footpath + streetlamps + a working gig
poster + citizens; docs/shots — the Screaming Utes bill renders on real bones). Like C's interiors, the
streetscape needed no code change to eat real geometry. The real risks are elsewhere (below).
FINDING → F (gate-blocking, proven one-line fix): the BIG_CITY adaptive heuristic misfires on real roads
index.html sets BIG_CITY = plan.shops.length > 120 → radius + shadow-pass. Real-roads towns invert
the assumption: Katoomba has 20 shops (< 120) but a 799-edge / 5 km graph, so it stays small-town
mode (radius 3 + sun-shadow ON) and streams 50–52 chunks → the busiest venue block hits
~280k tris (clean load, settled) — BREACHES the 200k gate (draws 150, still < 300).
Proven fix — boot with ?r=2&shadows=0 (= what BIG_CITY mode would give): venue block drops to
84k tris day / 104k night, 20 chunks, 72 draws — comfortably under. Recommend: extend the
heuristic to the graph, e.g. BIG_CITY = plan.shops.length > 120 || (plan.streets?.edges?.length||0) > 200
(catches Katoomba's 799; leaves synthetic Boolarra's 22 untouched). One line, index.html; the concept is
B's adaptive-streaming (LANE_B_NOTES R3) extended from shop-count to edge-count. This is the charter's
mega-strip/density risk in Lane B's budget.
Tram (spine assumption — Fable's flagged risk): degrades gracefully, no crash — fence-ready, not fenced
spinePolyline walks one main chain from a degree-1 node. On real Katoomba (232 main edges) it runs a
3527 m / 49-edge chain = 21% of mains (the longest walkable chain — plausibly the real main road);
the other mains form other chains with no tram. No crash, deterministic, ≤2 draws as ever. Arbitrary-
but-functional for the alpha. A smarter route (pick the shop-adjacent chain) or a hard fence (tram off on
real-roads towns) is a v4.0-beta call — no clean plan.mode marker is exposed to key a fence off, so
I did not add untested fencing this round (alpha philosophy: surface + document). Fence-ready via the
same edges.length > 200 signal if beta wants it.
Furniture / pools scale to real geometry (no break)
Town-wide pools = ~4989 instances on Katoomba (all in the ONE InstancedMesh → still ~1 draw;
built upfront, fogged beyond the streaming radius). Lamp cadence = ~4906 town-wide. 28 short edges
(<12 m) get 0 lamps (the for(s=8; s<len-4; …) loop — graceful sparsity, not a crash). No fix needed.
Correction — the "disconnected graph" I first saw was a SYNTHETIC-FIXTURE artifact, NOT real Katoomba
Stress-testing A's selfcheck roads fixture first (before E's real cache landed) produced a fully
disconnected graph (4 edges / 8 nodes / all deg-1 / 0 intersections) — Douglas–Peucker flattened its
near-collinear coordinates and dropped the junction vertices. Real Katoomba does NOT have this
(126 intersections form correctly). So it's a fixture-degeneracy note, not a real-town finding — but
worth flagging to A that DP can drop junctions on near-straight ways (charter risk #4, fidelity).
For F's alpha gate (assertion list, all green on real Katoomba except the budget finding)
boots 0-error · graph has real intersections (deg ≥ 3 present) · my modules all build · budget needs the BIG_CITY fix (else 280k > 200k at the venue block; with it, 104k) · tram no-crash · pools ~1 draw.
Round 17 (Fable's ROUND17 → Lane B) — wind sway SHIPS (ledger #5, parked since R7)
Verdict: SHIPPED, not killed. The R7 park reason ("touches shared materials") was tested against
R16's measurement-over-brief standard and is a non-blocker: the gum-tree billboard material lives
in furniture.js (Lane B), so wind sway is entirely Lane B — no C/E material seam. New file
web/js/world/wind.js + two small hookups (furniture.js applies it, weather.js drives it).
What ships
wind.js— one shared uniform set (uWindTime,uWindAmp) +applyWind(material)(anonBeforeCompilevertex patch: top-weighted horizontal sway, per-instance phase from world position so neighbours desync,#ifdef USE_INSTANCING-guarded) +updateWind(dt, intensity).- Trees only. Gum-tree canopies sway. Awnings are excluded — a measured call, not a punt:
they're rigid posted-verandah box slabs (
buildings.js), and a structural verandah roof doesn't flutter. (Fabric-canopy ripple would be a separate v3.3 item — the striped canopies share the rigid awning InstancedMesh today, so splitting them is its own task. Not needed for "wind sway ships.") - Weather-driven:
updateWindis called only fromweather.update(dt)→ base breeze on any weather-on boot (amp 0.05, clear included) scaling to rain gusts (0.05 + intensity·0.30 ≈ 0.35).
Byte-identical when weather is off (the covenant)
updateWind runs only inside weather.update, and the weather system is not constructed under
?weather=0 or ?classic=1 — so uWindAmp stays at its init 0, and the injected displacement is
sin(...)·0.0·h == 0.0 → transformed += 0.0 → identical vertices → identical pixels. Verified:
amp=0, two differentuWindTimevalues → 0 / 180,000 region pixels differ.?weather=0boot →uWindAmp 0, advancing time → 0 tree-motion pixels.?classic=1boot →uWindAmp 0, trees render, 0 console errors (shader patched but inert).- No plan change, no fetch, no rng (time-based, not seeded) — F's classic gate (
0x3fa36874+ fetch delta) is untouched; the sway is pure render.
Sway works + budget
- Realistic rain amp 0.305: advancing 0.8 s moves ~14,100 / 180,000 region pixels (clear motion); exaggerated amp 2.5 moves 101k. Trees render normally with the shader (verified the side-street verge — natural canopies, no glitch/explosion).
- ~0 draws (a handful of ALU ops in the tree InstancedMesh's existing vertex program — no new geometry, no new draw). 0 console errors (GLSL compiles clean).
→ Lane F (B→F handshake): SWAY SHIPPED. It's in old frames now under the default boot (weather-on).
?classic=1 / ?weather=0 are sway-free and byte-identical (proven above). README ?weather note, if
you grow one, can mention "trees sway with the wind." No new asset (procedural), so E has nothing to do.
Round 16 (Fable's ROUND16 → Lane B) — v3.1 THE FLIP: town-wide pools + default-boot re-baseline
Two deliverables. Verified fresh Chromium, seed 20261990. (Ran before F's flip landed — my pools are
gig-gated so they work under ?gigs=1 now, and the re-baseline uses explicit all-four-flags URLs =
the post-flip default-boot content; F re-confirms against the real default at close.)
1. Town-wide streetlamp pools (ledger #4) — venue.js
Extended the R13 instanced-pool pass from venue frontages to every streetlight + bus shelter. New
townPoolSpecs(plan) replicates furniture.js's exact lamp cadence off the plan's street graph (a lamp
every 18 m from s=8, alternating sides, at off = halfRoad+0.7) and reuses the exported
busShelterStops(plan) — read-only, furniture.js untouched (imported the one function). All pools
(venue + town) ride the one existing InstancedMesh, so town-wide is still ~1 draw:
- 381 pool instances / 1 draw / ~760 tris for Boolarra Heads (22 edges, 27 nodes). Night-driven via
the existing opacity ramp;
fog: truenow (was false) so distant pools fade into the night fog instead of floating as dots over un-built chunks (pools aren't chunk-streamed). A/B'dfog:false— no dramatic difference and a dot-risk on bigger towns, sofog:trueis the keeper. - Gig-gated → classic parity by construction: venue.js only exists under the gig layer, so
?classic=1(gigs off) is pool-free = v2 parity. No always-onfurniture.jschange (the v3.0 blocker). - Pure function of the plan (deterministic cadence, no rng) → no new seeded draws (release law).
2. Default-boot budget re-baseline (ledger #4) — the number the budget law now means
Measured on the default boot content (gigs + weather=rain worst-case + winmap + tram all live),
settled (shoot-twice / clean-load to defeat the orphan-chunk teleport inflation):
| view (default boot, all flags) | draws (composer total) | tris | gate |
|---|---|---|---|
| busiest venue block (pub, NIGHT, rain, 3/4) | ~157 scene / ~170 total | 66k | ≤300 / ≤200k ✅ |
venue_night |
122 | 53k | ✅ |
queue_night |
121 | 61k | ✅ |
district_posters / street_noon (wide main spine) |
185 | 131k | ✅ (worst tour shot) |
market_square (densest daytime, fresh) |
97 | 52k | ✅ |
No budget bust. The flip adds ~3 draws (rain Points 1 + tram 2; winmap 0 — it's a shader on existing windows), and the town-wide pools add ~0 (1 instanced mesh). Worst default-boot street view measured is 185 total draws / 131k tris — ~115 draw / ~70k tri margin. (Pools are night-only, so the pre-existing daytime dense-citizen ceiling — Lane D territory, ~275 total per R13's live-walk — is unchanged by this round; winmap/rain add ≤3 there. F's live week-soak confirms the full-density number.)
3. Bookmark spot-check on the default boot
All 19 bookmarks resolve, un-letterboxed, 0 page errors with all four flags on. Rain particles +
tram + winmap now appear in the old opt-in frames and compose cleanly — street_noon rainy (177 draws
/ 114k tris) frames the strip with rain + storm sky + wet road, nothing blocked. No pose fixes needed.
→ Lane F (B→F handshake — the default worst-case numbers): default boot, busiest venue block = ~170 total draws / 66k tris; worst street view (wide main spine) = 185 / 131k; densest daytime = 97 / 52k. All ≤300 / ≤200k. Town-wide pools are ~1 draw. Re-confirm against the real default once your flip lands; the pool sprite is procedural (no asset, E has nothing to do).
Round 15 (Fable's ROUND15 → Lane B) — verify the hero after A's poster flip (v3.0 release)
Task: re-verify queue_night after A's ledger-#1 flip (35da83c: buildPosters item 1 → +sin,+cos
street face, ry = lot.ry + π; gig golden re-pinned 0x1f636349 → 0x4f4a549d, synthetic frozen).
A's placement is correct — verified. The pub's own-frontage poster moved from 15.9 m behind the
building (R13/R14) to 0.09 m from the door on the +Z street face, facing the reader (A's ry+π
composes with venue.js's +π render → the printed face points along the street outward normal, name
not mirrored). No pose change needed — my R14 prediction held.
But a night-lighting gap surfaced (and John sanctioned the fix). Posters are unlit
MeshStandardMaterial (emissive 000000); nothing illuminates them at night (marquee/pools/glow are
emissive materials, not lights). Measured the frontage poster centre pixel: DAY [183,71,59]
(vivid) → NIGHT [4,0,1] (pure black) — so queue_night (seg 5) still framed no readable bill, the
very thing A's golden move was for; district_posters was dark for the same reason. Fix (venue.js,
John-sanctioned exception to the R14 freeze): posters get emissiveMap = <the poster art> +
emissive = white, emissiveIntensity ramped in update() by night (0 by day → 0.55 at night,
same lerp as the glow/pools). Self-lights the bill after dark; daylight stays byte-identical
(emissive 0 → verified the midday SCREAMING UTES spine poster is pixel-unchanged, no glow/wash). No new
rng, no plan change, goldens untouched (0x3fa36874 / 0x4f4a549d both frozen). ?noassets fallback
poster self-lights too (its canvas exists, zero fetch).
Verified fresh Chromium, seed 20261990:
queue_night(seg 5, live queue spawned): marquee + window glow + streetlamp pools + readable red poster by the door + queue punters + dark CLOSED neighbours. 90 draws / 29k tris.district_posters(seg 5): a venue poster now reads on the spine (was black). 180 draws / 138k tris.- Daylight spine poster: byte-identical to R13/R14 (day emissive ramps to ~0).
venue_nightreads. - Spine posters face the street everywhere (A's flip only moved item-1 frontage posters; item-2 pole posters unchanged, still readable).
→ Lane F (B→F handshake): HERO VERIFIED. queue_night frames queue + marquee + A's now-visible
poster; drive the queue live in tour_shots.py (the rAF is throttled in automation — I spawn D's
VenueQueue manually to preview). Shoot at seg 5 (NIGHT) — the poster now reads there (fix above),
and night is required for the pools + window glow. Poster night-readability is on venue.js's update()
ramp, so the shell's per-frame venuePresentation.update(gigState.byVenue) already drives it.
Round 14 (Fable's ROUND14 → Lane B) — v3.0 RELEASE: alias retirement + the tour audit
Release round — no new systems. Three B files touched (audio.js, venue.js, dbg.js); no world
geometry, no rng, goldens frozen (0x3fa36874 synthetic, 0x1f636349 gig — neither moved). Verified
fresh Chromium, seed 20261990, ?gigs=1.
1. Alpha-alias readers dropped (debt #1 — B first; F unblocked)
The R12 window.PROCITY.gigs scalar alias (.state/.on/.venueShopId/.cover/.paid/…) is retired this
round. B's readers removed:
audio.jsvenueGigState()— dropped the alias hop (g.venueShopId === shopId → g.state). Now byVenue-only + the clock fallback:g.byVenue[id]→ elseplan.gigsnight-0 vs the segment.venue.jsstateGetter()— dropped the bare-string arm; readsgigStates.byVenue || gigStates(F passesgigState.byVenue, confirmed atindex.html:379). Seed call is nowupdate(null).
Verified live: F's gigState.byVenue reads {116:'on', 404:'on', 490:'quiet'} at NIGHT (pub + RSL
playing, band_room dark); passing it to venue.update() lights the marquee with no string arm, and
audio.js resolves each venue's gig-<genreKey> with no alias hop. Audio engine loads live.
→ Lane F (you can now delete the alias): an alias-surface sweep (all of web/js/**, index.html,
tools/**) confirms CROSS-LANE CLEAN — no A/C/D/E file reads the scalar alias (interior_mode.js
uses onOf()/gigOf(); sim.js uses shell-driven setGig). The only remaining alias readers are your
own 20 lines in tools/flags_check.py + tools/qa/gig_shot.py (.venueShopId×12 → venueShopIds[0]
or an explicit id; .state×5 → stateOf(id); .cover×2 → coverOf(id); .bandName×3 →
bandNameOf(id); gig_shot.py:81 already prefers stateOf(id)). Delete the alias getters at
gig_state.js:141–151 + migrate those tool lines in the same commit; !!P.gigs existence checks keep
working (the per-venue machine still exists). CITY_SPEC §v3 runtime block loses the alias line (with A).
2. Bookmark / tour audit under ?gigs=1 — all clean, no pose fixes
All 19 bookmarks (16 v2 + venue_night + district_posters + new queue_night) resolve, frame
un-letterboxed, 0 page errors, ≤300 draws. The district's in-place venue conversions hijacked
no bookmark: night_neon→"Video Regal" (openLate is never converted), dig_real→"Retro Groove"
(a real record shop survives — multiple per type). Framing eyeballed clean on the tour spread:
street_noon, venue_night, queue_night, tram_stop, district_posters, night_neon. No dbg.js
pose changes were needed beyond adding queue_night.
- Measurement gotcha (re-confirmed):
DBG.shotteleports, so shooting many bookmarks in sequence leaves orphan chunks that inflate tris on later shots (saw 238k onpatronage_door; 42k on a fresh load / shoot-twice-to-settle). Shoot from a clean load, or twice, for the true per-frame count. - Observation → Lane D / Fable (not a Lane B fix):
tram_stopis a stable ~293k tris — real, from close-range full-detail GLB ped rigs on the footpath (framing is fine). It's not a venue block (F's tri gate measures at the venue block, ~64k), so it likely doesn't trip the gate, but it exceeds the 200k reference for a tour shot; worth a look if a close ped shot lands in the release set.
3. queue_night — John's release hero (dbg.js)
New bookmark queue_night (seg 5 / NIGHT / 'on'): a close 3/4 on the pub door, biased to the venue's
+right (the queue side). New poseForVenueQueue() recomputes venue.js's frontage geometry from the
pub lot: DIST 7 m out on the street, SIDE = mw/2 + 2.2 m to the queue side, eye 2.2 m, looking at
the door lifted to y2.7 (catches the marquee). Verified: frames marquee + window glow + streetlamp
pools + the queue. The queue is spawned by the shell's live rAF loop (index.html:383 builds D's
VenueQueue on openOf(id)), so F's gig_shot.py must drive it live (the automation rAF is
throttled — I confirmed the pose + D's line by manually spawning VenueQueue at the pub queueZone: 2
punters seat at the door, facing it).
- → Lane A (blocks the hero's poster):
queue_nightframes door + marquee + queue, but no poster lands in the close frame — the pub's own-frontage poster is still on A's local −Z (the BACK wall,gigs.js buildPostersitem 1-sin,-cos; measured 15.9 m from the +Z street facade), and the nearest spine poster is 53 m away. Per Fable's "fix poses, don't touch world code," B did not work around it. Flip item 1 to+sin,+cosand the frontage poster seats by the door — in the existingqueue_nightframe with no pose change. (Re-flagged from R13; now it gates John's hero shot.)
4. Poster-repetition call (debt #4) — FINE, no ask to E
Tonight's 14 posters carry 2 distinct designs (Screaming Utes / screenprint ×7, The Dead Ringers / xerox ×7 — different skins, different bands). Variety = number of venues playing tonight (one seeded skin per gigId), so a spine run reads as two real band bills, not a repeat. Only a town where a single gig plays everywhere would look monotonous (rare, and reads as "a residency"). No new templates needed.
5. Town-wide streetlamp pools — v3.1 candidate (Fable ruling, no code)
Fable ruled the night pools stay venue-scoped for v3.0 (town-wide needs always-on furniture.js
changes that fight flags-off parity in release week; venue blocks read fine — venue_night proves it).
Parked here as a v3.1 candidate alongside wind sway and bench-sit loiter. No R14 code.
Round 13 (Fable's ROUND13 → Lane B) — the district reads by night (?gigs=1, v3.0-beta)
Four B pieces, all gig-gated (flags-off byte-identical, verified). Files: venue.js (rewrite),
audio.js (spill), dbg.js (bookmarks). Verified in a fresh browser context (the stale-module
trap bit me once here — the pre-warmed tab served R12 venue.js; a cache:'reload' + hard nav fixed
it, proof = the returned object's key set flipped from R12 {frontage,venueShopId} to R13
{venues,venueShopIds,queueZones,…}). Seed 20261990 = Boolarra Heads, 3 venues: The Exchange
Hotel (pub/pubrock, id116), Wangaratta RSL (rsl/covers, id404), The Vinyl Shed (band_room/grunge,
id490); 14 gigs/week, tonight Screaming Utes @ pub $10 + The Dead Ringers @ RSL free.
1. venue.js generalised to N venues — createVenuePresentation(plan, skins, scene)
Now renders every plan.shops with s.venue, not just the pub. Returns
{ group, venues[], update(gigStates), dispose, venueShopId (primary/alpha compat), venueShopIds[], queueZones{}, queueZoneFor(id), frontage (primary, compat), posterCount, posterDraws }.
- Frontage per venue — warm marquee slab + emissive bulb row over the door, on B's +Z facade
side (
sin ry, cos ry; buildings.js canon), plus a window-light spill wash (additive, faint night baseline + gig glow). Ramped per-venue byupdate(). - Streetlamp pools (the night-readability pass) — one procedural warm radial sprite, one
InstancedMesh for the whole district (door pool + 2 footpath pools per venue). Night-driven (on at
NIGHT, off by day — streetlamps don't care about gigs), so venue blocks read on the Friday-night walk.
Scoped to venue blocks; town-wide deferred on purpose (would need always-on
furniture.jschanges → breaks flags-off parity). - Posters, town-wide, instanced per gig. A given gig's poster is identical wherever pasted, so B
groups
plan.postersbygigId, picks ONE seeded skin per gig, and renders each group as a singleInstancedMesh→ 14 posters tonight = 2 draws / 2 canvas textures (was 1 mesh + 1 canvas each). Band name overprinted in the skin'snameZone; flat printed-poster fallback on 404 /?noassets. ?noassetsfetch fix (latent R12 bug). R12posterTexturefetchedposter-*.jpgeven under?noassets. R13 gates the fetch behind!noassets(read from the URL, like buildings.jsWINMAP). Measured?noassets=1&gigs=1: 0 poster fetch, 0 audio/manifest fetch — the gig layer adds no network over the documented 22-JPEG facade/ground baseline. Venue still builds (flat posters), no crash.
2. audio.js muffled spill → per-genre, per-venue (debt #1 closed on B's side)
The R12 spill hard-coded pubrock-live; E's rename made that a silent bed (band mimes). Now B
import { gigKeyFor } from '../citygen/gigs.js' (the ONE genre→bed map) and spills each venue's
gig-<genreKey>. Walks the venue list, the nearest venue at doors/on within 26 m wins, so
pub→band_room→RSL crossfades the genre through the same 470 Hz lowpass. Verified beds resolve to
E's manifest: pub→gig-pubrock, RSL→gig-covers, band_room→gig-grunge (all present). Audio engine
loads live with the new citygen import; flags-off it loads fine and the spill loop is skipped
(no s.venue shops). F: delete the GIG_BED bridge — B no longer needs it.
3. Queue-zone marker (for Lane D) — venue.queueZone = { x, z, ry, len }
Each venue publishes a queue zone: a subtle chalk-pale ground strip beside the door (past the
marquee edge, out on the footpath), running along the frontage. queueZones = { [venueShopId]: zone }; also queueZoneFor(id). Contract for D: (x,z) = the head (front of queue, at the door
end); the line extends in (sin ry, cos ry) for len metres; a queuer faces the door =
(−sin ry, −cos ry). D places poses at head + (sin ry, cos ry)·s for s ∈ [0,len]. Verified 3
zones seat correctly (pub head (−30.9, 390.0) beside the door). D's fallback ("straight line from the
door") stays valid if the zone is absent.
4. dbg.js bookmarks — the street money shots (for tools/qa/gig_shot.py)
venue_night(seg 5): stands 13 m in front of the pub frontage — lit marquee + streetlamp pools + window spill + queue + posters, dark CLOSED neighbours behind. The street money shot.district_posters(seg 5): the spine at night, poster poles + lit frontages receding.- New
poseForVenue(kind, dist)resolves from the live plan (falls back tostreetViewPosewith no gig layer, so flags-off shots don't crash).
update(gigStates) — the shape to agree with F (F drives it every street frame)
update is polymorphic: pass { [venueShopId]: 'quiet'|'doors'|'on'|'done' } (a plain object or
Map, or { byVenue: {…} }) for per-venue frontage lighting; a bare state string is alpha
compat and lights only the primary pub (plan.gigs[0].venueShopId). F R13 ask: build
window.PROCITY.gigs.byVenue = { [venueShopId]: { state, cover, paid, … } } (keep the alpha single
object as a compat alias) and call venuePresentation.update(PROCITY.gigs.byVenue). audio.js reads
PROCITY.gigs.byVenue[id].state too (falls back to the alpha alias, then a clock fallback from
plan.gigs night 0), so the spill works across the transition. Until F wires the map, only the pub
frontage marquee lights from the alpha string — pools + baseline window glow (night-driven) light
all venue blocks regardless, so the district still reads at night.
Budget (measured, fresh Chromium, gigs-on, NIGHT, all frontages lit, busiest = pub block)
| view | scene draws | tris | gate |
|---|---|---|---|
venue_night (composer total) |
96–113 | 19–32k | ≤300 / ≤200k ✅ |
| pub block 3/4 street (worst of 4 poses) | 154 scene (~167 total) | 64k | ✅ ~130 draw margin |
district_posters (composer total) |
142 | — | ✅ |
| Gig-night layer cost is tiny: pools 1 draw, posters ≤2 draws (instanced per gig), frontage | |||
~3 draws/venue-in-frame. ?noassets=1&gigs=1 worst 176–198 (post passes vary), still ≤300. **0 |
|||
| console errors** in every mode (gigs / gigs+noassets / flags-off). |
→ Lane A (a finding for you — cross-lane, please flip one sign)
buildPosters item 1 seats each venue's own frontage poster at lot + (−sin ry, −cos ry)·(d/2)
— the lot's −Z side. But B's facades/doors are on +Z (buildings.js canon since round 1, and
the shipped town the player faces), so the venue-frontage poster lands on the back wall: measured
for the pub it's 15.9 m from the street facade, 0.07 m from the back. The CITY_SPEC "front = −Z"
poster convention disagrees with the building convention — a street-side sibling of debt #4's RY
clash. Fix: item 1 → +sin, +cos (the spine-run posters, which use the pole outward-normal
derivation, render correctly and face the footpath — verified "SCREAMING UTES" readable, not
mirrored). B renders A's (x,z,ry) verbatim (mesh oriented ry+π to face A's −Z normal), so once A
flips, the pub gets its poster with no B change. Not blocking the money shot (marquee + pools carry it).
Round 9 (Fable's ROUND9 → Lane B) — v2 tour bookmarks + the tram (?tram=1)
Two deliverables, both v2-law clean (default boot untouched, golden hash frozen, qa.sh --strict GREEN):
1. v2 tour bookmark poses (dbg.js) — F shoots these
Added 8 bookmarks to js/world/dbg.js (16 total now), all measured un-letterboxed at 113–188 draws:
rain_verandah (the money shot — open VIDEO shop w/ winmap parallax, CLOSED dark neighbours, night rain),
patronage_door, dig_real, katoomba_main, tram_stop, rain_street, night_crowd, shopfront_detail.
Best combo to shoot the hero: ?winmap=1&weather=rain&dbg=1 → DBG.shot('rain_verandah') at night seg 5.
tram_stop now picks the nearest-origin shelter stop (most open framing — the spine-end stop was
boxed in by big buildings); frames the bus_shelter cleanly at midday.
2. Tram (?tram=1) — new file js/world/tram.js, NON-BLOCKING for the tag
One small bus/tram, out-and-back loop along the main-street spine, door-dwell (3.5 s) at each
busShelterStops stop, ping-pong reverse at the ends. Deterministic (position is a pure function of
elapsed time — verified byte-identical across fresh instances). Exactly 2 draws (textured body +
merged headlight pair — verified via renderer.info delta). Composes with weather/night: headlights
emissiveIntensity jumps 0.15→1.6 when lighting.isNight(). "TOWN LOOP" canvas livery. ring() is a
door-bell stub (audio still parked). Flag-off is byte-identical (shell never constructs it).
→ Fable (F, shell wiring — I don't touch index.html)
import { createTram } from './js/world/tram.js';
const tram = params.get('tram') && params.get('tram') !== '0'
? createTram({ scene, plan, camera, lighting })
: null; // default-off; needs lighting.isNight() for night headlights
// in the street branch of the main loop: if (tram) tram.update(dt);
Flags-table row: ?tram=1 — owner B — landed, default-off, self-contained module (F wires the 2 lines
above). Smoke: boot ?tram=1, assert scene.getObjectByName('tram') present + tram-group render delta
≤2 draws. No collision in v0 (player walks through — noted for v3). lighting.isNight() is assumed on
the lighting object; if F's lighting exposes night differently, pass a predicate — tram degrades to the
day headlight value if isNight is absent (guarded).
Round 8 (Fable's ROUND8 → Lane B) — weather (?weather=1), carried from R7
New file js/world/weather.js + a one-line setSky() on lighting.js. Seeded, deterministic, cheap.
- Weather state —
weatherFor(citySeed, day=0)→{ state, intensity }, weights ~57% clear / 24% overcast / 19% rain (AU coastal-town plausible; verified over 400 seeds).day=0today (one day cycle); a future day-counter rolls new weather. Seed 20261990 (default town) rollsclear, so?weather=1there is v1-identical — use?weather=rain(orovercast) to force a state for demos/smokes, or a rainy seed (7, 424242). - Rain — ONE draw: a camera-following
THREE.Pointslayer with a procedural streak sprite and a fall+wind vertex shader (no CPU per-particle). Plus wet ground (darken + drop roughness on the shared ground materials, restored on dispose) and a matching rainy sky dome (lighting.setSky→ summer-storm/monsoon/cold-front). Overcast: greyer dome, no particles. Fully procedural — 0 depot/GLB fetch (the sky swap is a skin JPEG, same class as the town's own). - Budget/composition/determinism: worst view 141 draws (day rain) / 126 (night) — ≤300.
Composes with
?winmap+ night — rain outside a lit interior-mapped window is the money shot (docs/shots/laneB/weather_rain_night_winmap.png). Deterministic per seed.?noassetscompatible. 0 console errors in all states. Flag-off is byte-identical (the shell simply never constructs weather).qa.sh --strictGREEN. (Deferred, "if cheap": vertex-shader wind sway on trees/awnings — needs touching furniture's tree material + skins' awning material; noted, not done this round.)
window.PROCITY.weather contract (Lane D consumes this — decision #1)
Shape: { state: 'clear' | 'overcast' | 'rain', intensity: 0..1 }, stable for the session.
intensity is 0 for clear, ~0.3–0.6 overcast, ~0.45–1.0 rain. Set by createWeather when the flag is
on; F sets { state:'clear', intensity:0 } when off so D always reads a valid value (below). D:
read it, don't import weather.js.
→ Fable (F, shell wiring — I don't touch index.html)
import { createWeather } from './js/world/weather.js';
const wp = params.get('weather');
const weather = (wp && wp !== '0')
? createWeather({ scene, plan, skins, lighting, camera, force: /^(clear|overcast|rain)$/.test(wp) ? wp : null })
: null; // seeded when ?weather=1; forced when ?weather=rain|overcast|clear
window.PROCITY.weather = weather ? weather.state : { state: 'clear', intensity: 0 };
// in the street branch of the main loop: if (weather) weather.update(dt);
Flags-table row: ?weather=1 — owner B — landed, default-off, self-contained module (F wires the 3
lines above). Smoke: boot ?weather=rain, assert rain Points present + PROCITY.weather.state==='rain',
0 errors.
Round 6 (Fable's ROUND6 → Lane B) — place the orphaned street props
Placed the two published-but-unconsumed street GLBs (procity_street_bin_01, procity_street_bus_shelter_01)
via the existing use-if-ready furniture GLB path (fail-soft to primitives; ?noassets → primitives,
0 network verified). All in furniture.js (+ a 3-line collider merge in chunks.js).
- Bins — genuinely sparse now (one loop, ~1 per block:
s += 78 m, seeded side per edge), a country town not a mall. Decoupled from benches. GLB (3.0k tris) on its 0.57×0.68 footprint, primitive fallback. - Bus shelters — on the street graph, and this is the future tram/bus-stop contract. Deterministic
rule: the midpoint of every MAIN edge whose
hashEdge(id) % 3 === 0, on the road-side footpath by the kerb, long axis along the edge, open front to the road — yields 1–3 per town (2 in seed 20261990). The GLB (2.33×2.4×1.41, 8.0k tris) gets a solid oriented-rect collider so the player rounds it (furniture now returnscolliders;chunks.jsmerges them intogetColliders). Collision-verified: a straight walk into it is blocked.- → whoever builds the V2 tram/bus loop: call
busShelterStops(plan)(exported fromfurniture.js) →[{ edgeId, x, z, yaw }]. It re-derives the stops from the exact same rule the shelters are placed by — pure function of the plan, zero side effects. That is the stop list; don't re-invent it. To move/space stops, change the one rule +busShelterStopstogether.
- → whoever builds the V2 tram/bus loop: call
- Perf (measured, worst view WITH the rig-fleet citizens, midday): 94k tris · 148 draws — both
well under the ≤200k / ≤300 gates (~100k tri and ~150 draw margin). Determinism holds (seed → same
props). All-flags-on (
?winmap=1&dig=1&roster=stream) composes clean, 0 console errors. Shot:docs/shots/laneB/bus_shelter.png.qa.sh --strictGREEN.- → Lane E (decimation candidate, not blocking): the
street_binGLB is 3.0k tris — heavy for a prop placed ~15×; I bounded it with the sparse cadence, but a decimate to ~500 tris would give back tri headroom if the combined-lane budget tightens. (Same class as the deferrednovelty_record.)
- → Lane E (decimation candidate, not blocking): the
Round 5 (Fable's ROUND5 → Lane B) — v2: the Vuntra window trick, behind ?winmap=1
- Parallax interior-mapping glass (V2_IDEAS "window trick"). Behind
?winmap=1, default-off. Single-cube interior mapping in one sharedShaderMaterialon the existing window geometry: each glass fragment casts the view ray into a virtual room box and shades the surface it hits (back wall- seeded shelf silhouettes with product blocks, side walls, floor/ceiling) — a plausible room with
real parallax, zero extra geometry, still 1 window draw/chunk. Per-shop variation rides
attributes (
aTangent= window right vector,aTint= seeded room colour,aSeed= shelf variation), not per-shop materials. Verified live: rooms are visible through the glass with parallax day + night.
- seeded shelf silhouettes with product blocks, side walls, floor/ceiling) — a plausible room with
real parallax, zero extra geometry, still 1 window draw/chunk. Per-shop variation rides
attributes (
- §3.5 respected via the same
uHour/uNight+aHoursthe closed-facade system uses: at night an open shop's room glows warm ("Video Regal" lit), a closed shop's room is dark ("Second Time" dark) — screenshots indocs/shots/laneB/winmap_*.png. - v2 prime law held.
WINMAPis read straight from the URL in buildings.js — no shell seam, so F only needs a flags-table row, noindex.htmlwiring. Flag-OFF path is byte-identical to v1:windowQuadcollapses to the v1hoursQuad(no extra attributes) and the finalize uses the v1windowMaterial()— verified: flag-off windows areMeshStandardMaterialwith noaTangent; flag-on are the interiorShaderMaterialwithaTangent. Seeded fromshop.seed(deterministic). - Budget + fetches: flag-on worst continuous-walk view with citizens 122–168 draws (≤300);
the shader is 100% procedural — measured 0 fetch delta vs the
?noassetsbaseline (both 22 = the pre-existing facade/ground skin JPEGs).?noassets=1&winmap=1adds no network. 0 console errors in all modes.qa.sh --strictGREEN (4/4);GOLDEN.hashuntouched (no plan change).
→ Fable (F2 flags table): ?winmap=1 — owner Lane B — state landed, default-off — needs no
index.html wiring (self-read in buildings.js). Smoke: boot ?winmap=1, walk a block, glass shows
rooms; night open=warm / closed=dark.
Round 4 (Fable's ROUND4 → Lane B) — done
- B1 — closed-facade visuals (§3.5, the headline). Closed shops now render dark windows + a
red CLOSED plate; open shops (esp. the one
openLatevideo rental at night) render lit windows; the door tooltip reads🔒 <name> — CLOSED · opens HH:00on aim. Batched — the facade atlas is untouched: per-shop open/closed rides on a per-vertexaHours(vec2 = the shop's[open,close]) feeding TWO shared shaders (window emissive gated by open AND night; plate alpha gated by closed), driven by ONE pair of shared uniforms (uHour/uNight) updated once per day-segment change — no per-shop materials, no per-frame poll. lighting.js dispatches aprocity:segmentevent (numeric hour matching Lane F'scurrentHour()); buildings.js listens and callssetFacadeHours. Verified live: 22:00 → only "Video Regal" lit, every other facade CLOSED; midday → all open, no plates; tooltip correct. Worst view with citizens: 200 total draws (≤300). - B2 — shot harness (gate-6). (a) Letterbox "fixed": the bars were not a composer bug (I
proved the composer/renderer/camera are correctly 1280×720 in headless at every stage) — they were
street_noon/arcade/warehouse_fringeposes jamming the camera against a big building wall. Reframed those bookmarks to look down a street (streetViewPose), so all 10 tour shots now fill the frame. Also added a defensivecomposer.setSizesync inDBG.renderper F's request. (b) Added the 3 missing poses F listed (crossroads_busy,residential_collar,warehouse_fringe) — resolved from the live plan (busiest node / house-or-backstreets lot / outer-ring street), always a valid full-frame pose.night_neonnow frames the open video shop glowing amid its CLOSED neighbours (the §3.5 money shot).tools/shots.py→ 10 un-letterboxed shots, 0 console errors. - B3 — street-furniture GLB upgrade +
novelty_record. furniture.js now upgrades primitives to depot GLBs via a synchronous use-if-ready check at chunk-build (no async write into a live chunk;?noassets→ primitives, 0 network verified). Placed the novelty_record landmark on the footpath in front of every record store (and a food_cart by market stalls / milk bars). ⚠ measured GLB tris: bench 1.9k ✓, food_cart 5.0k ✓, streetlight 5.0k ✓, but novelty_record is 26.5k (5× the ≤5kglb_law) — × many instances it spiked the busiest view to 574k tris. So novelty_record stays on its low-poly primitive (giant vinyl disc, budget-safe) until Lane E decimates the GLB — same treatment the ped rigs need (→ Lane E). With that, the bench GLB verified sitting on its exact footprint (0.44×1.21), tris back to ~25k.
bash tools/qa.sh --strict GREEN (4/4) after these changes. Round-4 files: dbg.js, buildings.js,
lighting.js, hud.js, furniture.js (+ these docs, + docs/shots/laneB_r4/).
Streetscape + game shell. Files: web/index.html, web/js/world/*, web/js/world/fixture_plan.js.
All numbers measured in-browser (Chromium, M-series) via renderer.info, 1280×720-ish viewport.
renderer.info.autoReset is off and reset once/frame, so draws/tris are the true per-frame
totals across all passes (scene + bloom + output). "scene draws" below excludes the ~11
post-processing passes; "total" adds them.
Perf — fixture (fixture_plan.js, "Yarraville Junction", 26 shops, radius 3, shadows on)
| metric | measured | gate | status |
|---|---|---|---|
| draw calls | 148 scene (~159 total) | ≤ 300 | ✅ |
| triangles | ~5.8k | ≤ 200k | ✅ |
| skin materials (city-wide, shared) | 21 | ≤ 25 | ✅ |
| live chunks (radius 3) | 12 | — | — |
| chunk build | ~1–8 ms | 4 ms/frame budget | drained 1/frame |
Walked the fixture end-to-end (~310 m of main street + the backstreets): contiguous, no seams,
chunks stream in/out silently (live count 8↔12 as you move; build queue never starved), day/night
cycles through 6 segments, signs legible, door tooltips + procity:enterShop fire, collision
stops the player at wall−radius (measured 10.62 m against an 11 m frontage, radius 0.38). Runs with
web/assets/ renamed away — no crashes, flat-colour fallback town, canvas signs still legible.
Perf — Lane A integration (generatePlan, "Boolarra Heads", ~493 shops, 1 km², radius 2 auto, shadows off)
Lane A's generatePlan landed mid-build; index.html prefers it over the fixture (guarded import),
so this is the shipped default now. It is a full city with content in nearly every chunk — far
denser than the fixture the ≤300 gate was sized against.
Streetscape numbers below are buildings + ground + furniture only (what Lane B owns), measured by a scripted continuous walk (real streaming + disposal, so ≤25 live chunks — no orphan-chunk inflation).
Round-3 re-measure WITH Lane D citizens (pop 140, the shipped default). Driving the real loop
(chunks.update + citizens.update) along the dense corridors via window.DBG, up to 125 active
peds at midday: worst continuous-walk view 263 scene / 275 total at MIDDAY and 275 total
at NIGHT — ≤300 everywhere, ~25 draw margin. Peds are a batched impostor layer (~1–2 draws for
the whole near tier), so they cost far less than their count. Radius-2 auto is already the spawn
default for a big city; no config change was needed. (Fable's independent integrated read is ~191 on a
typical main-street view.)
| metric | measured | gate | status |
|---|---|---|---|
| draw calls (worst gameplay view, continuous walk) | ~261 total (249 scene) | ≤ 300 | ✅ ~40 draw margin |
| draw calls (typical street view) | ~130–210 total | ≤ 300 | ✅ |
| triangles | 12k–25k | ≤ 200k | ✅ (huge headroom) |
| skin materials (shared, city-wide) | 5 | ≤ 25 | ✅ (facade atlas collapsed ~22 facade mats → 1) |
| live chunks (radius 2, walking) | ≤ 25 | — | — |
| chunk build | min ~1 / median ~8 / max ~22 ms | 4 ms/frame | ~1 heavy chunk/frame |
Integration verified: Lane B streams and renders Lane A's 493-shop city correctly — facades, signs,
doors, ground, furniture, day/night all work. Collision holds for the arbitrary lot orientations
generatePlan emits (e.g. ry = −1.32 rad); see the collision fix below.
Adaptive settings (index.html)
BIG_CITY = plan.shops.length > 120. Big city → radius 2 + no sun-shadow pass; fixture → radius
3 + shadows. Override with ?r=N / ?shadows=0|1. Dropping the shadow pass ≈ halves draw calls in
dense areas (the shadow map re-renders every caster) for little visual loss in a flat-lit low-poly
town — LANE_B doc explicitly allows "none".
Draw-budget close-out (this session) — the gate now holds with margin
Fable's first integrated smoke test read ~334 draws at spawn (that was radius 3, pre-adaptive) and the deep districts appeared to peak ~445. Two things closed the gap:
- Facade texture atlas (
skins.js+buildings.js). Every facade skin packs into one 2048² atlas (6×6 slots, each pre-painted with the skin's flat fallback colour, then the JPEG drawn over it — house law preserved), so a chunk's facades merge into one mesh (was ~5–8 per-skin meshes) and ~22 facade materials collapse to 1 (this also fixes the "≤25 materials was at the cap / over for some seeds" concern — now 5 city-wide). UV convention mirrors the sign atlas. - Instanced-mesh merges. Awnings were one InstancedMesh per skin (red/green/blue) per chunk; now one per chunk with per-instance colour (the stripe JPEG lived on the awning's unseen top face, so flat colour reads the same under the verandah). Shells + parapets + posts merged into one InstancedMesh (per-instance colour) instead of two.
Measured effect (worst dense frustum): 393 → 265 scene draws; worst continuous-walk gameplay view ~261 total. Note the earlier "445" figures were partly a measurement artifact — teleport- jumping between distant spots left orphan chunks the real streamer disposes; a proper walk never exceeds the radius-2 set. Verified day + night, facades still textured, awning colours still varied.
Architecture decisions worth knowing (for Lane F)
- Ground is built once, not streamed. The street graph is a handful of edges; merged flat quads are a few draws total and can't seam. If Lane A ships a many-hundred-edge network, revisit.
- Sky/lighting are global, re-centred on the player each frame (dome radius 650, sun follows).
Linear fog at
(radius+0.4)·64 mdoubles as the chunk pop-in mask. - Per-chunk streaming = buildings + furniture only.
ChunkManagerkeeps chunks within Chebyshev radius R, disposes past R+1, drains a nearest-first build queue under a 4 ms/frame budget. A single dense chunk can exceed 4 ms (median 8), so it builds ~1/frame → an occasional ~8–22 ms build frame entering a dense district (fog-masked). Splitting a chunk build across frames is the next step if that hitch matters. - Night lighting is faked (Vuntra-style): window + streetlamp emissive toggled by a night
flag, plus bloom — no per-streetlight real lights.
ChunkManager.setNight()re-applies to chunks streamed in while already night. scene.environmentis set (round 3,lighting.attachRenderer): a neutral PMREM'd sky→ground gradient (no asset). Lane D's rig-fleet peds bake their impostor atlas fromscene.environment(sim.js) and go dark if it's null; set here beforeCitizenSimconstructs. One env for all segments (the atlas bakes once; the mostly-non-metal streetscape is barely affected). Verified set in street/night/interior + after interior-return (interior_modeonly swapsscene.background).- Shared materials, city-wide (
skins.js). Facades share one atlas material (all skins in a 2048² atlas); shells + parapets + posts are one InstancedMesh/chunk (per-instance colour); all awning/canopy skins are one InstancedMesh/chunk (per-instance colour). Signs are a per-chunk canvas atlas sized to the chunk's actual sign count, mipmaps off. Net: ~1 draw per kind per chunk. - Orientation law (obeyed by
buildings.toWorld, the InstancedMesh shells, andpushOutRect): a lot atry=0faces+Z;local→world = RotY(ry). Collider and geometry share this convention.
Fixes applied after an adversarial multi-agent review (this session)
- Collision for arbitrary
ry(planutil.pushOutRect): world→local used the wrong rotation sign; correct only for axis-alignedry. The fixture is axis-aligned so it passed, but Lane A's angled lots would let you walk through walls. Fixed to the true inverse oftoWorld. (Critical for Lane A.) - House doors were merged into the interactive door mesh with no
doorRects→ raycasting a house door mis-resolved to the nearest shop. Now a separate non-picked mesh. - Awning skin index used a signed shift (
seed >> 3) → negative index → undefined skin for ~⅓ of shops. Now>>> 3. - Sign atlas was a fixed 2048² (~16 MB canvas + ~22 MB GPU each) per shop-chunk regardless of sign count. Now sized to the actual sign count, mipmaps off — critical at Lane A's density.
- Furniture edge hashing assumed string edge ids;
generatePlanuses numeric ids → every edge got the same seed. Coerced withString(id). - Furniture drop:
chunkIndexrasterised only the edge centreline, so furniture at a perpendicular offset could land in an unbuilt chunk and vanish. Rasterisation now covers the full road+verge band. takeShots()never restored the pre-shot mode (P in map mode dumped you into street).
Reviewers' non-issues (intentional): getColliders returns a shared scratch array (per-frame
alloc avoidance); per-frame {clock,chunks} HUD object (negligible).
The shot() harness
Press P → renders 3 fixed cameras and downloads PNGs. Reference stills captured to
docs/shots/laneB/ (main-street day, plaza overview, night strip). Note: at Lane A's city the fixed
camera poses are tuned for the fixture; re-aim if used against the generated city.
window.DBG — the QA harness hook (this session, for Lane F's shots.py/soak.py)
Loaded only with ?dbg=1 (js/world/dbg.js, installed by the shell). Answers LANE_F_NOTES §4.
All poses are derived from the live plan so bookmarks work on any seed; the day cycle pauses on
the first scripted segment change for deterministic captures.
DBG.ready— true once the first chunks are built + the queue is drained (textures may still decode).DBG.shot(name)— snaps to a named bookmark, sets its time-of-day, settles bloom, returns stats. Bookmarks:street_noon,arcade(dept anchor),market_square(stalls),milkbar_dusk,night_neon.DBG.teleport(x, z, ry)/DBG.setSegment(seg 0–5)— drive the soak walk + time of day.DBG.enterShop(shopId)/DBG.exitShop()— scripted interior visits (drives Lane F's bridge → Lane CbuildInterior; verified end-to-end:enterShop→ modeinterior,exitShop→ back to street).DBG.info()→{ drawCalls, tris, fps, heapMB, geometries, textures, chunk, mode }(budget/soak read this).
Every bookmark stays under budget (busiest, the dept anchor, ~269 draws). fps reads the HUD's
smoothed value (0 under a throttled/background tab; populates in a foreground Playwright run).
ChunkManager lifecycle hooks (optional, LANE_F_NOTES §8)
createChunkManager now fires ctx.onChunkBuilt(key, {cx, cz, buildings, furniture, data}) and
ctx.onChunkDisposed(key, {cx, cz}) if a consumer sets them on ctx — a clean per-chunk seam
for spawning/ambient/LOD. Inert by default (the shell doesn't set them; Lane D's citizens drive off
plan.streets instead of chunk lifecycle, so this is a spare hook, not a dependency).
WebAudio engine — audio.js (round 11, the audio round)
web/js/world/audio.js — one AudioContext, unlocked on the first user gesture. Self-contained: it
reads live state off window.PROCITY and self-ticks (its own rAF), so the shell only calls
createAudioEngine(window.PROCITY, { noassets }) once (after window.PROCITY is assigned) and stores
it at window.PROCITY.audio. Consumes Lane E's manifest.audio (self-fetched, 3× retry so a
dropped boot-burst fetch doesn't mute the session).
Layers, all crossfaded off systems that already exist (gains ramp; the update path allocates nothing):
- Ambience —
street-day/street-nightbeds crossfade onlighting.getClock().night; rain bed gain followsPROCITY.weather.intensity(silent unless it's actually raining, i.e.?weather). - Footsteps — distance-accumulated from
player.positionwhile pointer-locked (a step per stride). - Shop-door spill — nearest open music shop (record/milkbar/video/arcade/dept) within ~9 m leaks
its interior music bed at low distance-gain (scan throttled to 5 Hz over live door meshes; honours
PROCITY.isOpen). Verified: 6 m from "Video Barn" →video-synthat gain ~0.08. - Tram — rumble gain by camera↔tram distance (
scene.getObjectByName('tram')); bell rings once as it settles at a nearby stop. Conditional on?tram. - SFX —
procity:enterShop→ doorbell + door-open;playSfx(key)for the rest (till/riffle/toast).
House audio law — all verified in-browser: silent-and-happy (missing/failed audio → silence, no
errors); nothing plays or fetches before the first gesture; ?mute=1 → a silent surface (exists
for smokes, never unlocks, 0 fetches); ?noassets=1 → live but 0 audio/manifest fetches; beds
lazy-load (≤25 MB pack, 8.7 MB shipped); spill/music selection is a pure function of shop type.
Surface (window.PROCITY.audio, for Lane F's smokes + interior wiring)
setMasterGain(0..1),mute(),unmute(),get ready,get muted.playSfx(key, {gain}),footstep(surface).playInterior({ musicKey, toneKey })/stopInterior()— Lane F calls these frominterior_modeon enter/exit, passing Lane C'sroom.audiocontract (amusicKeyintomanifest.music, atoneKeyintomanifest.ambience). The street beds auto-duck to 0 whilemode !== 'street'. Confirmed working:playInteriorfades the room's music+tone in,stopInteriorfades them out. → Lane C:room.audio = { musicKey, toneKey }onbuildInterioris the right shape.state—{ ready, muted, mode, manifest, loaded, layers, nearestSpill }diagnostics for smokes.
Venue / gigs — the pub from the street (round 12, v3.0-alpha, ?gigs=1)
Two B-owned pieces for the one-pub vertical slice. Prime flag law: both are inert/absent without the gig layer, so flags-off boot is byte-identical (goldens untouched — no citygen edits).
web/js/world/venue.js(new, like weather.js/tram.js — the shell/Lane F constructs it under?gigs).createVenuePresentation(plan, skins, scene) → { group, frontage, update(gigState), dispose, venueShopId, posterCount }.- Posters — renders E's
skins.poster.{grunge,retro,screenprint,xerox}at everyplan.postersposition(x,z,ry)with the gig'sbandNameoverprinted in the skin'snameZone(canvas composite, like a shop sign). Seeded template per poster. Flat printed-poster fallback if the JPEG 404s (house law). Verified: "THE WOMBATTS" over the band-photo art. (Note to A: main-street poster positions land mid-road on intersection nodes — a verge/pole offset would seat them better.) - Lit frontage — a warm marquee slab + emissive bulb row over the venue door;
update(gigState)ramps the glow ('on'→full,'doors'→warm-up, else dark). F drives it from the gig state machine.
- Posters — renders E's
- Muffled-gig spill (in
audio.js, already shell-wired) — extends the R11 door-spill: near the venue (≤26 m) while a gig is atdoors/on, thepubrock-livebed plays through a 470 Hz lowpass (thump through the bricks) at low distance-gain. Gig state =window.PROCITY.gigs(Lane F) with a clock+plan.gigsfallback so it works before F lands. Inert without the gig layer.
For Lane F (wiring this into the shell)
// under ?gigs (plan already has gigs/posters/venue via generatePlanFor(seed, src, {gigs:true, customBands})):
const venue = createVenuePresentation(plan, skins, scene); // posters + frontage
// in the street loop, drive the frontage from your state machine:
venue.update(PROCITY.gigs.state); // 'quiet'|'doors'|'on'|'done'
The muffled spill needs no wiring — audio.js reads plan.gigs + window.PROCITY.gigs itself.
Set window.PROCITY.gigs = { state } (or { on: bool }) and B's spill + fallback both follow it.
Stretch deferred: streetlamp-pool night-readability on the venue block (touches shared furniture rendering + wants a budget-safe scoped decal) — flagged as the next polish, not landed this round.
Controls
WASD move · shift run · mouse look · click a door · [ ] step time-of-day · T pause clock ·
M map · P screenshot · Esc release pointer.