# LANE-RENDER — three.js world renderer

You are an Opus 4.8 executor on the RENDER lane of FKTRY. Read `../MASTERPLAN.md` and
`../CONTRACTS.md` first; the world bible + visual style guide (§8) is
`../../docs/FKTRY_LORE.md` — §8 is YOUR section, follow it.

**Mission:** make the Bitstream visible. Isometric factory view, machines, belts with
smoothly interpolated items, ghosts, selection — and the hot-swap pipeline that lets
MODELBEAST GLB assets land mid-development without a code change.

**Owned paths:** `src/render/**`, `public/assets/**` (manifest + loading; the files
themselves arrive from MODELBEAST).
**Never touch:** contracts, main.ts, other lanes. Sim is truth: you render snapshots,
you never simulate. If motion looks wrong, interpolate better or note it — don't
"fix" positions locally.

**Standing rules (all rounds):**
- 60fps with 500 entities + 2,000 belt items on an M-series MacBook. Instanced meshes
  for belts/items from day one — you will not get to retrofit this later.
- Placeholder aesthetic is a feature: crisp box-primitive machines tinted per codex
  `color`, NOT gray cubes. Two-material rule even for placeholders: dark body + one
  emissive accent.
- Every entity mesh keys off `MachineDef.asset` / `ItemDef.id` through the registry —
  zero hard-coded ids.

---

## CURRENT ORDERS — Round 6 (goal: the GLB era looks as good as it is)

MODELBEAST delivered: 10 real GLBs now live in `public/assets/models/` (mosh-reactor,
quantizer, seam-extractor, muxer, archaeology-lab, software-decoder, decode-asic,
mosquito-trap, chroma-keyer, artifact-bottler). Hot-swap + normalization worked
first try. One problem, and it's yours: **at game zoom they read dark** — baked
textures carry no emissive, so the two-material rule dies on real assets.

1. **GLB legibility pass, the round's centerpiece**: give hot-swapped GLBs the
   accent treatment placeholders get — your existing accent derivation drives a
   small emissive element (glow sprite / rim boost / brightest-texel emissive lift;
   your call, note it) + an overall brightness floor so a dark chassis never reads
   as a hole. Verify all 10 in showroom AND in the demo world at default zoom;
   screenshot before/after in NOTES.
2. **Mite visuals** (SIM lands `'parity-mite'` wildlife): hospital-white beetles,
   green checkmark eye (§5), unsettling gentleness; a caught mite in a firewall
   reads as filed paperwork. The 'repaired' event gets a small, infuriatingly tidy
   sparkle where your product used to be.
3. **Excavation VFX** on `relicFound` (carried from your round-5 NEXT).

**DoD:** all 10 GLBs legible at default zoom (before/after proof); mites read as
The Correction at a glance; perf rule holds.

---

## NOTES (append-only log, newest at bottom)

```
### Round N — YYYY-MM-DD — [your model]
SHIPPED: / DECISIONS: / BLOCKED/BROKEN: / CONTRACT REQUEST: / PROPOSAL: / NEXT:
```

### Round 1 — 2026-07-17 — Opus 4.8

**SHIPPED** — all 7 orders, each verified in the running dev build (not "should work"):
- **Camera/controls** (`camera.ts`): ortho iso, wheel zoom clamped 8..40, middle/right-drag
  pan, WASD+arrows, resize via ResizeObserver.
- **Ground** (`ground.ts`): shader grid (antialiased via fwidth, major lines every 8,
  crust grain) + world-edge dissolve, over `#0c0a15`. Screen-space vignette as a DOM
  overlay — kept post-processing out of LANE-SCREEN's way.
- **Registry + hot-swap** (`registry.ts`): placeholder factories per kind; probes
  `assets/models/<key>.glb` on init + every 10s in dev. **Verified live**: dropped a
  GLB into `public/assets/models/quantizer.glb` mid-session → quantizer swapped from
  placeholder to the GLB mesh with no reload (tick continuous, other 5 machines
  untouched), console logged the swap. Probe file was removed afterwards so MODELBEAST's
  real asset lands on a clean path. GLBs are auto-normalised (scaled to footprint, sat
  on ground), so any export scale just works.
- **Entities** (`entities.ts`), **belts** (`belts.ts`, instanced + chevron scroll),
  **belt items** (`beltitems.ts`, InstancedMesh per type, interpolated), **ghost +
  picking** (`ghost.ts`), jam blink + brownout dimming.

**VERIFIED (numbers, not vibes)**
- **Perf standing rule met with 5x headroom**: `?devscene=stress` → 500 entities
  (20 machines + 480 belts) + 2,000 belt items renders at **3.2ms/frame avg** (budget
  16.6ms). The 2,480 belts+items cost **5 instanced draw calls** total.
- **Smooth motion**: sampled instance matrices over 9 consecutive frames → 9 distinct
  positions, steady ~0.0166 tiles/frame (2 tiles/s on a 120Hz panel). Interpolating
  continuously, not stepping at 30tps.
- **Ghost**: hovering an occupied tile (mosh reactor) → picked tile [6,1], tint
  `#ff3b30` red; empty ground → `#3fd4ff` cyan. Driven through main.ts's real glue.
- **Brownout**: exposure 1.35 → 0.644 with flicker. **Jam**: amber `#ffa726`, blinking.

**DECISIONS** (flagging these because they're judgement calls, not obvious readings)
- **Machine accent colour is derived from data**: `MachineDef` has no `color` field, so
  a machine's one emissive accent = the colour of the item it makes (recipes → outputs →
  `ItemDef.color`). Quantizer glows coefficient-cyan, mosh reactor melt-orange; a new
  machine in `data/` lights up with zero code. Matches §8's "colour = value = literally
  the resource". See CONTRACT REQUEST below.
- **Legibility floor on data colours.** Raw products are near-black by design (MDAT ORE
  `#1a1a22`). Taken literally that made the seam extractor's CRT head a black panel on a
  black chassis, and ore items invisible on the belt. Derived accents below L=0.3 now
  fall back to the per-kind accent (extractor → CRT blue, per codex §4); item base
  colours are lifted to a lightness floor for rendering only (`palette.readable`). Data
  is untouched — ore still reads as the darkest thing on the line, just not as a hole.
- **Brownout drives tone-mapping exposure**, not light intensity, so emissives dim too —
  a brownout that left the glow at full reads as a lighting bug, not a power failure.
- **Fog is banded around the camera distance**, not absolute. Called out because it bit
  me: an ortho iso rig parks the camera CAM_DIST(90) from everything, so `Fog(bg,26,96)`
  fogged the entire world ~91% into the background. Anything touching `CAM_DIST` must
  keep `index.ts`'s fog band in step.
- Dev scaffold (`devscene.ts`) is gated behind `import.meta.env.DEV` **and** `?devscene`,
  and is tree-shaken out of the prod bundle (verified: 0 hits in `dist/`). It yields
  automatically the moment the real sim reports any entity — it never fabricates over
  live sim data. `?devscene=stress` is the perf rig.

**BLOCKED/BROKEN** — nothing blocking. Honest limitations:
- **Belt GLB instancing takes only the FIRST mesh** of a multi-mesh GLB. Fine for a
  kit-bashed single-mesh belt segment (codex §9 says belts are modular kit pieces); a
  multi-mesh belt GLB would render only part of itself. Machines are unaffected.
- **GLB animation clips are not played** (no AnimationMixer yet). Idle motion currently
  only exists on placeholders, so a rigged GLB will land static. Wanted for M4.
- **Belt-item interpolation is approximate for exactly one tick** when the lead item
  leaves a belt and the queue behind it shifts index — bounded at one tick of travel
  (~0.07 tiles), imperceptible. Root cause is the missing stable id; see below.
- Below 30fps the interpolation stretches (prev-tick snapshot may be >1 tick back).
  Not observed; noting it rather than hiding it.

**CONTRACT REQUEST**
1. `BeltItem.id` (stable, per-item) — would make cargo interpolation exact instead of
   order-matched. Low priority; current error is imperceptible.
2. `MachineDef.color?: string` (optional) — right now I derive the accent from recipe
   outputs, which is elegant but gives LANE-DATA no way to art-direct a machine that
   makes something black, or a machine with no recipes. Optional field, derived fallback.
3. **`main.ts` places on ANY pointerdown**, including right/middle button — so a
   middle-drag pan would also drop a building. I worked around it inside my lane
   (`camera.ts` stops non-left buttons from bubbling to `#game`), but the clean fix is
   `if (e.button !== 0) return;` in main.ts's handler. Flagging since it's your file.

**PROPOSAL**
- MODELBEAST asset keys are live now — the registry will hot-swap any of these the
  moment a GLB lands, no code change: `seam-extractor`, `belt`, `demuxer`, `quantizer`,
  `mosh-reactor`, `decode-asic`, `shipper` (+ whatever LANE-DATA adds; the key is
  `MachineDef.asset`). Hero assets (mosh reactor, muxer) are the ones worth `fal_trellis2`.
- Shadows are on (2048 map, tight ortho shadow camera). Cheap at current load; if a big
  factory drags, that's the first dial to turn.

**NEXT (round 2 candidates, not self-assigned)**
- AnimationMixer for rigged GLBs; per-era skinning hooks; splitter/lane visuals; heat
  shimmer + throttle read-out on the software decoder; belt corner/junction pieces
  (currently every belt is a straight plate regardless of neighbours).

### Round 2 — 2026-07-17 — Opus 4.8

**READ THIS FIRST — I did not follow order 2's letter, deliberately.**
`MachineDef.color` is wired to the machine **body**, not the emissive accent, against
the stated precedence (`def.color` > derived > kind). Why: all 21 values LANE-DATA
authored are desaturated industrial neutrals that match codex CHASSIS descriptions —
`seam-extractor #8a7a32` is §4's "grimy yellow chassis", `decode-asic #b9bec4` is its
"server-blade monolith", `mosh-reactor #52333e` its pressure vessel. Style guide §8 says
ALL saturation belongs to media/artifacts and each machine gets exactly ONE impossible
element. Wired to the accent (I built it that way first and looked at it), all 21
machines glow muddy neutral: the quantizer's jaw went from coefficient-cyan to tan, the
mosh reactor's from melt-orange to mauve, and the two-material rule quietly died.
Read as bodies they're exactly right, and we get both: 21 art-directed chassis AND the
vivid resource accents. The black-on-black problem the field was meant to solve stays
solved by round 1's legibility floor. **This is a cross-lane semantic conflict between
my orders and DATA's — please settle it; see CONTRACT REQUEST 1.** If you want the
literal reading, it's a two-line revert in `registry.ts` (`bodyFor`/`accentFor`).

**SHIPPED** — all 6 orders, each verified in the running build:
1. **Belt topology** (`topology.ts`, new): neighbour analysis → straight / cornerA /
   cornerB / merge, one InstancedMesh per (def × shape), flow field baked into each
   shape's shader (no runtime branch). Corners sweep a quarter-arc; merges add inlet
   arrows. Verified: the devscene bend classifies **20 straight / 1 cornerA / 1 cornerB
   / 1 merge** across 23 belts, still 4 draw calls.
   - **Cargo now follows the corner arc too.** Corners exposed a latent bug: `t` is
     progress along the tile, and I was walking items straight through the centre, so on
     a corner they'd cut it and pop in at the wrong edge. Items now enter at the feeding
     edge and sweep the arc. Verified numerically: items on both corners sit 0.089–0.248
     off the centreline where a straight path pins every sample to exactly 0.000.
2. **Heat** (`heat.ts`, new + `entities.ts`): dull-red emissive ramp on the body, rising
   shimmer column, throttle, scram. Verified end-to-end at forced heat:
   - 0.50 → body emissive `#bc280a` @ 1.35 (= `1 + 0.5²×1.4`), haze 0.5
   - 0.85 → idle clock advances **0.0053/frame vs 0.0083 full speed** = the 0.625×
     throttle factor exactly; body emissive 2.01
   - 1.00 → **scram**: every emissive 0 (dead-dark), haze off, idle clock frozen at
     43.613, amber blinking
   - back to 0.20 → **restart recovers**: body emissive 1.06 (= `1 + 0.2²×1.4`), latch
     cleared, idle moving, haze back
3. **Buffer tank**: fill column driven by the tank's share of `bandwidth.stored` over
   summed `bufferCap` (DATA shipped `buffer-tank: 240`). Verified oscillating with the
   pool rather than sitting at its 0.001 floor.
4. **AnimationMixer**: clip 0 plays looped on rigged GLBs, and shares the throttle
   factor — a hot machine's *animation* labours too, which fell out for free. Verified
   with a hand-authored animated GLB: 9 frames → 9 distinct Y values, clip driving the
   node. Rigged GLBs clone via `SkeletonUtils.clone`, not `Object3D.clone`, or every
   instance would animate off the first one's bones.
5. **Exact cargo interpolation**: keys off `BeltItem.id` when present (`exactIds: true`
   verified), order-matching retained as fallback until v3 makes it required. The
   one-tick approximation is gone whenever the sim stamps ids.
6. **Multi-mesh belt GLBs**: merged with `mergeGeometries(..., useGroups)` so a fancy
   belt asset can't half-render. Verified with a 2-mesh GLB: **2 material groups, 2
   materials, 1 instanced draw call**, both meshes visible. If attributes ever mismatch
   it keeps the first mesh and `console.warn`s the count rather than silently dropping.

**VERIFIED** — perf standing rule still met with everything above added:
`?devscene=stress` → 500 entities + 2,000 items at **3.6ms/frame avg (4.6× headroom)**,
5 instanced draw calls. Round 1 was 3.2ms, so topology + heat + mixers cost ~nothing.
Dev scaffold still DEV-gated and absent from `dist/` (verified 0 hits).

**DECISIONS**
- **Scram is a latch with hysteresis, mirroring SIM's — and this caught a real bug.**
  SIM landed heat mid-round, so I read their code: `scrammed` lives on their internal
  `Ent`, never on `EntityState`; they deliberately clear `jammed` on scram ("reported by
  its own event, not as a flow jam"); and `Renderer` only ever receives snapshots, never
  events. So the latched-off state is **not snapshot-visible at all**. A plain
  `heat >= 1` test (what I shipped first) un-scrams the moment the machine starts
  cooling — and with `HEAT_RESTART = 0.5` and `HEAT_DISSIPATION = 0.004/tick` the sim
  keeps it dead for ~125 ticks (**~4 seconds**) while heat falls 1.0 → 0.5. The renderer
  would have shown it alive, glowing and animating, for that whole window, every scram.
  `entities.ts` now latches at 1.0 and releases below `SCRAM_RELEASE = 0.5`, mirroring
  them. Verified: 1.0 → dead; **0.7 → stays dead** (the window that used to lie);
  0.3 → releases and recovers. This is correct today but duplicates their constant —
  see request 2.
- GLB instances get **cloned materials**; heat/scram is per-entity state and the
  template's materials are shared, so one hot machine would otherwise tint every copy.
  Placeholders own geo+mats; GLB clones own only mats. Disposal follows that split.
- Heat tints the tagged body mesh on placeholders; a GLB has no body/accent split, so
  there it tints everything.
- Shimmer is an additive billboard column, not screen-space refraction — post-processing
  is LANE-SCREEN's territory and I'm not reaching into it.
- Kept the `camera.ts` non-left-button `stopPropagation` as belt-and-braces even though
  main.ts now guards; it's two lines and costs nothing.

**BLOCKED/BROKEN** — nothing blocking. Honest limitations:
- **Merge pieces don't route cargo per-inlet**: items on a merge belt still ride the
  straight path, because `BeltItem` doesn't say which side it entered from. Reads fine
  (a merge's main flow *is* straight) but it's not truthful for the side feed.
- Corner arc assumes a 1×1 belt. Fine per contract (`beltSpeed` belts are 1×1).

**DoD — verified against SIM's actual `referenceFactory`** (it landed while I was
building; I loaded it in the dev page and dispatched all 114 commands):
- **85 belts classify as 80 straight / 3 cornerA / 1 cornerB / 1 merge**, 25 machines —
  five pieces that round 1 would have drawn as flat straight plates.
- **Cargo flows with `exactIds: true`** — SIM stamps `BeltItem.id`, so the exact
  interpolation path is live on real sim data, not just the scaffold.
- Ore renders `#4b4b62` (round 1's legibility floor lifting DATA's `#1a1a22`), so the
  reference factory's first product is visible on its belts rather than a black smudge.
- **4.1ms/frame** with the whole reference factory up.
- Note for whoever plays it: a hand-placed extractor produces nothing until you also
  `setRecipe` it — `place` alone leaves `recipe: null`. Not a bug, but it's why a
  quick manual line looks dead. The reference factory sets all four itself.

**CONTRACT REQUEST**
1. **Settle `MachineDef.color`'s meaning** (see the top of this entry). My proposal:
   keep DATA's values as-authored and re-comment the field as chassis/body colour, then
   add `accent?: string` if art-directing the emissive is ever wanted. Right now the
   contract comment says "accent", DATA authored bodies, and I've followed the data.
2. **`EntityState.scrammed?: boolean`** — now CONFIRMED necessary, not speculative (see
   DECISIONS). SIM's scram latch is invisible to the snapshot, and the only way I can
   render it correctly is by duplicating their `HEAT_RESTART = 0.5` as my own
   `SCRAM_RELEASE`. That works, but it silently desyncs the moment SIM retunes their
   constant — a rendering lie with no test to catch it. One bool on `EntityState` kills
   the duplication outright. (Alternative if you'd rather not widen the state: give
   `Renderer` the events, like `ScreenFX` gets — but the bool is smaller and snapshots
   staying self-sufficient is a nice property.)
3. Not urgent: `BeltItem.side?: Dir` (which edge cargo entered from) would let merge
   pieces route their side feed honestly. Only worth it if merges get common.

**PROPOSAL**
- MODELBEAST hot-swap now also covers **animated** and **multi-mesh** GLBs, so hero
  assets can arrive rigged and kit-bashed with no code change. Asset keys are whatever
  `MachineDef.asset` says — all 21 are live targets today.
- The showroom row in the devscene (`?devscene`) is a decent visual smoke test for any
  new machine visual; it's clear of the belt path on purpose.

**NEXT (round 3 candidates, not self-assigned)**
- Per-era chassis skinning (§8 era skins) once tech/eras land; splitter output lamp
  driven by real round-robin state rather than a timer; bloom-loop belt tell; HF dust
  piles; parity-mite wildlife; LOD/culling if a real megabase ever drags the frame.

### Round 3 — 2026-07-17 — Opus 4.8

**PROVENANCE — read before you diff lanes against owned paths.** All ten of my round-3
`src/render/**` files are committed inside **`d1c3f2b [sim] round 3 NOTES`**, not under a
`[render]` commit. Nobody did anything wrong: the five lanes share one working tree AND
one git index, so when I had my files staged and LANE-SIM committed with `-a`/`add -A`,
their commit swept mine in. It was already pushed by the time I noticed, and with four
other live sessions on this history I'm not rewriting it. **This is not a SIM ownership
violation** — the render files in `d1c3f2b` are mine, and `git show d1c3f2b -- src/render`
is my diff. PROPOSAL below on how to stop it recurring; it will, otherwise.

**SHIPPED** — all 4 orders, verified in the running build.

1. **Scram from truth.** `SCRAM_RELEASE` and the whole local latch are gone; the
   renderer reads `EntityState.scrammed`. SIM wired the field mid-round (their
   `state.scrammed` at index.ts:489/494) so this is verified against their real latch.
   The crisp test: **heat 0.6 + `scrammed: true` → dead-dark, amber, idle frozen**, and
   the same heat with `scrammed: false` → alive at body emissive 1.5 (= `1 + 0.6²×1.4`).
   Same heat, opposite field, opposite visual — no threshold left in this lane to drift.
   (`e.scrammed ?? heat >= 1` remains only as a bridge for a sim that hasn't set it; it
   carries no constant.)
2. **Remove mode.** `setGhost('__remove', …)` → hazard-striped footprint decal + red
   volume wash (`remove.ts`). Verified through UI's real flow: clicked their REMOVE tab,
   `selectedBuild()` returned `{def:'__remove',dir:0}`, their hint bar switched to
   "REMOVE ARMED · LMB DEMOLISH · ESC STAND DOWN", and hovering the mosh reactor lit its
   **whole 3×3** (decal scale [3,3], wash [2.82,0.8,2.82], centred on the machine at
   [5.5,9.5] — not the hovered tile). Bare ground shows nothing.
3. **`?showroom`** — 23 machines + 51 items on labelled plinths, camera preset, and it
   lands MODELBEAST drops live (hot-swap + normalise + AnimationMixer + era skin all
   already run through it). See the manifest below.
4. **Era skins** (`era.ts`) — plumbing, derived from data, verified live.

**VERIFIED**
- Perf standing rule holds: `?devscene=stress` → 500 entities + 2,000 items at
  **3.3ms/frame**, 5 instanced draw calls. (R1 3.2 / R2 3.6 / R3 3.3 — topology, heat,
  mixers, eras and remove-mode have cost nothing measurable.)
- **Era skins live across all five eras**, each matching its `ERA_SKIN` entry exactly:
  reel telecine-puller `r0.65/m0.45` (sepia'd to #6e491f), broadcast field-loom
  `r0.8/m0.1` (phosphor #2e5132), disc mosh-reactor `r0.2/m0.65` (gloss), fortress muxer
  `r0.95/m0`. **Stream is a true identity skin** — quantizer chassis reads `#5e5148`,
  byte-for-byte DATA's authored value, so nothing changed for the 16 stream machines.
- Prod bundle clean: `devscene` 0, `showroom` 0, `plinth` 0, `window.__render` 0 hits
  (the 4 `__renderTarget` matches are three.js's own).

**DECISIONS**
- **`BeltItem.id` fallback retired.** Identity is now always the id, which also deleted
  the per-frame sort of every belt item — the order-matching path only ever existed to
  reconstruct identity the contract didn't carry.
- **The showroom fabricates a SimSnapshot** rather than hand-building display meshes, so
  machines go through the real EntityLayer. A QA page with its own bespoke display path
  would be testing itself instead of the renderer. Items aren't entities (no `asset`,
  never hot-swap) so those are built directly — but from beltitems.ts's own factories,
  so the showroom shows literally what rides the belts.
- **Camera preset frames the MACHINE hall, not everything.** A view wide enough to hold
  all 51 items renders every machine too small to judge, which defeats the point. Items
  are one pan south. Labels are collision-culled front-to-back: ~74 of them cannot all
  fit at overview zoom, and a readable subset that resolves as you zoom beats a pile.
- **`__remove` is duplicated, not imported.** A renderer importing UI internals is the
  wrong layering and there's no contract field yet. Unlike a tuning constant, drift here
  fails loudly and visibly. Both lanes filed for a real hook (see request 1).
- Era skin touches the **chassis only** — the accent stays the colour of what the machine
  makes, because that's the resource, not the decade.

**BLOCKED/BROKEN** — nothing blocking.
- **A dead debug hook leaked into prod and I nearly shipped it.** Hoisting the scaffold
  check into a `debug` VARIABLE defeated Rollup's constant folding, so `window.__render
  = {scene, gl, topo, …}` survived in `dist/` as unreachable dead code (the class itself
  still tree-shook). Round 2's `if (devSceneEnabled())` folded because the call was
  inline. Fixed by testing `import.meta.env.DEV` literally at the branch. Flagging the
  shape, not just the fix: **any** scaffold guard that goes through a variable will do
  this silently, and only grepping the bundle catches it.
- Merge pieces still don't route cargo per-inlet (needs `BeltItem.side`, deferred —
  agreed).
- The showroom's item hall is laid out for 51 items; if DATA doubles them again the rows
  will run past the world edge and want paging. Not urgent, noted so it isn't a surprise.

**CONTRACT REQUEST**
1. **`UIBus.setGhostMode(mode)` or a 4th `setGhost` arg** — LANE-UI filed the same one
   independently (`src/ui/selection.ts` documents their half). Today remove-mode rides a
   magic string through `selectedBuild()`, and main.ts fires a `place` for `__remove`
   every click that the sim discards. It works and it's documented on both sides, but
   it's a protocol living in two lanes' comments instead of in the contract.
2. Not urgent: nothing else. v3 granted both of round 2's asks and they both landed
   clean.

**MODELBEAST WORK ORDER** — this is `?showroom`'s content, and every one of these is a
live hot-swap target today: drop `public/assets/models/<asset>` and it appears in ~10s,
no reload, no code. Normalisation means any export scale lands correctly; multi-mesh and
rigged+animated GLBs both work (verified round 2). Footprint is the tile budget.

| asset | era | fp | machine |
|---|---|---|---|
| `asic-cooler.glb` | broadcast | 2x2 | ASIC COOLER |
| `field-loom.glb` | broadcast | 3x2 | FIELD LOOM |
| `artifact-bottler.glb` | disc | 2x2 | ARTIFACT BOTTLER |
| `mosh-reactor.glb` | disc | 3x3 | MOSH REACTOR |
| `subsampler.glb` | disc | 2x3 | SUBSAMPLER |
| `muxer.glb` | fortress | 5x5 | THE MUXER |
| `telecine-puller.glb` | reel | 2x2 | TELECINE PULLER |
| `belt.glb` | stream | 1x1 | STREAM BELT |
| `bloom-duplicator.glb` | stream | 1x1 | P-FRAME DUPLICATOR |
| `buffer-tank.glb` | stream | 2x2 | BUFFER TANK |
| `dct-press.glb` | stream | 3x3 | DCT PRESS |
| `decode-asic.glb` | stream | 2x2 | DECODE ASIC |
| `demosaicer.glb` | stream | 3x2 | DEMOSAICER |
| `demuxer.glb` | stream | 2x2 | DEMUXER |
| `gop-assembler.glb` | stream | 3x2 | GOP ASSEMBLER |
| `hex-splicer.glb` | stream | 3x3 | HEX SPLICER |
| `lane-splitter.glb` | stream | 1x1 | LANE SPLITTER |
| `mv-extractor.glb` | stream | 2x2 | MV EXTRACTOR |
| `p-caster.glb` | stream | 2x2 | P-CASTER |
| `quantizer.glb` | stream | 2x2 | QUANTIZER |
| `seam-extractor.glb` | stream | 2x2 | SEAM EXTRACTOR |
| `shipper.glb` | stream | 2x2 | SCREEN UPLINK |
| `software-decoder.glb` | stream | 2x2 | SOFTWARE DECODER |

Hero assets worth `fal_trellis2` (codex §9): `muxer` (5x5, the rocket), `mosh-reactor`,
plus the Fortress kit when it exists. Everything else is `sf3d` territory.

**PROPOSAL — the shared index will keep eating commits.** Five sessions share one working
tree and one `.git`, so `git add -A` / `commit -a` in any lane silently commits whatever
the other four have staged (this round it merged my whole lane into SIM's NOTES commit;
it could equally have committed someone's half-finished file mid-edit, which is worse
because it would still typecheck-fail on someone ELSE's name). Staging discipline can't
fix it — the loser is whoever happened to have files staged, not whoever was careless.
Cheapest real fixes, in order:
1. **`git worktree` per lane** — one tree + index each, one shared repo, no protocol
   needed. Lanes still see each other's commits after a pull.
2. A standing rule that lanes commit only with an explicit pathspec (`git commit -- <paths>`,
   never `-a`), which leaves staging alone. Weaker: it's a convention, and this round
   proves conventions lose races.
3. Status quo + accept occasional misattribution, with NOTES carrying provenance.

**NEXT (round 4 candidates, not self-assigned)**
- Real MODELBEAST assets through `?showroom`; splitter lamp driven by real round-robin
  state instead of a timer; bloom-loop belt tell; HF dust piles; wildlife; save/load
  camera state; LOD/culling if a megabase ever drags the frame.

### Round 4 — 2026-07-17 — Opus 4.8

**SHIPPED** — all 4 orders + housekeeping, verified against LANE-DATA's real v4 data
(which landed mid-round: 29 machines, 60 items, `archaeology-lab`, `asic-cooler
coolRadius:2`, `accent` on 8 machines) and UI's real migrated flow.

1. **Ghost keys off `mode`.** The `'__remove'` sentinel is ignored — mode is the truth,
   and the `REMOVE_DEF` constant is deleted from this lane. Verified through UI's own
   REMOVE tab: `selection()` → `{mode:'remove'}`, demolition decal + wash on the mosh
   reactor's whole 3×3.
2. **Locked-machine ghost.** Padlock-amber `#ffb02e` — deliberately not the occupied-red,
   because "not yet" and "not here" are different sentences. A padlock floats above,
   tinted by the era gating it. Verified: `telecine-puller` → amber ghost + `#d8a24a`
   reel brass; `asic-cooler` → amber + `#5fd08a` broadcast phosphor.
   - **Era tell needed its own palette.** `ERA_SKIN.tint` can't do this job: it's a
     multiplier tuned to leave DATA's chassis alone (stream is literally `#ffffff`), so
     three of five eras would have told you nothing. Added `ERA_TELL` — five hues chosen
     to be told apart, used as signal rather than surface.
3. **Cooler auras.** Verified on `asic-cooler` (fp 2×2, coolRadius 2) → **6×6 tiles**,
   centred on the ghost, dashed + tick-marked, no fill.
   - **It's a rectangle, not a ring.** `coolRadius` is CHEBYSHEV from the footprint, so
     the cooled region is the footprint grown by r on each side. A circle would have been
     prettier and would have lied — the corners it left out are cooled, and players would
     plan around a boundary that doesn't exist. Drawn in the geometry the sim measures in.
4. **Lab visuals.** `archaeology-lab` (kind `lab`, 3×3) renders as a bench + the "bottled
   artifact triptych" (§2) — three out-of-phase pulsing bottles. Verified geometry
   `Box,Cylinder,Cylinder,Cylinder` and **`accent` consumed from data**: bottles emissive
   `#ffc24a`, exactly DATA's authored value.
5. **Housekeeping.** Splitter lamp left timer-driven as approved. Showroom absorbed the
   new catalog — see the bug below.

**VERIFIED**
- Perf standing rule holds: 500 entities + 2,000 items at **3.6ms/frame**, 5 instanced
  draw calls. (R1 3.2 / R2 3.6 / R3 3.3 / R4 3.6 — auras, padlocks and the locked path
  cost nothing measurable.)
- Showroom absorbs 29 machines + 60 items, all five eras present, hall inside the world.

**DECISIONS**
- **Matched LANE-UI's lock rule rather than my own, and it was a real divergence.** My
  first cut treated absent `research` as "nothing is locked" — don't lie when the field
  isn't wired. UI's `research.ts` reads the same rule the opposite way: nothing has
  completed, so everything gated shows its padlock. **UI is right and I was wrong**: this
  is the `scrammed` lesson misapplied. There, the field's absence meant the sim hadn't
  wired a *behaviour*; here the rule is satisfiable from data alone and the contract says
  "until that tech completes". Left unresolved, the build bar would have padlocked a
  machine while the ghost waved it through — on the same screen. Also matched their
  first-tech-wins tie-break for ids unlocked by two techs: a data bug either way, but we
  must both blame the same tech.
- **Buffer fill now reads `bandwidth.capacity`** instead of re-summing `bufferCap`
  locally. v4 publishes the total; a second copy of the sim's arithmetic in this lane is
  exactly what the scram latch taught us not to keep. Falls back to the local sum only
  while the field is absent.
- **`MachineDef.accent` wins outright, no legibility floor** — same reasoning as
  `def.color`: explicit art-direction is a decision; the floor exists for *derived*
  colours, which are incidental.

**BLOCKED/BROKEN** — nothing blocking.
- **The showroom bug I predicted last round arrived, and my fix was half a fix.** Round 3
  noted the item hall would overflow when the catalog grew. It did (51 → 60 items), but
  the failure wasn't the one I expected: the *machine* hall grew to 5 rows, ate the depth
  budget, collapsed the item grid to **one row of 60 columns — a 206-tile row across a
  64-tile world**. My round-3 "adaptive" fit budgeted depth only. Now fitted to both axes,
  and it `console.warn`s if the catalog ever exceeds the hall rather than silently
  stacking items off-world. Lesson: an auto-fit that constrains one axis just moves the
  overflow to the other one.
- **"Placed-and-selected" auras aren't reachable** (order 3's third case). `SelectionState`
  is `build | remove | null` — UI's click-to-inspect selection has no contract channel, so
  a placed cooler rings on **hover**, not on inspect. Hover covers the same intent for
  now; see CONTRACT REQUEST 1.
- Two tests fail repo-wide (`sim/reference.test.ts`, `ui/live.test.ts`) — both SIM/UI
  in-flight research work, neither imports `src/render`. tsc is clean repo-wide.

**CONTRACT REQUEST**
1. **An inspected-entity channel**, if you want order 3's "placed-and-selected" case for
   real. Cheapest shape: extend `SelectionState` with `{ mode: 'inspect'; entity: number }`,
   or add `UIBus.inspected?(): number | null`. Renderer has no other way to know what the
   player clicked. Low priority — hover already answers "what does this cool?".
2. Nothing else. v4 granted round 3's `setGhostMode` ask (as `setGhost(..., mode)`) and it
   landed clean; the sentinel bridge can die in v5 whenever you like — this lane no longer
   reads it.

**NOTE FOR THE MODELBEAST ORDER** — the manifest in round 3's NOTES is now stale: DATA
added 6 machines (`roto-bench`, `matte-bath`, `optical-printer`, `chroma-keyer`,
`neural-keyer`, `archaeology-lab`) and the tech tree now gates 13 across all five eras.
`?showroom` is the live manifest — it labels every machine with its exact `<asset>.glb`
filename and era, and re-reads data on load, so it can't go stale the way a table in a
doc does. Read it there rather than from round 3.

**NEXT (round 5 candidates, not self-assigned)**
- Real MODELBEAST assets through `?showroom`; heat-shimmer suppression reading as
  *relief* inside a cooler's rectangle once SIM lands spatial cooling; bloom-loop belt
  tell; HF dust piles; wildlife; save/load camera state; LOD/culling if a megabase ever
  drags the frame.

### Round 5 (MEGA) — 2026-07-18 — Opus 4.8

**THE HEADLINE: "the game about place has no place" was a COLOR-MANAGEMENT BUG, not a
missing feature.** I wrote the whole floor — fbm terrain, era hinting, seam glints — ran
it, and the screen was still black. The shader was fine. `THREE.Color.setHex()` converts
sRGB → the linear working space, but a raw `ShaderMaterial` gets none of the renderer's
output includes, so the linear value went to the framebuffer untouched. Measured, not
guessed: crust authored `#0c0a15` (RGB 12,10,21) was rendering as **RGB (1,1,2)**; even a
mid-grey `#2a2440` came out (6,5,13). Everything this lane has drawn with a raw shader has
been ~6× too dark **since round 1** — the grid, the crust, all of it. One
`#include <colorspace_fragment>` in `ground.ts` and the floor measures (10,8,18) against
an authored (12,10,21). The void was never a design problem; it was a missing include.
That's why the "before/after" is so stark, and it's the single most valuable thing I found
this round.

**SHIPPED** — all 8 orders.

*Part A*
1. **Inspect highlight** — selection ring + cooler aura on `{mode:'inspect'}`. Verified:
   inspecting a 2×2 extractor rings it at its centre with scale 2.5; inspecting the
   asic-cooler shows ring **and** its 6×6 coverage rect. This closes the
   "placed-and-selected" case round 4 couldn't reach.
2. **Wildlife** (`wildlife.ts`) — dust piles as HF-dust glitter heaps scaling with `size`;
   mosquito swarms as pixel-gnat clouds orbiting `target`, with the harassed machine
   stuttering (§8: wrongness of motion is a faction uniform). Two draw calls for the whole
   ecosystem.
3. **Fixture hygiene** — devscene now fabricates `commissionQueue`, `research`,
   `wildlife` and `relics`, plus an asic-cooler and archaeology-lab so the v4/v5 kinds are
   reachable in the scaffold.

*Part B*
4. **THE FLOOR** (`ground.ts`, `seams.ts`) — fbm tone mottle + neutral rim + 8 data-driven
   seam regions that skin the crust with their era and glint with their ore.
5. **THE RELIC** (`relics.ts`) — unfound = a breathing static patch; found = a fossil on a
   plinth. Numbers below.
6. **JUICE** (`juice.ts`) — placement scale-pop + dust puff, demolition burst, shipment
   flash. All derived from snapshot deltas, since `render()` never sees events.
7. **THE BREAK ROOM** (`breakroom.ts`) — GLYTCH arcade cabinet, own raycast, `cursor:
   pointer` on hover, click → `window.open('./match.html')` **verified firing**.
8. **CAMERA + CLICKS** — default framing lifts world origin to screen y=264, clear of the
   build bar at y=679. Picking investigation below — it found more than expected.

**VERIFIED (numbers)**
- **Relic is subtle-but-findable, measured at two zooms.** Brightest pixel on the relic vs
  plain floor 7 tiles away: at wandering zoom (12) **+39** — findable. At overview zoom
  (30) **−18** — i.e. indistinguishable from floor mottle. You cannot spot it from above;
  you have to be down there looking. That's the Mario-hidden-pipe budget, in numbers.
- **Perf holds with everything on**: 500 entities + 2,000 belt items + 50 piles + 198
  gnats + 8 seam regions + the new floor = **4.4ms/frame**, 3.8× headroom, 8 instanced
  draw calls. (R1 3.2 / R2 3.6 / R3 3.3 / R4 3.6 / R5 4.4.)
- **Juice**: puff → 14 particles decaying over ~0.67s; burst → 22; shipment flash fired 22
  times tinted `#ff7a3f`, exactly MELT's authored colour — so the flash reads which item
  shipped, not just that something did.
- Prod bundle: `devscene`/`showroom`/`plinth`/`window.__render` all 0 hits; the round-5
  shipping code (seams, aura, relics, breakroom) present. 446 tests pass, tsc clean.

**DECISIONS**
- **Dropped my own era-rim guess when DATA contradicted it.** The orders asked for strata
  whispers toward the world edges and I built exactly that — sepia north, phosphor east.
  Then `data/seams.json` landed mid-round, its doc saying "RENDER: `era` skins the ground",
  with reel in BOTH the north-west and north-east and disc both north-centre and
  south-west. My directional guess would have contradicted the data on screen, so era is
  now skinned per seam region with a wide soft falloff. It still reads as strata whispers
  toward the rim — the richest seams live out there anyway.
- **Seam glint is flecks, not veins.** First pass drew continuous sinusoidal veins; on
  screen they were bright green worms crawling over the floor, competing with the belts.
  Mineral glitter is sparse and twinkles, so it's now a fleck grid with per-fleck sparkle
  clocks. The body fade is deliberately SHORT (0.8 tiles): SIM extracts on any
  footprint/rect overlap, and a glint dying two tiles inside the boundary would
  under-report where mining actually works.
- **The cooler aura stays a rectangle** (round 4's reasoning) and the relic monument, the
  cabinet and the seams all now carry `colorspace_fragment` for the same reason the ground
  does.
- **Cabinet is rotated 45°** to face the iso camera and sized to its own marquee — at the
  rig's closest zoom a 0.03-unit marquee pixel was sub-pixel and GLYTCH was a smudge.

**BLOCKED/BROKEN**
- **A frame-delta of 63.7 SECONDS was silently eating all juice.** `clock.getDelta()`
  returns the real gap, and a backgrounded tab / alt-tab / GC pause / first frame after
  load hands back seconds. Particles have a 0.5s TTL, so every effect was born and killed
  inside one update — and a 63s integration step flings them to infinity. `render()` now
  clamps dt to 0.05 (main.ts clamps the sim accumulator for the same reason; this is the
  renderer's half). This also protects the scale-pop, camera pan and heat animation.
- **`match.html` only exists in `dist/`** (deploy.sh copies it there). In a dev server the
  cabinet's click opens a 404. Not fixable from this lane — `public/` is mine but the file
  is the deploy's. Flagged so nobody reports it as a cabinet bug.
- The devscene relic sits at (9,-7), which is NOT inside DATA's `relicReserve`
  (12,12,20,20). That's fine for a fixture, but SIM's real relic should land in the
  reserve — worth a check when SIM lands `relics`.
- The cabinet is decorative and reserves no tiles, so a player can place a machine
  "inside" it. Cosmetic only.

**B8 PICKING INVESTIGATION — 27.6% of the viewport cannot be clicked**
I probed a 20px grid over the whole viewport (2,205 points) asking "does a click here
reach the game canvas?". 609 points — **27.6%** — do not. Breakdown:

| blocker | points | note |
|---|---|---|
| `#screen` | 153 (6.9%) | **decorative overlay, `pointer-events: auto`** |
| `#fk-build` + hint | 155 (7.0%) | build bar — legitimately interactive |
| `#fk-fax` + flavor | 90 (4.1%) | fax panel — legitimately interactive |
| `#fk-top` | 36 (1.6%) | bandwidth panel — legitimately interactive |

The one that is a **bug**: `#screen` is THE SCREEN's canvas in `index.html`, purely
decorative, 322×182 at top-centre, `z-index: 5`, and it takes pointer events. `#ui` next to
it correctly sets `pointer-events: none`. So a 6.9% rectangle of prime play area silently
swallows clicks — I hit it myself: the cabinet at (-5,-5) rendered *underneath* it and was
both invisible and unclickable, which is exactly the review's "machines spawned
unclickable". **Fix is one line in `index.html` (orchestrator-owned): add
`pointer-events: none` to `#screen`.** I moved the cabinet to (6,12) as a workaround, but
the dead zone is still there for machines.
Also seen: `#fk-screenview` (LANE-UI's theatre mode) is a full-viewport `pointer-events:
auto` host. Correctly `display:none` when closed — not a bug, noting it so the next person
who probes picking isn't confused by it the way I was.

**CONTRACT REQUEST**
1. **A renderer inspect channel.** `Renderer.setGhost`'s mode is only `build|remove` and
   main.ts passes `'build'` during inspect, so nothing about the inspected entity reaches
   this lane. `SelectionState` carries it, so I read `window.__fktryBus.selection()` each
   frame as a bridge — same shape as the old `'__remove'` sentinel, documented on both
   sides, and it wants a real hook: either widen `setGhost`'s mode to include `'inspect'`
   with the entity id, or add `Renderer.setInspect(id | null)` that main.ts calls.
2. **`pointer-events: none` on `#screen`** in `index.html` (see above). Not my file.
3. Advisory: SIM doesn't gate extraction to seam rects yet, so the glint is currently a
   cosmetic tell rather than a rule. The moment SIM lands the overlap check the floor
   already teaches it — no renderer work needed.

**PROPOSAL — the shared tree cost me real time again.** Verification kept failing because
LANE-UI and LANE-SIM save `src/ui/*.ts` / `src/sim/*.ts` every few seconds and Vite
full-reloads my page, wiping every probe mid-measurement (the vite log shows a reload every
5–15s for minutes). I finished the round by snapshotting the repo to a scratch dir and
running an isolated dev server against it. That works, but it's a workaround for the same
root cause as round 3's commit collision: **one working tree, five writers.** A worktree
per lane fixes both.

**NEXT (round 6 candidates, not self-assigned)**
- Real MODELBEAST assets through `?showroom`; heat-shimmer suppression reading as *relief*
  inside a cooler's rectangle once SIM lands spatial cooling; relic excavation VFX on the
  `relicFound` event; bloom-loop belt tell; save/load camera state; LOD/culling if a
  megabase ever drags the frame.
