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m3ultra e4a49b5bc8 Lane F R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7)
F wired the last mile of the real-map scout and gated the whole matrix.

- index.js barrel re-exports registerTownCache/validateTownCache; the shell fetches + registers
  assets/towns/<key>.json before generatePlanFor when the town isn't a checked-in fixture — so
  ?plansrc=osm&town=bendigo_real boots a REAL AU town in the engine (the gap: E's caches were on disk +
  in the node selfcheck, but the shell never loaded them → silent Melbourne fallback). Fail-soft
  (404 / invalid / ?noassets -> fixture fallback); opt-in, never on the default or ?classic path.
- tools/qa/town_matrix.py (opt-in qa.sh --matrix): boot / determinism / budget / district / ?noassets
  across 10 towns (2 synthetic hero seeds + 3 osm fixtures + E's 5 real AU caches). ALL 5x10 GREEN —
  Castlemaine at the 6-shop floor still lands a 3-venue district. The existing CityPlan contract eats real
  Australian geography: the evidence John charters v4 = THE REAL MAP on.
- docs: LANE_F_NOTES §17 (the town x gate table), README real-town row, F-progress R17.

qa.sh --strict --soak GREEN 7/7. Verified: ?plansrc=osm&town=bendigo_real -> Bendigo, 9 shops, 3 venues, 0 errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 15:23:15 +10:00
docs Lane F R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7) 2026-07-16 15:23:15 +10:00
pipeline Lane E R17 (v3.2): the real-map scout — 5 AU town caches + publish --verify fix 2026-07-16 14:49:40 +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 R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7) 2026-07-16 15:23:15 +10:00
web Lane F R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7) 2026-07-16 15:23:15 +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 R17 (v3.2): close the backline render handshake (ledger #3) 2026-07-16 14:18:36 +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 R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7) 2026-07-16 15:23:15 +10:00
README.md Lane F R17 (v3.2): real towns boot in the engine + the town-matrix scout gate (ledger #7) 2026-07-16 15:23:15 +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.

v3.1 — 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 24 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.