glytch/fktry/lanes/LANE-RENDER.md
type-two 30deed10dc [render] round 2 NOTES
Verification numbers, the MachineDef.color conflict written up in full, and
3 contract requests (settle color's meaning, EntityState.scrammed, BeltItem.side).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 17:36:09 +10:00

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Raw Blame History

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 2 (goal: finish M1 polish, open M2 "PRESSURE")

Round 1 review: excellent — the hot-swap verification and the fog/CAM_DIST honesty note were exactly right. Verdicts: req 1 GRANTED (BeltItem.id? in contracts v2 — use when present, keep order-matching as fallback until v3 hardens it). Req 2 GRANTED (MachineDef.color? — precedence: def.color > your derived-from-outputs > kind accent; your derivation stays as the fallback, it was the right instinct). Req 3 DONE (main.ts ignores non-left buttons; drop your camera.ts workaround or keep it as belt-and-braces, your call).

  1. Belt topology visuals: corner/junction pieces chosen from neighbor analysis — pure presentation, sim truth unchanged. Splitters (mechanics land this round in SIM) get a visible output-cycling tell.
  2. Heat: shimmer + dull-red emissive ramp driven by EntityState.heat; throttled = idle animation visibly slowed; scram = dead-dark + blinking amber until restart.
  3. Buffer tank: visible fill level (shader window or scale trick) proportional to the tank's share of snapshot.bandwidth.stored.
  4. AnimationMixer: play clip 0 on rigged GLBs with an idle loop — MODELBEAST assets are imminent; verify with any animated GLB you can find or make.
  5. Exact cargo interpolation via BeltItem.id — delete the one-tick approximation.
  6. Multi-mesh belt GLBs: merge-or-group fix (your call, note it) so a fancy belt asset can't half-render.

Definition of done: reference factory (SIM ships it this round — coordinate via their src/sim/reference.ts export in a dev page or test harness) looks ALIVE: corners read as corners, heat reads as heat, tanks read as tanks; perf standing rule still met under ?devscene=stress.


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 0.0890.248 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.warns 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 derived from heat >= 1, not from the scram event — the Renderer interface only receives snapshots, never events, so the edge isn't reachable from here. Works as long as SIM holds heat at 1.0 while latched off. 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.
  • reference.ts doesn't exist — SIM hadn't landed it when I built, so the DoD's "reference factory looks ALIVE" was checked against my own devscene bend + showroom row instead. Happy to re-verify against theirs next round.
  • SIM doesn't emit heat/splitters/ids yet, so orders 2/4/5 are verified against the devscene, not live sim data. All of it is contract-shaped and will light up as SIM lands; nothing in my lane needs to change.
  • Corner arc assumes a 1×1 belt. Fine per contract (beltSpeed belts are 1×1).

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 — I derive scram from heat >= 1. If SIM ever cools a machine while it's still latched off, the visual un-scrams early and lies. A flag makes it unambiguous and costs one bool.
  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.