glytch/fktry/lanes/LANE-RENDER.md
type-two 8dd4616580 [orchestrator] MEGA round 5: the paint and the pipe
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>
2026-07-18 12:56:09 +10:00

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# 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 5 (MEGA) — supersedes the earlier round-5 text
The review verdict driving this round: *the game about place has no place.* You own
fixing that. Everything from the previous round-5 orders is carried, plus the floor,
the juice, and one secret you must draw without signposting.
### PART A — carried from round 5
1. **Inspect mode**: highlight the inspected entity via `{mode:'inspect'}`; cooler
aura rectangle on inspect (the placed-and-selected case).
2. **Wildlife visuals**: piles = §2 glitter heaps growing with `size`; swarms =
pixel-gnat clouds clustering on `target` (harassed machines flicker); trap zap
read from wildlife-state deltas.
3. **Fixture hygiene**: commissionQueue/research/wildlife/relics in fabricated snapshots.
### PART B — the floor, the juice, the secret (new)
4. **THE FLOOR.** Kill the void: seam regions from `data/seams.json` render as
subtle glinting mineral patches (the player should *discover* that extractors
want them — the glint is the tell); large-scale ground-tone variation (fbm
patches, barely-there) so the plane reads as terrain; era hinting toward the
world edges per §1 strata (sepia/phosphor whispers at the rim). Restraint rule:
the floor must never compete with belts/machines — it's a stage, not a set.
5. **THE RELIC SHIMMER.** `snapshot.relics` unfound → a faint animated static-patch
decal at its pos: visible to a player actually looking, invisible to one who
isn't. NO signpost, NO minimap ping, NO tutorial arrow — this is a Mario hidden
pipe; its discoverability budget is 'wandering + curiosity'. Found → the patch
becomes a small excavated monument (fossil on a plinth, §1: it *sings*).
6. **JUICE**: placement thunk (scale-pop + dust puff), demolition burst, shipment
flash at the uplink (read shippedTotal deltas from the snapshot). Cheap,
instanced, everywhere.
7. **THE BREAK ROOM.** A decorative arcade cabinet prop near the start zone, marquee
glowing 'GLYTCH', render-owned raycast: click → `window.open('./match.html')`.
The two games finally meet. Coordinate the cursor affordance with UI.
8. **CAMERA + CLICKS (review findings)**: default framing centers the start zone
clear of the build bar (my first machines spawned half-behind it and were
unclickable); investigate entity picking near UI chrome and report what you find.
**Definition of done:** before/after screenshots of the floor; relic shimmer shown
at two zoom levels (proving subtle-but-findable); cabinet opens match.html; thunk
felt; perf rule holds with floor + 50 piles + 10 swarms.
---
## 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.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.