Per the v3 units ruling, stored is bandwidth-seconds and draw-gen is bandwidth
per second, so stored/(draw-gen) is literally how long until the lights go out.
Tremor ramps over the last 8 seconds. That reads correct at every factory size
for free: 1000/s with 4000 banked feels exactly as doomed as 10/s with 40.
A factory in surplus is always calm, which is also what keeps the boot state
(gen=draw=stored=0) sterile by construction rather than by special case.
Fever averages only the machines that run hot, so one glowing decoder is not
drowned by a sea of cold belts.
Pure and snapshot-shaped so the sterile guarantee is a test, not a promise.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
One stamp per shipped event (not per unit), 0.4s, sized by count, in the item's
chip colour. Composited in screen space so a melting feed never drags the placard.
Scram events get the one-frame TRACKING LOST bar, positioned from entity+tick so
a run always wipes the same way.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
block: 8x8 quantization on a lattice locked to screen space, so the grid stays
rigid while melt drags the picture underneath it. ring: Gibbs halos, gradient
sampled out to 7px so they ring OUT from edges rather than clinging to them,
oscillating parallel to the edge. moire: two near-identical lattices beating,
with rainbow sheen.
PARAMS 8 -> 11; the ledger, easing, wobble and stats all iterate PARAMS, so the
new classes inherit the existing machine. Wires bricks/coeff-packs to block,
halos/gibbs-wraiths to ring, crystal to moire.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Eased param pressure so shipments land as waves, log escalation over the
first ~100 items, cross-modulated wobble above 0.8 so a mature factory looks
alive, brownout seize, and a one-frame white awakening on the first ship ever.
Measured 0.004-0.013ms/frame CPU against a 2ms budget.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mix and total are separate axes: what you ship picks the artifact, how much
you have ever shipped picks the intensity. That separation is what makes
40 chroma slurry read as chroma specifically instead of generic damage.
Covers the full 40-item codex LANE-DATA landed; unknown ids degrade to a
generic noise bump, with a test walking data/items.json to keep it that way.
anchor-slab has negative potency and sanitizes THE SCREEN (see NOTES).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Raw WebGL fullscreen triangle, not three.js: one texture, one pass.
The 8 prototype params keep their tuning verbatim; u_drift, u_brownout
and u_flash are additions. Base feed repaints only when a visible glyph
changes rather than per frame, so the texture upload stays off the hot path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>