# TURNCRAFT *Honey I Shrunk the DJ.* A Minecraft-style voxel game where the entire world is a vinyl DJ booth — two Technics-style 1200s, a 4-channel mixer, cable canyons, a patch-bay dungeon, and circuit-board caves — and you're 7 mm tall, riding the records. - **Design**: [docs/DESIGN.md](docs/DESIGN.md) - **Rules for parallel build lanes**: [docs/CONTRACTS.md](docs/CONTRACTS.md) - **Integration (after lanes land)**: [docs/INTEGRATION.md](docs/INTEGRATION.md) ## Building it with parallel agent lanes Five independent lanes, disjoint file ownership, shared contracts already written in `src/core/` (read-only for all lanes). | lane | brief | delivers | |---|---|---| | A | [docs/briefs/LANE_A_ENGINE.md](docs/briefs/LANE_A_ENGINE.md) | voxel storage, greedy mesher, procedural texture atlas, renderer | | B | [docs/briefs/LANE_B_PLAYER.md](docs/briefs/LANE_B_PLAYER.md) | FPS controller, voxel collision, ride-the-record platform physics | | C | [docs/briefs/LANE_C_WORLDGEN.md](docs/briefs/LANE_C_WORLDGEN.md) | the whole booth, built parametrically in voxels | | D | [docs/briefs/LANE_D_MACHINES.md](docs/briefs/LANE_D_MACHINES.md) | spinning platters, tonearm, faders, break/place, the quest | | E | [docs/briefs/LANE_E_AUDIO_FX.md](docs/briefs/LANE_E_AUDIO_FX.md) | synthesized house groove in stems, beat-reactive lights, HUD | **Launch prompt for each lane** (separate session/agent each, all five at once): > Read docs/CONTRACTS.md, docs/DESIGN.md, and docs/briefs/LANE_X_….md, then > implement the lane exactly as briefed. Work only inside your owned paths. > Verify with your demo page and the acceptance checklist, write your > HANDOFF.md, and ensure `npm run typecheck` passes. Recommended: `git init` first and give each lane its own branch or worktree; ownership is disjoint so merges are trivial. ## Run ```bash npm i npm run dev # game shell at /, lane demos at /demo-.html npm run build # static bundle ```