B's diagnosis nailed it: 149,161 of 163,015 tris (91.5%) at katoomba venue_night were four of my GLB street props. Buildings 348, posters 222 (A's cap worked, never the lever), pools 0. B's sharpest point: it is NOT the density widening -- road density drives the bench/bin/shelter cadence (~100 props on a 966-edge real graph). Fix (collapse-decimate via the R13 instrument tool; originals kept as _hi): bench 1942 -> 500 rendered 60,202 -> 15,500 bus_shelter 7998 -> 2500 rendered 55,986 -> 17,500 bin 3000 -> 800 rendered 18,000 -> 4,800 food_cart 4991 -> 1000 rendered 14,973 -> 3,000 furniture total 149,161 -> 40,800 (-108,361) Projected view ~54.7k (B's 163,015 baseline) / ~113.6k (vs F's 221,935) -- PASSES the 200k gate either way with 86-145k spare. F: these are projections off B's per-instance attribution; yours is the real measure. -> F: RE-MEASURE. Eyeballed every prop; two needed re-cutting: bus_shelter @1000 shredded (thin roof plate on a voxel-remeshed shell) -> @2500 clean; bin @400 creased -> @800 clean. food_cart's black base slab is in the SOURCE model (confirmed against the pre-diet thumb from git), not a decimation artifact. Zero blast radius: dims/footprints/heights identical -> manifest.json byte-identical -> B's placement and A's goldens untouched. Published 4 diet + 4 _hi archives to the depot (John re-authorized explicitly; GLBs are git-ignored so the depot IS the archive). -> Lane B (your 2nd note, cause found, NOT fixed by design): the MeshPhysicalMaterial on bench+food_cart is KHR_materials_specular in the glTF, and it survives a Blender re-export. Fix = neutralise specular pre-export. Deliberately deferred to v4.x: the gate is tris (cleared), and changing shipped shading in a release round without a visual re-verify is risk for no gate benefit. Same list: food_cart is 3.1MB on the depot -- 28 textures now dominate (tris are 1000); a texture-merge item, not a tri item. 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 | ||
| G-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: fixtures melbourne/katoomba/silverton, or a real OSM cache bendigo_real/castlemaine_real/fremantle_real/katoomba_real/newtown_real (ODbL, web/assets/towns/SOURCES.md). REAL ROADS: a cache with roads[] (schema v2) builds the CityPlan street graph from the town's actual OSM streets; without roads[] a cache marches onto synthetic avenues. Or just pick a town from the HUD selector — no URL needed |
v4.0-beta — the five towns, at density
Five real Australian towns (Katoomba, Newtown, Fremantle, Bendigo, Castlemaine — 292 shops) boot on
their actual OSM street graphs, at real retail density: secondhand heroes keep their footfall while the
street around them gets ~4× busier (texture, never a takeover). Venues bias toward the retail cluster, the
tram runs only where it fronts a real high street (Newtown/Castlemaine — elsewhere it was "a highway bus",
so it's fenced), and the in-HUD town selector reads the towns index, so you can just pick one. Every
town: deterministic, districted, silent under ?noassets, ?classic=1 still byte-identical to v2.
See docs/shots/v4_beta/ and the charter, docs/V4_REAL_MAP.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.