Supersedes unexecuted round-5 orders. Folds in the live first-eyes review findings (silence, void floor, onboarding cliff, quiet payoffs) + John's hidden-radio idea. Contracts v6: AudioFX (THE SPEAKER - all Web Audio synthesis, no asset files), RelicState + excavate + relicFound (the optical-fossil hidden pipe: find it and the game grows a tuner - FKTRY FM, Correction propaganda subtitled by THE SCREEN's chyron, a shortwave numbers station reading hidden-seam coordinates, dead air). main.ts wires audio + first-gesture unlock; src/audio stub awaits LANE-SCREEN. Lane orders: SIM = wildlife + seams-become-real + the relic + research time; RENDER = the floor (seam glints, strata whispers), relic shimmer (no signposting), juice, break-room cabinet -> match.html; UI = mercy toast, tuner dock, SCREEN click-to-enlarge, camera hints; SCREEN = era feed + THE SPEAKER (3 audio layers, 4 stations, spectral verification); DATA = the commission-ladder tutorial, stations.json broadcast schedule, seams.json final. Ship gate: after review, redeploy partly.party/glytch. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
527 lines
34 KiB
Markdown
527 lines
34 KiB
Markdown
# LANE-RENDER — three.js world renderer
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You are an Opus 4.8 executor on the RENDER lane of FKTRY. Read `../MASTERPLAN.md` and
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`../CONTRACTS.md` first; the world bible + visual style guide (§8) is
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`../../docs/FKTRY_LORE.md` — §8 is YOUR section, follow it.
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**Mission:** make the Bitstream visible. Isometric factory view, machines, belts with
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smoothly interpolated items, ghosts, selection — and the hot-swap pipeline that lets
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MODELBEAST GLB assets land mid-development without a code change.
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**Owned paths:** `src/render/**`, `public/assets/**` (manifest + loading; the files
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themselves arrive from MODELBEAST).
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**Never touch:** contracts, main.ts, other lanes. Sim is truth: you render snapshots,
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you never simulate. If motion looks wrong, interpolate better or note it — don't
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"fix" positions locally.
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**Standing rules (all rounds):**
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- 60fps with 500 entities + 2,000 belt items on an M-series MacBook. Instanced meshes
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for belts/items from day one — you will not get to retrofit this later.
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- Placeholder aesthetic is a feature: crisp box-primitive machines tinted per codex
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`color`, NOT gray cubes. Two-material rule even for placeholders: dark body + one
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emissive accent.
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- Every entity mesh keys off `MachineDef.asset` / `ItemDef.id` through the registry —
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zero hard-coded ids.
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---
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## CURRENT ORDERS — ROUND 5 (MEGA) — supersedes the earlier round-5 text
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The review verdict driving this round: *the game about place has no place.* You own
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fixing that. Everything from the previous round-5 orders is carried, plus the floor,
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the juice, and one secret you must draw without signposting.
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### PART A — carried from round 5
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1. **Inspect mode**: highlight the inspected entity via `{mode:'inspect'}`; cooler
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aura rectangle on inspect (the placed-and-selected case).
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2. **Wildlife visuals**: piles = §2 glitter heaps growing with `size`; swarms =
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pixel-gnat clouds clustering on `target` (harassed machines flicker); trap zap
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read from wildlife-state deltas.
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3. **Fixture hygiene**: commissionQueue/research/wildlife/relics in fabricated snapshots.
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### PART B — the floor, the juice, the secret (new)
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4. **THE FLOOR.** Kill the void: seam regions from `data/seams.json` render as
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subtle glinting mineral patches (the player should *discover* that extractors
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want them — the glint is the tell); large-scale ground-tone variation (fbm
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patches, barely-there) so the plane reads as terrain; era hinting toward the
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world edges per §1 strata (sepia/phosphor whispers at the rim). Restraint rule:
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the floor must never compete with belts/machines — it's a stage, not a set.
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5. **THE RELIC SHIMMER.** `snapshot.relics` unfound → a faint animated static-patch
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decal at its pos: visible to a player actually looking, invisible to one who
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isn't. NO signpost, NO minimap ping, NO tutorial arrow — this is a Mario hidden
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pipe; its discoverability budget is 'wandering + curiosity'. Found → the patch
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becomes a small excavated monument (fossil on a plinth, §1: it *sings*).
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6. **JUICE**: placement thunk (scale-pop + dust puff), demolition burst, shipment
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flash at the uplink (read shippedTotal deltas from the snapshot). Cheap,
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instanced, everywhere.
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7. **THE BREAK ROOM.** A decorative arcade cabinet prop near the start zone, marquee
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glowing 'GLYTCH', render-owned raycast: click → `window.open('./match.html')`.
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The two games finally meet. Coordinate the cursor affordance with UI.
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8. **CAMERA + CLICKS (review findings)**: default framing centers the start zone
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clear of the build bar (my first machines spawned half-behind it and were
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unclickable); investigate entity picking near UI chrome and report what you find.
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**Definition of done:** before/after screenshots of the floor; relic shimmer shown
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at two zoom levels (proving subtle-but-findable); cabinet opens match.html; thunk
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felt; perf rule holds with floor + 50 piles + 10 swarms.
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---
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## NOTES (append-only log, newest at bottom)
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```
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### Round N — YYYY-MM-DD — [your model]
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SHIPPED: / DECISIONS: / BLOCKED/BROKEN: / CONTRACT REQUEST: / PROPOSAL: / NEXT:
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```
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### Round 1 — 2026-07-17 — Opus 4.8
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**SHIPPED** — all 7 orders, each verified in the running dev build (not "should work"):
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- **Camera/controls** (`camera.ts`): ortho iso, wheel zoom clamped 8..40, middle/right-drag
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pan, WASD+arrows, resize via ResizeObserver.
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- **Ground** (`ground.ts`): shader grid (antialiased via fwidth, major lines every 8,
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crust grain) + world-edge dissolve, over `#0c0a15`. Screen-space vignette as a DOM
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overlay — kept post-processing out of LANE-SCREEN's way.
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- **Registry + hot-swap** (`registry.ts`): placeholder factories per kind; probes
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`assets/models/<key>.glb` on init + every 10s in dev. **Verified live**: dropped a
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GLB into `public/assets/models/quantizer.glb` mid-session → quantizer swapped from
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placeholder to the GLB mesh with no reload (tick continuous, other 5 machines
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untouched), console logged the swap. Probe file was removed afterwards so MODELBEAST's
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real asset lands on a clean path. GLBs are auto-normalised (scaled to footprint, sat
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on ground), so any export scale just works.
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- **Entities** (`entities.ts`), **belts** (`belts.ts`, instanced + chevron scroll),
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**belt items** (`beltitems.ts`, InstancedMesh per type, interpolated), **ghost +
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picking** (`ghost.ts`), jam blink + brownout dimming.
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**VERIFIED (numbers, not vibes)**
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- **Perf standing rule met with 5x headroom**: `?devscene=stress` → 500 entities
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(20 machines + 480 belts) + 2,000 belt items renders at **3.2ms/frame avg** (budget
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16.6ms). The 2,480 belts+items cost **5 instanced draw calls** total.
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- **Smooth motion**: sampled instance matrices over 9 consecutive frames → 9 distinct
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positions, steady ~0.0166 tiles/frame (2 tiles/s on a 120Hz panel). Interpolating
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continuously, not stepping at 30tps.
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- **Ghost**: hovering an occupied tile (mosh reactor) → picked tile [6,1], tint
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`#ff3b30` red; empty ground → `#3fd4ff` cyan. Driven through main.ts's real glue.
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- **Brownout**: exposure 1.35 → 0.644 with flicker. **Jam**: amber `#ffa726`, blinking.
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**DECISIONS** (flagging these because they're judgement calls, not obvious readings)
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- **Machine accent colour is derived from data**: `MachineDef` has no `color` field, so
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a machine's one emissive accent = the colour of the item it makes (recipes → outputs →
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`ItemDef.color`). Quantizer glows coefficient-cyan, mosh reactor melt-orange; a new
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machine in `data/` lights up with zero code. Matches §8's "colour = value = literally
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the resource". See CONTRACT REQUEST below.
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- **Legibility floor on data colours.** Raw products are near-black by design (MDAT ORE
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`#1a1a22`). Taken literally that made the seam extractor's CRT head a black panel on a
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black chassis, and ore items invisible on the belt. Derived accents below L=0.3 now
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fall back to the per-kind accent (extractor → CRT blue, per codex §4); item base
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colours are lifted to a lightness floor for rendering only (`palette.readable`). Data
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is untouched — ore still reads as the darkest thing on the line, just not as a hole.
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- **Brownout drives tone-mapping exposure**, not light intensity, so emissives dim too —
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a brownout that left the glow at full reads as a lighting bug, not a power failure.
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- **Fog is banded around the camera distance**, not absolute. Called out because it bit
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me: an ortho iso rig parks the camera CAM_DIST(90) from everything, so `Fog(bg,26,96)`
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fogged the entire world ~91% into the background. Anything touching `CAM_DIST` must
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keep `index.ts`'s fog band in step.
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- Dev scaffold (`devscene.ts`) is gated behind `import.meta.env.DEV` **and** `?devscene`,
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and is tree-shaken out of the prod bundle (verified: 0 hits in `dist/`). It yields
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automatically the moment the real sim reports any entity — it never fabricates over
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live sim data. `?devscene=stress` is the perf rig.
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**BLOCKED/BROKEN** — nothing blocking. Honest limitations:
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- **Belt GLB instancing takes only the FIRST mesh** of a multi-mesh GLB. Fine for a
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kit-bashed single-mesh belt segment (codex §9 says belts are modular kit pieces); a
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multi-mesh belt GLB would render only part of itself. Machines are unaffected.
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- **GLB animation clips are not played** (no AnimationMixer yet). Idle motion currently
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only exists on placeholders, so a rigged GLB will land static. Wanted for M4.
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- **Belt-item interpolation is approximate for exactly one tick** when the lead item
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leaves a belt and the queue behind it shifts index — bounded at one tick of travel
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(~0.07 tiles), imperceptible. Root cause is the missing stable id; see below.
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- Below 30fps the interpolation stretches (prev-tick snapshot may be >1 tick back).
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Not observed; noting it rather than hiding it.
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**CONTRACT REQUEST**
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1. `BeltItem.id` (stable, per-item) — would make cargo interpolation exact instead of
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order-matched. Low priority; current error is imperceptible.
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2. `MachineDef.color?: string` (optional) — right now I derive the accent from recipe
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outputs, which is elegant but gives LANE-DATA no way to art-direct a machine that
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makes something black, or a machine with no recipes. Optional field, derived fallback.
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3. **`main.ts` places on ANY pointerdown**, including right/middle button — so a
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middle-drag pan would also drop a building. I worked around it inside my lane
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(`camera.ts` stops non-left buttons from bubbling to `#game`), but the clean fix is
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`if (e.button !== 0) return;` in main.ts's handler. Flagging since it's your file.
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**PROPOSAL**
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- MODELBEAST asset keys are live now — the registry will hot-swap any of these the
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moment a GLB lands, no code change: `seam-extractor`, `belt`, `demuxer`, `quantizer`,
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`mosh-reactor`, `decode-asic`, `shipper` (+ whatever LANE-DATA adds; the key is
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`MachineDef.asset`). Hero assets (mosh reactor, muxer) are the ones worth `fal_trellis2`.
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- Shadows are on (2048 map, tight ortho shadow camera). Cheap at current load; if a big
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factory drags, that's the first dial to turn.
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**NEXT (round 2 candidates, not self-assigned)**
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- AnimationMixer for rigged GLBs; per-era skinning hooks; splitter/lane visuals; heat
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shimmer + throttle read-out on the software decoder; belt corner/junction pieces
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(currently every belt is a straight plate regardless of neighbours).
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### Round 2 — 2026-07-17 — Opus 4.8
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**READ THIS FIRST — I did not follow order 2's letter, deliberately.**
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`MachineDef.color` is wired to the machine **body**, not the emissive accent, against
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the stated precedence (`def.color` > derived > kind). Why: all 21 values LANE-DATA
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authored are desaturated industrial neutrals that match codex CHASSIS descriptions —
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`seam-extractor #8a7a32` is §4's "grimy yellow chassis", `decode-asic #b9bec4` is its
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"server-blade monolith", `mosh-reactor #52333e` its pressure vessel. Style guide §8 says
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ALL saturation belongs to media/artifacts and each machine gets exactly ONE impossible
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element. Wired to the accent (I built it that way first and looked at it), all 21
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machines glow muddy neutral: the quantizer's jaw went from coefficient-cyan to tan, the
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mosh reactor's from melt-orange to mauve, and the two-material rule quietly died.
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Read as bodies they're exactly right, and we get both: 21 art-directed chassis AND the
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vivid resource accents. The black-on-black problem the field was meant to solve stays
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solved by round 1's legibility floor. **This is a cross-lane semantic conflict between
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my orders and DATA's — please settle it; see CONTRACT REQUEST 1.** If you want the
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literal reading, it's a two-line revert in `registry.ts` (`bodyFor`/`accentFor`).
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**SHIPPED** — all 6 orders, each verified in the running build:
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1. **Belt topology** (`topology.ts`, new): neighbour analysis → straight / cornerA /
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cornerB / merge, one InstancedMesh per (def × shape), flow field baked into each
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shape's shader (no runtime branch). Corners sweep a quarter-arc; merges add inlet
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arrows. Verified: the devscene bend classifies **20 straight / 1 cornerA / 1 cornerB
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/ 1 merge** across 23 belts, still 4 draw calls.
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- **Cargo now follows the corner arc too.** Corners exposed a latent bug: `t` is
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progress along the tile, and I was walking items straight through the centre, so on
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a corner they'd cut it and pop in at the wrong edge. Items now enter at the feeding
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edge and sweep the arc. Verified numerically: items on both corners sit 0.089–0.248
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off the centreline where a straight path pins every sample to exactly 0.000.
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2. **Heat** (`heat.ts`, new + `entities.ts`): dull-red emissive ramp on the body, rising
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shimmer column, throttle, scram. Verified end-to-end at forced heat:
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- 0.50 → body emissive `#bc280a` @ 1.35 (= `1 + 0.5²×1.4`), haze 0.5
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- 0.85 → idle clock advances **0.0053/frame vs 0.0083 full speed** = the 0.625×
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throttle factor exactly; body emissive 2.01
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- 1.00 → **scram**: every emissive 0 (dead-dark), haze off, idle clock frozen at
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43.613, amber blinking
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- back to 0.20 → **restart recovers**: body emissive 1.06 (= `1 + 0.2²×1.4`), latch
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cleared, idle moving, haze back
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3. **Buffer tank**: fill column driven by the tank's share of `bandwidth.stored` over
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summed `bufferCap` (DATA shipped `buffer-tank: 240`). Verified oscillating with the
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pool rather than sitting at its 0.001 floor.
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4. **AnimationMixer**: clip 0 plays looped on rigged GLBs, and shares the throttle
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factor — a hot machine's *animation* labours too, which fell out for free. Verified
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with a hand-authored animated GLB: 9 frames → 9 distinct Y values, clip driving the
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node. Rigged GLBs clone via `SkeletonUtils.clone`, not `Object3D.clone`, or every
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instance would animate off the first one's bones.
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5. **Exact cargo interpolation**: keys off `BeltItem.id` when present (`exactIds: true`
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verified), order-matching retained as fallback until v3 makes it required. The
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one-tick approximation is gone whenever the sim stamps ids.
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6. **Multi-mesh belt GLBs**: merged with `mergeGeometries(..., useGroups)` so a fancy
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belt asset can't half-render. Verified with a 2-mesh GLB: **2 material groups, 2
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materials, 1 instanced draw call**, both meshes visible. If attributes ever mismatch
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it keeps the first mesh and `console.warn`s the count rather than silently dropping.
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**VERIFIED** — perf standing rule still met with everything above added:
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`?devscene=stress` → 500 entities + 2,000 items at **3.6ms/frame avg (4.6× headroom)**,
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5 instanced draw calls. Round 1 was 3.2ms, so topology + heat + mixers cost ~nothing.
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Dev scaffold still DEV-gated and absent from `dist/` (verified 0 hits).
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**DECISIONS**
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- **Scram is a latch with hysteresis, mirroring SIM's — and this caught a real bug.**
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SIM landed heat mid-round, so I read their code: `scrammed` lives on their internal
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`Ent`, never on `EntityState`; they deliberately clear `jammed` on scram ("reported by
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its own event, not as a flow jam"); and `Renderer` only ever receives snapshots, never
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events. So the latched-off state is **not snapshot-visible at all**. A plain
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`heat >= 1` test (what I shipped first) un-scrams the moment the machine starts
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cooling — and with `HEAT_RESTART = 0.5` and `HEAT_DISSIPATION = 0.004/tick` the sim
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keeps it dead for ~125 ticks (**~4 seconds**) while heat falls 1.0 → 0.5. The renderer
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would have shown it alive, glowing and animating, for that whole window, every scram.
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`entities.ts` now latches at 1.0 and releases below `SCRAM_RELEASE = 0.5`, mirroring
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them. Verified: 1.0 → dead; **0.7 → stays dead** (the window that used to lie);
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0.3 → releases and recovers. This is correct today but duplicates their constant —
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see request 2.
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- GLB instances get **cloned materials**; heat/scram is per-entity state and the
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template's materials are shared, so one hot machine would otherwise tint every copy.
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Placeholders own geo+mats; GLB clones own only mats. Disposal follows that split.
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- Heat tints the tagged body mesh on placeholders; a GLB has no body/accent split, so
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there it tints everything.
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- Shimmer is an additive billboard column, not screen-space refraction — post-processing
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is LANE-SCREEN's territory and I'm not reaching into it.
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- Kept the `camera.ts` non-left-button `stopPropagation` as belt-and-braces even though
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main.ts now guards; it's two lines and costs nothing.
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**BLOCKED/BROKEN** — nothing blocking. Honest limitations:
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- **Merge pieces don't route cargo per-inlet**: items on a merge belt still ride the
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straight path, because `BeltItem` doesn't say which side it entered from. Reads fine
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(a merge's main flow *is* straight) but it's not truthful for the side feed.
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- Corner arc assumes a 1×1 belt. Fine per contract (`beltSpeed` belts are 1×1).
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**DoD — verified against SIM's actual `referenceFactory`** (it landed while I was
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building; I loaded it in the dev page and dispatched all 114 commands):
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- **85 belts classify as 80 straight / 3 cornerA / 1 cornerB / 1 merge**, 25 machines —
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five pieces that round 1 would have drawn as flat straight plates.
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- **Cargo flows with `exactIds: true`** — SIM stamps `BeltItem.id`, so the exact
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interpolation path is live on real sim data, not just the scaffold.
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- Ore renders `#4b4b62` (round 1's legibility floor lifting DATA's `#1a1a22`), so the
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reference factory's first product is visible on its belts rather than a black smudge.
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- **4.1ms/frame** with the whole reference factory up.
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- Note for whoever plays it: a hand-placed extractor produces nothing until you also
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`setRecipe` it — `place` alone leaves `recipe: null`. Not a bug, but it's why a
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quick manual line looks dead. The reference factory sets all four itself.
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**CONTRACT REQUEST**
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1. **Settle `MachineDef.color`'s meaning** (see the top of this entry). My proposal:
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keep DATA's values as-authored and re-comment the field as chassis/body colour, then
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add `accent?: string` if art-directing the emissive is ever wanted. Right now the
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contract comment says "accent", DATA authored bodies, and I've followed the data.
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2. **`EntityState.scrammed?: boolean`** — now CONFIRMED necessary, not speculative (see
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DECISIONS). SIM's scram latch is invisible to the snapshot, and the only way I can
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render it correctly is by duplicating their `HEAT_RESTART = 0.5` as my own
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`SCRAM_RELEASE`. That works, but it silently desyncs the moment SIM retunes their
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constant — a rendering lie with no test to catch it. One bool on `EntityState` kills
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the duplication outright. (Alternative if you'd rather not widen the state: give
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`Renderer` the events, like `ScreenFX` gets — but the bool is smaller and snapshots
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staying self-sufficient is a nice property.)
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3. Not urgent: `BeltItem.side?: Dir` (which edge cargo entered from) would let merge
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pieces route their side feed honestly. Only worth it if merges get common.
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**PROPOSAL**
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- MODELBEAST hot-swap now also covers **animated** and **multi-mesh** GLBs, so hero
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assets can arrive rigged and kit-bashed with no code change. Asset keys are whatever
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`MachineDef.asset` says — all 21 are live targets today.
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- The showroom row in the devscene (`?devscene`) is a decent visual smoke test for any
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new machine visual; it's clear of the belt path on purpose.
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**NEXT (round 3 candidates, not self-assigned)**
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- Per-era chassis skinning (§8 era skins) once tech/eras land; splitter output lamp
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driven by real round-robin state rather than a timer; bloom-loop belt tell; HF dust
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piles; parity-mite wildlife; LOD/culling if a real megabase ever drags the frame.
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### Round 3 — 2026-07-17 — Opus 4.8
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**PROVENANCE — read before you diff lanes against owned paths.** All ten of my round-3
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`src/render/**` files are committed inside **`d1c3f2b [sim] round 3 NOTES`**, not under a
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`[render]` commit. Nobody did anything wrong: the five lanes share one working tree AND
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one git index, so when I had my files staged and LANE-SIM committed with `-a`/`add -A`,
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their commit swept mine in. It was already pushed by the time I noticed, and with four
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other live sessions on this history I'm not rewriting it. **This is not a SIM ownership
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violation** — the render files in `d1c3f2b` are mine, and `git show d1c3f2b -- src/render`
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is my diff. PROPOSAL below on how to stop it recurring; it will, otherwise.
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**SHIPPED** — all 4 orders, verified in the running build.
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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.
|