Platforms adapt to your slop (ALGO HEAT): each publish raises spam-filter wariness which throttles all view rates up to 85%; training a new model tier slips past the filters. Verified loop: publish -> squeeze -> train -> relief. New hardware: 20A sub-panel (+1500W), fiber uplink (1Gbps, 8 ports), Cash Furnace (burns $1.50/s for +40% views, breaker-immune). Fix: New Game wipe no longer clobbered by the beforeunload autosave. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
43 lines
2.5 KiB
Markdown
43 lines
2.5 KiB
Markdown
# GigaSlop — project notes for Claude
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## What this is
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Satirical AI-datacenter tycoon game. Web-first: TypeScript + Vite + PixiJS v8.
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Design doctrine: **the sim stays engine-agnostic** — `src/sim/` must never
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import from `src/render/` or `src/ui/` (a future Godot/Steam port swaps the
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renderer only). Fixed 10 Hz tick, deterministic (seeded rng in state, no
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Date.now/Math.random inside sim).
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## Dev loop
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- `npm run dev` on :5173 (`.claude/launch.json` has the preview config).
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- The Browser-pane tab is usually `visibility: hidden` → RAF doesn't fire.
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The sim is pumped by setInterval on purpose; don't move it back into RAF.
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- `window.__giga` = debug handle {state, scene, place(), wire()} for
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JS-driven playtesting. Keep it working — automation depends on it.
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- All balance tunables live in `src/sim/balance.ts`. Tune there, nowhere else.
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## Art pipeline (MODELBEAST)
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- `python3 tools/mb_gen.py [--only room|objects|slop]` regenerates art on the
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farm (queue http://100.89.131.57:8777, token from ~/Documents/backnforth/.env).
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Deterministic seeds from asset slug — same slug, same image.
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- Object sprites: flux_local → bg_remove_local (background:"transparent") →
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autocropped in place (PIL alpha-bbox, 8px pad). If you regenerate, re-crop.
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- Room/grid registration: `src/render/iso.ts` (TILE 82x41, ORIGIN 510,346)
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is hand-fitted to `public/assets/gen/room.png`. New room image = refit
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constants (toggle the Grid overlay to check).
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- Slop thumbnails are intentionally AI slop; titles in src/data/sloptitles.json
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(Ollama on m4pro was down at bake time; hand-authored — regenerate via
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tailnet Ollama when it's back if more are needed).
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## Roadmap (agreed with John 2026-08-01)
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✅ M1 art-forward Tier-1 slice (save/load, naming, SFX)
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✅ M2 platform-decay treadmill: platformAdapt rises per publish, throttles all
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view rates (up to 85%), tier-up grants relief — verified loop: publish →
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squeeze → train → relief. Infra: 20A sub-panel (+1500W), fiber uplink
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(1Gbps/8 ports), Cash Furnace (burns $1.5/s for +40% views; John's idea,
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keep it — endgame R&D tree should have a literal cash-conveyor upgrade).
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→ M3: VC mandates + rival CEO event system (fictional archetypes: Doom
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Prophet, Hype Bro, Open-Weights Zealot, Legacy Giant) + hazards.
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Design pillars (John-approved framing): Throughput, Allocation, Attention,
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Capital, Expansion. Macro layer (Tier 4-5) = strategic map, NOT city-builder.
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Cut until earned: Tiers 3–5, immersion cooling, offshore ships, lobbying.
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