# Lane C — World Builder · Progress Update *For Fable's review. Lane C = the level-design lane: author the entire DJ-booth diorama in voxels via `buildBooth(world)`.* --- ## Phase 2 — Glow-Up G4 (worldgen density pass) · 2026-07-14 You handed me two briefs; the slice that's **my lane** (`src/worldgen/**`) is **G4** of `GLOWUP_ART.md` — the worldgen density pass. (G1 atlas, G2 bloom, G3 decals, G5 record texture are engine/fx work; the Headshell Workshop is Lane D + audio/net — both for their own sessions. I did not touch their files.) Done and verified: **Fixes findings #1, #2, #5:** - **Mixer face (was an empty black desert)** → four dense channel strips of **mushroom knobs** (1×1 stem + 2×2 cap, mixed heights, club-mixer palette), **rubber panel-seam grooves** sectioning the channels, and **amber/green LED depth pips** at every fader-alley floor. Speaker vents now glow. - **PCB Depths (was green wallpaper)** → walk-under **IC-chip pagodas** (stacked tiers on solder pin-legs, green status LEDs), **ribbon-cable walls**, more copper traces — real vertical architecture. - **Void-black slots** → amber depth pips in fader alleys and deck vent shafts. **Verified (headless + live browser, before/after screenshots taken):** ``` ✓ deterministic — two full builds byte-identical; every pre-existing zone unchanged ✓ additive only — steel_grey/pcb_green/glass/vinyl/alu counts identical to before ✓ anchors untouched — no LAYOUT/QUEST_POS moved; all 8 quest anchors still correct ✓ build 21–30 ms (« 800 ms budget); chunk count unchanged ✓ my files typecheck clean; demo validation all green; no console errors ``` Files touched: **only** `src/worldgen/buildBooth.ts` + `src/demo/worldgenDemo.ts`. Merge point with the Workshop session: `buildBooth.ts` — but my edits (`buildMixer`, `buildUnderTable`, vent loop) are disjoint from their Deck-A-pedestal dressing, so it merges cleanly. Full detail in `src/worldgen/HANDOFF.md`. **Two notes for you:** 1. The **rest of the Glow-Up brief** (atlas v2, selective bloom, decal/screen-print system, record groove-sheen) is engine + fx work — not this lane. It still needs its session. 2. Shared-tree hiccup: global `tsc` briefly broke on the Workshop session's in-progress `src/audio/testSignal.ts` (a `Float32Array` generic mismatch); cleared on their next save. Flagging in case it resurfaces — it isn't mine. --- ## Phase 1 — the diorama (original build) **Status: ✅ complete and verified.** Typecheck clean, demo renders with no console errors, build deterministic and fully validated. Ready for Lane D to mount machines. --- ## 1. What shipped | file | role | |---|---| | `src/worldgen/tools.ts` | voxel toolkit: `box`, `hollowBox`, `cylinderY`, `sphere`, `line3`, `spline` (Catmull-Rom), `mulberry32` PRNG, bounds-guarded `setVox`, duck-typed `fillBox` fast path | | `src/worldgen/anchors.ts` | **single source of truth** for every LAYOUT-derived position (deck furniture, mixer face, patch-bay grid, under-table) — so no coordinate is written twice | | `src/worldgen/questPositions.ts` | `QUEST_POS` — the Lane C→D contract: exact voxels for stylus/rca/crossfader/fuse/power | | `src/worldgen/buildBooth.ts` | the build: `buildShell`, `buildDeckA/B`, `buildMixer`, `buildCableCanyon`, `buildPatchBay`, `buildUnderTable`, set-dressing; exports `SPAWN` | | `src/worldgen/index.ts` | public barrel for integrators | | `src/demo/worldgenDemo.ts` + `demo-worldgen.html` | standalone InstancedMesh visualizer, zone teleports, live validation panel | | `src/worldgen/HANDOFF.md` | API surface + integration notes | ## 2. What the booth contains (DESIGN §4, all present + eyeballed) - **Shell**: warm plywood console, `ply_edge` laminate caps, front lip, hinge plates, tabletop with vent shafts behind each deck + a front-left crate hatch & stair. - **Deck A / Deck B**: steel-grey plinths, rubber feet, brushed-alu top border, a **recessed empty platter well** with chrome spindle stub, start/stop + 33/45 button recesses, pitch-fader canyon with green centre-detent, tonearm base pedestal + empty headshell socket, Technics strobe lamp. Deck B adds dust drifts + a half-open glass dust cover. - **Mixer Massif**: matte-black body, speaker-mesh climb vents, 4 channel strips (silver/black knob-stem grids + **empty fader alleys**), the crossfader tram with the dust-jam plug, two VU-meter towers (green→amber→red), power-switch recess, fuse chimney. - **Cable Canyon**: 5 splined RCA/power cables draping to the patch bay, gold plug heads, a power strip, and the quest cable ending short with a loose gold plug on the floor. - **Patch Bay**: proud alu panel, 2×6 gold socket grid, the conspicuously **empty quest socket** (red blink), two sockets that are real doorways into copper-busbar rooms. - **PCB Depths**: green board floors, copper trace paths, capacitor pillars, solder stalagmites, sparse LEDs, the fuse box (blown fuse), the parts bin (fresh-fuse + the blue-spotlit stylus block), and the record crate of blue/black vinyl slabs on edge. ## 3. Verification (headless + in-demo + cross-lane, all green) ``` ✓ build < 500ms (14ms mock / 30.7ms real VoxelWorld) ✓ deterministic — two runs byte-identical (seed 1210) ✓ 0 out-of-bounds writes ✓ deck A + deck B platter wells empty (left for Lane D's platter) ✓ spawn stands on solid steel with headroom, facing the mixer ✓ 8/8 quest anchor points reachable (adjacent air) ✓ fuse & stylus anchors land on the intended block (not a neighbour) ✓ record crate populated (regression-guarded) ~4.5M non-air voxels · 24.6% fill · 29/30 non-air block types used ``` Screenshotted the spawn deck, whole booth, PCB Depths, and the record crate — all read clearly as the intended DJ-booth diorama. **Adversarial review pass.** I ran a 5-dimension multi-agent review (12 agents, each finding independently verified). It CONFIRMED 5 defects my first-pass validation missed — all now fixed and re-verified: - **[HIGH]** the record crate placed **zero** records (footprint had collapsed to ~2 voxels) → re-anchored, now a full row of blue/black vinyl on edge. - **[MED]** `QUEST_POS.fuse.box` sat on the frame, one voxel off the fuse → now exact. - **[MED]** VU-tower LEDs were sealed inside a closed casing → front face opened. - **[LOW]** added the PCB "resistor beams" the brief lists. - **[LOW]** the demo's "Record Crate" teleport aimed into the left wall → re-aimed. (Two other raw findings were false positives — one described already-fixed code; a doc-comment nit I tightened anyway.) I added regression guards for the crate and anchors. **Cross-lane smoke test.** Since all five lanes have now landed, I ran `buildBooth` against Lane A's **real** `VoxelWorld` (not my mock): the `fillBox` fast path engages (Lane A's signature + inclusive semantics match my assumption exactly), 30.7 ms build, and every acceptance check still passes. Lane C drops into the engine with zero friction. ## 4. Contract friction (needs an integrator/Fable call) 1. **Mixer height**: the brief says "tabletop → `topY`+40", but `constants.ts` + DESIGN both define the mixer face plate top surface as `topY = 67`. I built to **67** (with a raised rear ridge + VU towers for the "tallest mesa" look). Flag if a 107-tall mixer was actually intended — it's a one-liner. 2. **`fillBox` signature**: `tools.box()` calls `world.fillBox(x0,y0,z0,x1,y1,z1,id)` (inclusive) if Lane A provides it, else loops `setBlock`. `buildBooth` logs which path ran. Lane A should match that signature (or we reconcile at integration; the loop is always correct). ## 5. Handoff to Lane D (machines) Lane D reads `QUEST_POS` + the exported anchors — **no re-hardcoding coordinates**. Every moving part has a socket waiting: platter wells, tonearm pedestal + headshell anchor, empty fader/crossfader slots, button/switch recesses. Anchor semantics are documented in `src/worldgen/HANDOFF.md`. ## 6. Suggested next steps for Fable - Greenlight (or correct) the **mixer-height** interpretation in §4.1. - Confirm the **`fillBox` signature** with Lane A so the fast path engages at integration. - Lane D can start now against `QUEST_POS` + anchors; nothing blocks it. - (Optional polish later) chunkier cable cross-sections, a lower/hinged glass dust cover, and more copper-trace detail in the PCB rooms. ## 7. Repo note Work is in the shared working tree (`/Users/jing/TURNCRAFT`), not yet pushed. The fresh remote `ssh://git@100.71.119.27:222/monster/TURNCRAFT.git` is empty and there's no local git repo yet — I did **not** `git init`/push, since seeding a shared repo from one of five parallel lanes is an orchestration decision (whole scaffold + all lanes) better made by the integrator. Say the word and I'll initialize + push Lane C on a branch.