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m3ultra f952f513d0 Lane A round 8: OSM to parity + a second town (Katoomba) — carried R7 brief, full
The carried brief (slipped R7) lands complete — all four items, qa.sh --strict GREEN.

1. Selfcheck PARITY: extracted structuralSuite(plan,label) and run the FULL invariant suite
   on every (source, town) — synthetic + both OSM towns get identical coverage (storeys,
   one-shop-per-lot, facing, within/cross-block overlap, corridor coverage, determinism,
   exactly-one-openLate). ALL GREEN 1727/1727 (was 1362; OSM went subset → full ×2 towns).
2. SECOND TOWN: Katoomba (Blue Mountains, 19 shops, op-shop/book heavy) — regional contrast
   to inner-Melbourne. osm_fixture.js → OSM_TOWNS{melbourne,katoomba}+DEFAULT_TOWN;
   generatePlanFor(seed, source, {town}); ?plansrc=osm&town=katoomba. Golden 0x0f652510.
   Melbourne 0x34cfdec0 + synthetic 0x3fa36874 UNCHANGED (town key kept off the plan).
3. "Add a town" recipe in LANE_A_NOTES (R8): extract → OSM_TOWNS → pin golden → tell F.
4. Normalization + LOG: importer bends real data to the contracts (unknown kind→opshop,
   hours-clamp so only one shop is openLate, video-preferred landmark w/ fallback) and logs
   it via {report}; selfcheck prints per-town (e.g. melbourne hoursClamped:5, openLate:video).

For F: three goldens to pin, gate keyed (seed, plansrc, town); selector gained {town} — see
LANE_A_NOTES R8. Screenshots docs/shots/laneA/osm-{melbourne,katoomba}.png.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 04:15:12 +10:00
docs Lane A round 8: OSM to parity + a second town (Katoomba) — carried R7 brief, full 2026-07-15 04:15:12 +10:00
pipeline Lane E round 8: REAL stock packs (record 350 / book 311 / toy 273) live on depot 2026-07-15 04:09:14 +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 R7 F2: harness → strict + wire ?stock=real (real GODVERSE covers in the crates) 2026-07-15 01:56:14 +10:00
web Lane A round 8: OSM to parity + a second town (Katoomba) — carried R7 brief, full 2026-07-15 04:15:12 +10:00
.gitignore Lane E round 8: REAL stock packs (record 350 / book 311 / toy 273) live on depot 2026-07-15 04:09:14 +10:00
B-progress.md Lane B round-8: weather (?weather=1) — seeded rain/overcast/clear, exposes PROCITY.weather for D 2026-07-15 02:34:14 +10:00
C-progress.md Lane C R7 C1: ?stock=real — real GODVERSE sleeves in the crates 2026-07-15 01:23:23 +10:00
D-progress.md Lane D round-7: validate ped-merge → GO for roster flip + full-density defaults + escape hatch 2026-07-15 00:51:51 +10:00
E-progress.md Lane E round 8: REAL stock packs (record 350 / book 311 / toy 273) live on depot 2026-07-15 04:09:14 +10:00
F-progress.md Lane F R7 F3: v2.0-beta — record tag + flag B/A round-7 slip 2026-07-15 01:59:28 +10:00
README.md PROCITY scaffold: spec, research, 6 Opus lane prompts, core modules, vendored three r175, 69 inherited skins 2026-07-14 10:46:40 +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.