You name your model at incorporation and release versions 1/1.5/2/3, shipping each in mini/pro/MAX grades from the training bank (volume vs margin vs prestige). Compute now splits three ways: slop, training, and API hosting. A rotating market of third-party models (DeepSlop-236B, Kimi-Chi-7B, SloPangu-Air...) offers hosting margins that crater ~28% every time a hot new model drops. Hosting your own grades pays premium margin and +10% views for MAX — but rolls distillation: a rival lab clones your weights and guts that grade's margin until you re-ship it on a newer version. Scraping ops cash ladder (puppeteer scripts → proxy pool → residential botnet → captcha farm) buys training-rate bonuses and immunity against escalating IP-ban outages. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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GigaSlop — project notes for Claude
What this is
Satirical AI-datacenter tycoon game. Web-first: TypeScript + Vite + PixiJS v8.
Design doctrine: the sim stays engine-agnostic — src/sim/ must never
import from src/render/ or src/ui/ (a future Godot/Steam port swaps the
renderer only). Fixed 10 Hz tick, deterministic (seeded rng in state, no
Date.now/Math.random inside sim).
Dev loop
npm run devon :5173 (.claude/launch.jsonhas the preview config).- The Browser-pane tab is usually
visibility: hidden→ RAF doesn't fire. The sim is pumped by setInterval on purpose; don't move it back into RAF. window.__giga= debug handle {state, scene, place(), wire()} for JS-driven playtesting. Keep it working — automation depends on it.- All balance tunables live in
src/sim/balance.ts. Tune there, nowhere else.
Art pipeline (MODELBEAST)
python3 tools/mb_gen.py [--only room|objects|slop]regenerates art on the farm (queue http://100.89.131.57:8777, token from ~/Documents/backnforth/.env). Deterministic seeds from asset slug — same slug, same image.- Object sprites: flux_local → bg_remove_local (background:"transparent") → autocropped in place (PIL alpha-bbox, 8px pad). If you regenerate, re-crop.
- Room/grid registration:
src/render/iso.ts(TILE 82x41, ORIGIN 510,346) is hand-fitted topublic/assets/gen/room.png. New room image = refit constants (toggle the Grid overlay to check). - Slop thumbnails are intentionally AI slop; titles in src/data/sloptitles.json (Ollama on m4pro was down at bake time; hand-authored — regenerate via tailnet Ollama when it's back if more are needed).
Roadmap (agreed with John 2026-08-01)
✅ M1 art-forward Tier-1 slice (save/load, naming, SFX) ✅ M2 platform-decay treadmill: platformAdapt rises per publish, throttles all view rates (up to 85%), tier-up grants relief — verified loop: publish → squeeze → train → relief. Infra: 20A sub-panel (+1500W), fiber uplink (1Gbps/8 ports), Cash Furnace (burns $1.5/s for +40% views; John's idea, keep it — endgame R&D tree should have a literal cash-conveyor upgrade). ✅ M3: VC rounds (Seed→C) with views-delta mandates — fail = -25% cash and permanent equity dilution; rival CEO events (Doomsworth/Hypeman/Freeman Weights/Poogle) on a seeded timer with timed view/price effects and a 60/40 CLAP BACK gamble. Seed goal calibrated empirically: decisive play ≈48K views/8min, goal 40K, idle ≈12K. ✅ M4 skill trees (src/sim/research.ts is the single source of truth; sim reads one computeMods() bundle — add nodes there, never special-case sim): • Model Lab (L): gen ladder is now bought from the training bank; modality branch (voice→image→video→A/V, richer = more views but pricier videos); one exclusive spec per gen (engagement/stealth/efficient, cleared on gen-up); data source own/scraped/licensed — own rolls 35% MODEL COLLAPSE (half revenue + all-gibberish titles for that gen), scraped attracts lawsuits, licensed bills per token. • Corporate R&D (R): perk point per closed VC round + cash; Ops/Growth/ Legal branches; capstones Diesel Backup (grace+auto-reset, no checkpoint corruption), THE CONVEYOR (10% gross income burned, +50% views), Regulatory Capture (lawsuit immune, 2x adapt decay). • Sockets: click device → inspector panel (stats, on/off, sell, 2 upgrade slots: fans/undervolt/risers). ✅ M5 model line + API market: player names their model at incorporation (versions 1/1.5/2/3 = the old tier ladder); ship grades mini/pro/MAX from the training bank (margin/demand/distill-risk per grade, GRADES in research.ts); 3-way compute split train/host/slop (allocHosting); rotating third-party market (rollMarketModel), hot drops crater incumbent margins ~28%; hosting your own grade rolls distillation (margin cut 60% that version — re-ship on a newer version to restore the moat); scraping ops cash ladder (puppeteer→proxies→botnet→captcha) vs severity-1..3 IP-ban outages. Market panel = M key. → M6 backlog: ad-spend slider + email-spam campaign buttons (one-shot view bursts w/ ban risk), ACTIVE scraping minigame, hazards (thermal runaway fire), Tier 2 garage move, subscribers/SaaS churn revenue, Conveyor belt visual. Design pillars (John-approved framing): Throughput, Allocation, Attention, Capital, Expansion. Macro layer (Tier 4-5) = strategic map, NOT city-builder. Cut until earned: Tiers 3–5, immersion cooling, offshore ships, lobbying.