Review of the three lanes (2026-07-14): all shipped and verified — Lane 1 smoke test clean, Lane 2's 16 props (intact+fractured) live on 3GOD with the chunk_* contract, Lane 3 play-tested via its ?debug handle (smash, rack cascade, record ritual, debris pool all work). LANE4 closes the integration gap the parallel run left open, plus two review findings: record.fractured.glb 404 spam and no pointer-lock fallback in embedded browsers. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
72 lines
4.7 KiB
Markdown
72 lines
4.7 KiB
Markdown
# LANE 4 — Integration: Lane 2's fractured props into both front doors
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**Owns:** `game/` AND `web/` (run as ONE session, after Lanes 1–3 are merged — they are).
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**For:** an Opus 4.8 session. **Context:** all three original lanes shipped and were
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review-verified 2026-07-14 (Fable). This lane closes the loop they couldn't: Lanes 1 & 3
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finished before Lane 2's batch landed, so neither consumer uses the new assets yet.
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## What Lane 2 delivered (live now)
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All 16 Destroyulator props on the 3GOD shelf as `<slug>.glb` + `<slug>.fractured.glb`
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(32 files, verified `chunk_00…chunk_NN` contract): office-printer (the boss), office-desk,
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crt-monitor, desk-phone, filing-cabinet, water-cooler, office-chair, fluorescent-light,
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coffee-mug, potted-plant, wall-clock, cardboard-box, turntable, amp-speaker, cash-register,
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wall-shelf. Fetch: `https://digalot.fyi/3god/a/<file>` (read is public; never write from
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game/web code). Local copies also in `~/Documents/meshgod/assets3d/destroyulator/`
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(content-hashed names — the depot names are the clean slugs).
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## Deliverables
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### A. Godot (`game/`) — fractured shatter + the printer boss
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1. Pull chosen GLBs into `game/assets/store/` yourself (scope rule: this lane copies, e.g.
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`curl -O https://digalot.fyi/3god/a/office-printer.glb` + its `.fractured.glb`). Start
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with: office-printer, crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable.
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2. Extend `Smashable.shatter()` to prefer a pre-fractured sibling: if the piece was built
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from `<name>.glb` and `<name>.fractured.glb` exists, on smash hide/free the intact body
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and spawn each `chunk_*` as a `RigidBody3D` (vinyl/glass brittle rules still apply) that
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inherits the parent's velocity + gets the impulse. Keep chunks in `debris` group so HUD +
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`Juice` keep working; despawn like existing shards. Fall back to the current primitive
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shards when no fractured sibling exists.
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3. Place the new props in `Main` — the **printer on a desk as the level boss** (bigger
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health/impulse threshold, extra juice on death), others scattered as furniture.
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4. **Remember the class-cache gotcha:** after adding any `class_name` script run
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`--editor --quit` once before the headless test.
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### B. Web (`web/`) — catalog the batch + kill the 404 spam
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1. Add all 16 slugs to `props.js` CATALOG (`depot: '<slug>.glb'`, material/kind per prop —
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printer/filing-cabinet/water-cooler = steel-ish, desk/turntable/wall-shelf = wood,
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crt-monitor = glass, cardboard-box = cardboard, coffee-mug = glass/ceramic voice,
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potted-plant = wood/soft). `loadFractured()` already handles the `.fractured.glb` swap —
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catalog entries are all it needs.
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2. Mirror the printer + 2–3 heroes into `web/assets/` (offline fallback like the others).
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3. Place the printer in the room as the web boss too; a couple of desks/monitors for set
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dressing. Keep total bodies modest — check it still holds ~60fps.
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4. `record.fractured.glb` currently 404s on every record spawn (fetch not cached).
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Fix both ends: cache the negative result in `loadFractured()` (one miss per id, not per
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spawn), AND generate the real thing — run meshgod's fracture CLI on the existing store
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GLBs (`python3 -m meshgod.fracture <in.glb> --chunks 8 --out …` from `~/Documents/meshgod`,
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no meshgod code changes) for record/crate/rack, push to 3GOD via `scripts/push_3god.py`
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(tailnet origin, see that script's header), and mirror into `web/assets/` + `game/assets/store/`.
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### C. Web — pointer-lock fallback (shareability bug, found in review)
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In embedded/iframe contexts the Pointer Lock API is unavailable
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(`THREE.PointerLockControls: Unable to use Pointer Lock API`) and the toy dead-ends on the
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title overlay. Add a fallback: if the lock request fails, enter a **drag-to-look** mode
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(mousedown+move rotates, click still smashes, overlay dismisses anyway). The `?debug`
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handle in `main.js` already proves the sim runs fine without lock — this is just input.
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## Acceptance
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- Godot: headless smoke test still clean (`--quit-after 180`, zero SCRIPT ERROR/Parse Error,
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the two "material is null" lines are benign). In-scene: smashing the printer spawns its
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16 GLB chunks, not primitive shards.
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- Web: `http://localhost:8099/?debug` — `DESTROY.unpause()`, teleport to the printer,
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`aimSmash()` returns its kind, chunks (not generative shards) spawn, `counts()` shows
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debris then drains. No `record.fractured.glb` 404s after first load. Drag-look works with
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pointer lock unavailable.
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- Commit + push per existing conventions (monorepo `origin main`; any meshgod-side fracture
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outputs need no meshgod commit unless a manifest changed).
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## Out of scope
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- 3GOD hardening (open-mode + `/api/fetch` SSRF) — still the owner's call, tracked in PLAN.md.
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- New game modes / balance (combo counting is intentionally generous for now).
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