Compute is componentized: 11 parody GPU cards (Ex-Mining P106, GFX 1060 Dumpster, Radish VII Furnace, RTX 4090 Gigachonk, H100 'The Vault', B200 BigChungus...) install into carrier slots — Budget PC takes one, the milk-crate rig four, the half rack eight with rack-only datacenter cards. Cards carry tok/watts/VRAM/heat individually; total cluster VRAM must hold the running model version or all token output starves. Storage devices (SSD shoebox / NVMe hoard / NAS tower) gate training: no checkpoint space, no progress. Network grows a switch layer with per-switch throughput caps between devices and uplinks. Shop grouped by category. Old saves migrate with equivalent card loadouts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
83 lines
5.2 KiB
Markdown
83 lines
5.2 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 rounds (Seed→C) with views-delta mandates — fail = -25% cash and
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permanent equity dilution; rival CEO events (Doomsworth/Hypeman/Freeman
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Weights/Poogle) on a seeded timer with timed view/price effects and a
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60/40 CLAP BACK gamble. Seed goal calibrated empirically: decisive play
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≈48K views/8min, goal 40K, idle ≈12K.
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✅ M4 skill trees (src/sim/research.ts is the single source of truth; sim
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reads one computeMods() bundle — add nodes there, never special-case sim):
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• Model Lab (L): gen ladder is now bought from the training bank; modality
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branch (voice→image→video→A/V, richer = more views but pricier videos);
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one exclusive spec per gen (engagement/stealth/efficient, cleared on
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gen-up); data source own/scraped/licensed — own rolls 35% MODEL COLLAPSE
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(half revenue + all-gibberish titles for that gen), scraped attracts
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lawsuits, licensed bills per token.
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• Corporate R&D (R): perk point per closed VC round + cash; Ops/Growth/
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Legal branches; capstones Diesel Backup (grace+auto-reset, no checkpoint
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corruption), THE CONVEYOR (10% gross income burned, +50% views),
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Regulatory Capture (lawsuit immune, 2x adapt decay).
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• Sockets: click device → inspector panel (stats, on/off, sell, 2 upgrade
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slots: fans/undervolt/risers).
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✅ M5 model line + API market: player names their model at incorporation
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(versions 1/1.5/2/3 = the old tier ladder); ship grades mini/pro/MAX
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from the training bank (margin/demand/distill-risk per grade, GRADES in
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research.ts); 3-way compute split train/host/slop (allocHosting);
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rotating third-party market (rollMarketModel), hot drops crater
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incumbent margins ~28%; hosting your own grade rolls distillation
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(margin cut 60% that version — re-ship on a newer version to restore
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the moat); scraping ops cash ladder (puppeteer→proxies→botnet→captcha)
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vs severity-1..3 IP-ban outages. Market panel = M key.
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✅ M6 hardware depth: GPU cards (GPUS in catalog.ts, 11 parody cards
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P106→BigChungus) install into carrier slots (PC=1, rig=4, half-rack=8
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+rackClass for datacenter cards); carriers have no intrinsic tok —
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cards provide tok/watts/VRAM/heat. VRAM totals gate ALL token output
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vs the running version's needs (TIERS vramGB, floor 0.25). Storage
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devices (shoebox/NVMe/NAS) gate training checkpoints (TIERS
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checkpointGB — training stalls without disk). Switch layer:
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device→switch→uplink with per-switch Mbps caps (no daisy chains).
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Shop has category headers. Old saves get equivalent card loadouts
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(save.ts migration).
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→ M7 backlog: ad-spend slider + email-spam campaigns, ACTIVE scraping
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minigame, hazards (thermal runaway fire), Tier 2 garage move,
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subscribers/SaaS churn revenue, Conveyor belt visual, per-carrier
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PSU capacity, unreliable used cards (degradation).
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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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