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>
4.7 KiB
LANE 4 — Integration: Lane 2's fractured props into both front doors
Owns: game/ AND web/ (run as ONE session, after Lanes 1–3 are merged — they are).
For: an Opus 4.8 session. Context: all three original lanes shipped and were
review-verified 2026-07-14 (Fable). This lane closes the loop they couldn't: Lanes 1 & 3
finished before Lane 2's batch landed, so neither consumer uses the new assets yet.
What Lane 2 delivered (live now)
All 16 Destroyulator props on the 3GOD shelf as <slug>.glb + <slug>.fractured.glb
(32 files, verified chunk_00…chunk_NN contract): office-printer (the boss), office-desk,
crt-monitor, desk-phone, filing-cabinet, water-cooler, office-chair, fluorescent-light,
coffee-mug, potted-plant, wall-clock, cardboard-box, turntable, amp-speaker, cash-register,
wall-shelf. Fetch: https://digalot.fyi/3god/a/<file> (read is public; never write from
game/web code). Local copies also in ~/Documents/meshgod/assets3d/destroyulator/
(content-hashed names — the depot names are the clean slugs).
Deliverables
A. Godot (game/) — fractured shatter + the printer boss
- Pull chosen GLBs into
game/assets/store/yourself (scope rule: this lane copies, e.g.curl -O https://digalot.fyi/3god/a/office-printer.glb+ its.fractured.glb). Start with: office-printer, crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable. - Extend
Smashable.shatter()to prefer a pre-fractured sibling: if the piece was built from<name>.glband<name>.fractured.glbexists, on smash hide/free the intact body and spawn eachchunk_*as aRigidBody3D(vinyl/glass brittle rules still apply) that inherits the parent's velocity + gets the impulse. Keep chunks indebrisgroup so HUD +Juicekeep working; despawn like existing shards. Fall back to the current primitive shards when no fractured sibling exists. - Place the new props in
Main— the printer on a desk as the level boss (bigger health/impulse threshold, extra juice on death), others scattered as furniture. - Remember the class-cache gotcha: after adding any
class_namescript run--editor --quitonce before the headless test.
B. Web (web/) — catalog the batch + kill the 404 spam
- Add all 16 slugs to
props.jsCATALOG (depot: '<slug>.glb', material/kind per prop — printer/filing-cabinet/water-cooler = steel-ish, desk/turntable/wall-shelf = wood, crt-monitor = glass, cardboard-box = cardboard, coffee-mug = glass/ceramic voice, potted-plant = wood/soft).loadFractured()already handles the.fractured.glbswap — catalog entries are all it needs. - Mirror the printer + 2–3 heroes into
web/assets/(offline fallback like the others). - Place the printer in the room as the web boss too; a couple of desks/monitors for set dressing. Keep total bodies modest — check it still holds ~60fps.
record.fractured.glbcurrently 404s on every record spawn (fetch not cached). Fix both ends: cache the negative result inloadFractured()(one miss per id, not per spawn), AND generate the real thing — run meshgod's fracture CLI on the existing store GLBs (python3 -m meshgod.fracture <in.glb> --chunks 8 --out …from~/Documents/meshgod, no meshgod code changes) for record/crate/rack, push to 3GOD viascripts/push_3god.py(tailnet origin, see that script's header), and mirror intoweb/assets/+game/assets/store/.
C. Web — pointer-lock fallback (shareability bug, found in review)
In embedded/iframe contexts the Pointer Lock API is unavailable
(THREE.PointerLockControls: Unable to use Pointer Lock API) and the toy dead-ends on the
title overlay. Add a fallback: if the lock request fails, enter a drag-to-look mode
(mousedown+move rotates, click still smashes, overlay dismisses anyway). The ?debug
handle in main.js already proves the sim runs fine without lock — this is just input.
Acceptance
- Godot: headless smoke test still clean (
--quit-after 180, zero SCRIPT ERROR/Parse Error, the two "material is null" lines are benign). In-scene: smashing the printer spawns its 16 GLB chunks, not primitive shards. - Web:
http://localhost:8099/?debug—DESTROY.unpause(), teleport to the printer,aimSmash()returns its kind, chunks (not generative shards) spawn,counts()shows debris then drains. Norecord.fractured.glb404s after first load. Drag-look works with pointer lock unavailable. - Commit + push per existing conventions (monorepo
origin main; any meshgod-side fracture outputs need no meshgod commit unless a manifest changed).
Out of scope
- 3GOD hardening (open-mode +
/api/fetchSSRF) — still the owner's call, tracked in PLAN.md. - New game modes / balance (combo counting is intentionally generous for now).