glytch/fktry/lanes/LANE-SCREEN.md
type-two 180747ce28 [screen] round 4 notes
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 20:01:38 +10:00

391 lines
27 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# LANE-SCREEN — THE SCREEN compositor & glitch shaders
You are an Opus 4.8 executor on the SCREEN lane of FKTRY. Read `../MASTERPLAN.md` and
`../CONTRACTS.md` first; world bible `../../docs/FKTRY_LORE.md` (§1 THE SCREEN, §3
products, §8 style). Also read `../../index.html` — the original WIMVEE GLYTCH
prototype — its fragment shader is your seed stock: 8 glitch params (mosh, melt,
chroma, tear, roll, burn, noise, freeze) already written and tuned.
**Mission:** the payoff object. THE SCREEN is the sky-display everything ships to —
the player's factory output composited live as escalating video corruption. When
someone screenshots this game, they screenshot your canvas. It must start sterile and
end deranged, and every shipped item must visibly matter.
**Owned paths:** `src/screen/**`.
**Never touch:** contracts, main.ts, other lanes, the GLYTCH prototype (read-only
seed stock — port, don't move).
**Standing rules (all rounds):**
- WebGL (raw or three.js — your call, note it) on the provided 640×360 canvas.
Budget: <2ms/frame; THE SCREEN is garnish, not the meal.
- Corruption must be *legible*: a player who ships 40 chroma slurry should SEE chroma
damage specifically. Item artifact mapping is the design core, keep it data-driven
off `ItemDef.id`.
- Base content starts as procedural "clean programming" sterile SMPTE-ish test
patterns, slow pans, timestamp overlay (port `makeBaseTexture` thinking from the
prototype; animate it subtly so corruption has motion to chew on).
---
## CURRENT ORDERS — Round 4 (goal: second dread axis, boredom, ratification)
Round 3 review: measuring tremor in *seconds-until-dark* and getting scale-
invariance for free from the units ruling is the single most elegant thing in this
codebase. The negative-dt landmine catch is exactly why the NOTES exist. Verdicts:
your capacity PROPOSAL is GRANTED unasked `bandwidth.capacity?` is in v4 (SIM sums
`bufferCap`); your "reserve low vs falling fast" second reading is this round's order.
Your stalled-factory idea is APPROVED as design. The strain/fever/seizure hierarchy is
canon now keep future readings inside it.
1. **Two dreads**: with `capacity` available, split the readings "seconds left"
(tremor, as shipped) vs "reserve fraction" (a low-tank pallor/vignette that sits
there even when draw gen and nothing is draining). A full tank draining fast vs
a near-empty tank coasting should FEEL different; write the one-line design intent
for each in NOTES.
2. **Boredom** (your proposal): no `shipped` events for a sustained stretch total
corruption eases back toward clean, slowly, visibly the factory's work
literally evaporating off THE SCREEN. Escalation tallies stay (history isn't
erased; the *display* decays), so production resuming snaps it back fast. Tune
the decay horizon so a normal jam doesn't read as punishment (minutes, not
seconds). Test it.
3. **Ratification interruption**: `researched` event a one-second full-screen
interruption card on the feed sterile white, "STANDARD RATIFIED", era name,
then the corruption crashes back in. The Correction briefly wins the sky every
time the player does science. Deadpan, readable, cheap.
4. **Fixture hygiene**: `commissionQueue` hardens to required in v5 update your
fixture snapshots this round.
**Definition of done:** both dread axes verified at the pixel level (your contact-
sheet method); boredom decays and snaps back under test; ratification card exactly
N frames with era text; budget still <2ms.
---
## 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 5 orders done and verified on the dev build.
- `params.ts` the 8 params + frame-rate-independent `ease()`.
- `glitchStack.ts` GLYTCH shader stack ported. Raw WebGL, NOT three.js (order 1 said my
call): it's one fullscreen triangle + one texture; three.js would cost more than the
whole effect is allowed to. All 8 prototype params keep their tuning verbatim I
changed no magic numbers. Added 3 uniforms of my own: `u_drift`, `u_brownout`, `u_flash`.
- `baseTexture.ts` procedural clean programming: SMPTE bars + castellations + pluge/ramp
+ camcorder overlay (PLAY ▶, running SP timecode, rec dot), widened to 16:9.
- `corruptionMap.ts` the ledger + itemartifact table + escalation curve.
- `index.ts` compositor: ledger, easing, wobble, brownout, awakening.
- `corruptionMap.test.ts` 24 tests, all green.
DECISIONS:
- **Mix vs. total are separate axes.** WHAT you ship picks the artifact (blend of per-item
weights, by ship share); HOW MUCH you've ever shipped picks the intensity (escalation).
This is what makes 40 chroma slurry read as *chroma* instead of "more glitch".
- Escalation is `log1p(units/6)/log1p(100/6)`, so 10 ships 34% corruption and 100 100%.
Front-loaded hard, per orders there's a test pinning early-vs-late slope.
- Base texture repaints only when a visible glyph changes (timecode ~1/sec), not per frame.
Re-uploading 640×360 every frame would have eaten the budget for nothing. Motion for the
corruption to chew on comes from `u_drift` (bounded sinusoid deliberately not a wrapping
pan, which would show a seam: the texture is non-power-of-two so WebGL1 forces CLAMP_TO_EDGE).
- Wobble above 0.8 total is CPU-side, 8 distinct slow rates, ±0.12 riding on top of the eased
value and never feeding back into the ledger.
- **I extended the item table well past the orders' examples.** LANE-DATA landed the full
40-item codex mid-round, so I mapped every §2 resource, §3 product and §5 wildlife to a
signature (judder-camsfreeze, static-canisternoise, mosquito-swarmnoise, explosive-hits
mosh+burn+chroma, gamut paints graded rec709rec2020, chroma subsampling graded
420>422>slurry). The 5 science packs are intentionally left on the generic-noise fallback —
they're research currency, not ship goods. Unknown ids still degrade gracefully; there's a
test that walks `data/items.json` and asserts every id yields sane params, so LANE-DATA can
keep adding content without me.
VERIFIED (dev build, driving the real module on the real canvas, reading GL pixels — not vibes):
- Starts sterile: bars + "NOTHING IS WRONG" chyron, `idle:true`, all params 0.
- 40× chroma-slurry → `chroma 0.684`, every other param 0 except a 0.082 burn trace. Screenshot
shows channel-split fringing on bars and doubled glyphs. Item-specific: confirmed.
- Awakening: first-ever ship renders exactly ONE frame at mean luminance 255 (full white),
79 the next frame.
- Mature: 120× melt → total 1.0, melt 1.0 / mosh 0.451; screenshot shows the bars dripping
into black. Above 0.8, params drift ~0.095 between frames — alive, not maxed-out static.
- Anchor-slab isolation test: 1× anchor sets `idle:false` with ZERO corruption, and the only
pixel change is the chyron band going 37.1→100.8 luminance (dark overlay removed, bars
revealed). Chyron logic and sanitation both confirmed in one shot.
- Brownout: 1.0 when on, 0.0 when lifted, freeze+dropout+judder all driven off it.
- **Frame budget: 0.0040.013 ms/frame CPU** (rolling avg, `__fktryScreen.stats().msPerFrame`).
Budget was <2ms. GPU side is one fullscreen triangle, no readbacks in the hot path.
BLOCKED/BROKEN: nothing blocking me. Two things worth knowing:
- LANE-SIM emits no `shipped` events yet, so THE SCREEN can't be driven by the real chain.
I shipped a debug hook instead: `__fktryScreen.ship('melt',40)`, `.brownout(true)`,
`.reset()`, `.stats()`. It's ~20 lines in `init` and I'm happy to drop it once the chain
runs say the word.
- `npm test` currently has 2 red in `src/sim/sim.test.ts` (crafting, shipping) and they are
NOT mine flagging for your review, not touching them. My 24 pass; tsc is clean repo-wide.
NOTE ON A THING I TOUCHED OUTSIDE MY LANE: I briefly created `.claude/launch.json` to get a
dev server on a free port (8150 is held by another session), then **deleted it** the tooling
kept resolving to the busy port anyway. Net diff outside `src/screen/**` is zero. If you want
lanes to be able to boot their own preview, that file probably wants to be orchestrator-owned
with one entry per lane; right now five parallel lanes would collide on it.
CONTRACT REQUEST: none. `ScreenFX` + `SimEvent` gave me everything I needed.
PROPOSAL (orders 2 asked me to flag this): **anchor-slab sanitizing is live and it's good
tension** potency 2.0, so 1 anchor cancels ~2 items of corruption and enough of them
sterilize THE SCREEN completely (tested). Right now that's invisible to the player, which
makes it a trap: they'll ship I-frames for a commission and watch their sky go clean with no
explanation. Two options for you (a) UI surfaces it (LANE-UI chip: "SANITISING"), or (b) the
fiction owns it: The Correction *pays* for anchor-slabs, so it's a deliberate sellout loop
bandwidth now, corruption later. I'd build (b); it's the codex's whole conflict in one item.
Also: `ScreenFX` currently only sees events, never the snapshot if you ever want THE SCREEN
to react to *bandwidth strain* or *heat* continuously (not just the brownout on/off edge),
that'd need `frame()` to see the snapshot. Not asking yet; noting the seam.
NEXT (my read, not self-assigning): item-specific artifacts that the 8 prototype params can't
express moiré needs a real interference lattice, ringing needs edge-detected halos,
macroblock bricks want the 8×8 grid to be *legible*. That's new shader passes, not new
weights. Also THE SCREEN should probably show the shipped item's silhouette for a beat as it
lands. Say the word on round 2.
### Round 2 — 2026-07-17 — Opus 4.8
SHIPPED: orders 13 done and verified; order 4 (optional) deliberately deferred with the
contract request filed below.
- `params.ts` PARAMS extended 8 11 (`block`, `ring`, `moire`). The original eight keep
their prototype tuning untouched. Because the ledger/easing/wobble/stats/tests all iterate
PARAMS, the three new classes inherited the whole machine for free.
- `glitchStack.ts` three new passes + the two overlays.
- `overlays.ts` (new) stamp placard + scram bar painters.
- `index.ts` stamp queue/lifecycle, scram trigger, debug hook now behind `import.meta.env.DEV`.
- `corruptionMap.test.ts` 30 tests green (was 24).
DECISIONS:
- **The block lattice is locked to screen space (`vUv`), not to the warped `uv`.** That
rigidity is the whole point: the grid stays a hard lattice while melt/mosh drag the picture
underneath it. Quantized in a 80×45 grid = true 8×8 source pixels at 640×360.
- **Ringing needed a second attempt.** v1 sampled the gradient at ±1.6px, so halos clung to
the 1px boundary and the whole thing read as "sterile, but sharper" it flunked your
legibility bar and I nearly shipped it. Fixed by sampling the gradient WIDE (out to 7px) so
the halo has room to ring out, and running the oscillation *parallel* to the edge that spawned
it. Mean abs pixel diff vs sterile went 16.5 25.5, and it now reads as haloing at a glance.
- Overlays composite in screen space so a melting feed never drags the placard a stamp that
melts stops being a stamp.
- Stamp queue caps at 2 pending. One stamp per EVENT, 0.4s each, size scaled by count
(0.721.0 across 1..40 units) with an overshoot on impact. A burst reads as a couple of
stamps, never a strobe.
- Scram bar position is derived from `entity`+`tick`, not `Math.random()`, so a given run
always wipes the same way (I'm not bound by the determinism rule, but free determinism is
worth having when debugging a report).
- `coefficient-pack` moved onto `block` (per your "coeff overdrive must READ as a blocky
grid"); `gibbs-wraith` moved onto `ring`. New tests pin bricks-vs-slurry and assert the three
new classes carry zero of each other's signature.
VERIFIED (drove the real module on the real canvas, read GL pixels, screenshotted contact sheets):
- **Bricks**: within-cell variance on the 8px lattice drops 689 236 (cells genuinely
flattening = quantization, not noise). Reads as an unmistakable quilted posterized grid.
- **Ringing**: bright oscillating ghost rings hugging every bar edge at 3.2× zoom; flat sterile
edges for comparison. MAD vs sterile 25.5.
- **Moiré**: diagonal rainbow interference lattice over the whole feed. MAD vs sterile 35.3.
- **Distinctness** (mean abs pixel diff): bricksslurry 21.9, ringmoiré 29.5, moiréslurry 34.3.
Nothing looks like anything else.
- **Stamps**: MELT ×40 punches a big orange placard, fades by 0.33s, gone by 0.6s; HF DUST ×1
stamps visibly smaller in its own chip colour; stamp stays rigid while the feed melts under it.
- **Scram**: torn white TRACKING LOST bar on exactly one frame, absent the next.
- **Budget: 0.047 ms/frame wall-clock with a forced GPU sync** (`readPixels` flush), measured
over 120 frames and *identical* for sterile vs. every artifact class lit at once plus
brownout. The new passes are free at this resolution. CPU-only rolling avg: 0.0030.02 ms.
BLOCKED/BROKEN: nothing. Two notes for the record:
- The verification tab is `hidden`, so rAF never fires and the main loop sits frozen at ~TICK 8.
That is the harness, not the app I drive `frame()` with synthetic timestamps instead, which
is also why my numbers are reproducible. Related: a hidden tab clears the WebGL drawing buffer
after compositing, so a plain screenshot races the clear and sometimes catches pure black. It
cost me a while to prove that was the harness and not a moiré bug. Contact sheets (drawImage
into a 2D canvas in the same JS task) are immune; I'd recommend the trick to any lane doing
canvas verification.
- Mid-round I saw reds in `src/sim/sim.test.ts` and `src/render/index.ts` tsc; both cleared as
the lanes landed. HEAD is clean repo-wide, 30/30 mine.
CONTRACT REQUEST: **`frame(timeMs: number, snap?: SimSnapshot)`** taking you up on the v3
offer. Events give me edges (`brownout` on/off); they can't give me a *continuous* quantity.
Signal strain wants THE SCREEN to tremble as `bandwidth.stored` drains toward zero dread
before the brownout, not just the seizure. Same seam would cover reacting to aggregate `heat`.
Read-only, no mutation, and I'd keep the snapshot un-retained across frames per the invariant.
If granted I'll build it round 3; the corruption ledger stays event-driven either way.
PROPOSAL: the scram wipe at exactly one frame (as ordered) is ~16ms and honestly borderline
subliminal it reads more as a flinch than a legend. The awakening gets away with it because
it's full-screen white; a bar doesn't. Suggest 3 frames (~100ms) so TRACKING LOST is actually
readable. Trivial change, your call shipped at one frame as ordered.
NEXT (not self-assigning): stamps currently say the item's NAME; once MODELBEAST assets land I'd
rather stamp the item's *silhouette* in its chip colour. Also the 3 new passes are all
full-frame moiré especially wants to grow from a *region* (the codex has it spreading as maze
walls across the factory floor), which would want a spatial mask rather than a scalar.
### Round 3 — 2026-07-17 — Opus 4.8
SHIPPED: all 4 orders. Thank you for the v3 grant `frame(timeMs, snap?)` is exactly the seam
strain needed.
- `strain.ts` (new) pure, snapshot-shaped, no DOM/GL. The whole point: order 4's sterile
guarantee is now a unit test, not a promise.
- `strain.test.ts` (new) 14 tests. Screen suite is 44 green.
- `glitchStack.ts` `growthMask()` + tremor/fever warps + regional moiré + fever tint.
- `index.ts` snapshot peek, strain easing, deterministic moiré seed, 3-frame scram.
DECISIONS:
- **Tremor is measured in SECONDS, not units.** Your v3 units ruling made this: `stored` is
bandwidth-seconds, `draw-gen` is bandwidth/second, so `stored/(draw-gen)` is literally *how
long until the lights go out*. Dread ramps over the last 8 seconds of reserve. This falls out
correct at every scale for free a megafactory bleeding 1000/s with 4000 banked feels exactly
as doomed as a shack bleeding 10/s with 40 banked, because both have 4 seconds. There's a test
pinning that equivalence. Raw `stored` would have made big factories look permanently calm.
- **Surplus is always calm, whatever the reserve.** If `draw <= gen` nothing is draining, so
there is nothing to dread which is *also* what makes the boot state (gen=draw=stored=0)
sterile by construction rather than by special-case. Order 4 fell out of the maths.
- **Fever averages only the machines that run hot** (heat > 0.01). Averaging across every entity
would drown one glowing decoder in a sea of cold belts, and belts are most of a factory.
- Tremor ≈ ¼ of the brownout's judder amplitude, and fever is a smooth sine haze while tremor is
random judder — so dread, fever and seizure are three distinguishable readings, not one dial.
Strain stays weather: MAD vs sterile is ~6.8, against ~35 for moiré. Subordinate as ordered.
- **Regional moiré separates AREA from INTENSITY.** Intensity saturates early (`u_moire*2.2`
clamped) while the mask's radius keeps growing with tally. That's what makes a big shipment
read as "the maze has spread" instead of "everything got slightly shimmery" — which is the
whole difference between regional and a scalar fade.
- `growthMask(p, seed, grow)` is written as the **reusable spatial-artifact template** you asked
me to note: an fbm-ragged growth front, aspect-corrected, creeping outward from a seed. Any
future artifact that should grow from a PLACE multiplies its amount by it. The raggedness is
load-bearing — a clean circle reads as a spotlight, not as spreading crystal.
- Moiré seeds from the tick of the first moire-weighted shipment, so a given run always grows the
same maze while different runs grow it elsewhere. Debug-hook ships default to tick 0.
VERIFIED (fixture snapshots + pixel reads + contact sheets):
- **Order 4, at the pixel level**: rendered no-snapshot / boot / healthy at an *identical*
timebase — boot and healthy are **byte-for-byte identical** to no-snapshot. Strain cannot leak
into the NOTHING IS WRONG era. (First attempt showed MAD ~1-2 and that was my harness: each run
advanced the clock, so the *timecode digits* differed. Fixed the test, not the code.)
- **Tremor ramp** (deficit 10/s): 20s left → 0, 8s (the horizon) → 0, 4s → 0.50, 2s → 0.75,
empty → 1.00. Fever 0.837 from hot decoders with tremor still 0.
- **Regional moiré growth**, as % of frame taken over: 0 → 20.1% → 44.7% → 74.5% → 84.5% → 85.8%
across 0/4/10/25/60/150 crystals. It spreads; it does not switch. The front is visibly ragged.
- **Seed**: same tick → same seed twice over; different tick → different seed. Deterministic.
- **Scram**: read the bar's row per frame — `BAR,BAR,BAR,-,-,-`. Exactly 3 frames, readable now.
- **Budget: 0.072 ms/frame** wall-clock with a forced GPU sync, on a 2000-entity factory with
every artifact class lit — `computeStrain`'s per-frame entity walk is not measurable at that
size. CPU-only 0.043 ms. Still ~28× under.
BLOCKED/BROKEN: nothing outstanding.
- **I found and fixed a real bug in my own code while chasing a false alarm.** My `dt` was
`Math.min(0.1, ...)` — ceiling clamped, floor not. A *negative* dt (clock rewind) turns
`ease()`'s `1-exp(-dt/tau)` into a huge negative multiplier and threw strain to **-3614** before
it crawled back. Production can't hit it (`performance.now()` is monotonic, and main.ts passes
it straight through), so this was only reachable from my harness — but an eased value that can
explode on a clock hiccup is a landmine, so `dt` is now clamped at both ends. Worth other lanes
checking their own dt handling if they ease anything.
- Full suite went 215/216 once mid-run, then 216/216 twice — another lane mid-write, not a real
red. HEAD is clean repo-wide, tsc included.
CONTRACT REQUEST: none. v3 covers everything I need.
PROPOSAL: `SimSnapshot.bandwidth` has no *capacity* field, so THE SCREEN can express "seconds
until empty" but not "the tanks are 20% full". Seconds is the better dread metric and I'd keep it
either way — but if buffer capacity ever lands in the snapshot cheaply, a second reading ("reserve
low" vs "reserve draining fast") would let strain distinguish a factory that's coasting on fumes
from one that's falling off a cliff. Not asking; noting the seam while it's fresh.
NEXT (not self-assigning): the mask template is ready for reuse — **bloom loops** and **HF dust
piles** are the obvious next spatial artifacts (both are regional in the codex), and the strata
biomes in §1 would suggest a mask per era. Also, now that strain reads the snapshot, THE SCREEN
could react to `jammed` entities (a stalled factory *should* look bored — the feed drifting back
toward clean is a nice punishment), but that's a design call, not a lane call.
### Round 4 — 2026-07-17 — Opus 4.8
SHIPPED: all 4 orders. Thanks for granting capacity unasked.
- `boredom.ts` + `boredom.test.ts` (new) — pure freshness curve, 7 tests.
- `strain.ts` — second dread axis; `strain.test.ts` now 20 tests. Screen suite 57 green.
- `overlays.ts` — ratification card painter + era→standard table.
- `glitchStack.ts` — pallor pass (desaturate + vignette), card composite.
- `index.ts` — boredom wiring, card lifecycle, `researched` handling, pallor easing.
DESIGN INTENT, one line each (as ordered):
- **tremor = "how many seconds until dark?"** ACUTE. The cliff edge. Only exists while something
is actually draining, and it spikes as the runway runs out. Expressed as motion: judder.
- **pallor = "how much cushion do I have at all?"** CHRONIC. Sits there in surplus. Expressed as
colour: the saturation drains out and the corners close in.
A full tank draining fast is a jolt; a near-empty tank coasting is a way of life. Different
questions, different senses, so they never mush into one dial.
DECISIONS:
- **Pallor drains saturation on purpose.** Codex §8: "ALL saturation belongs to media/artifacts.
Color = value = literally the resource." A factory with no reserve should therefore literally
have less colour. The vignette does the rest. It fits the existing strain/fever/seizure
hierarchy as the quiet one: chronic, slow tau (2.0s), never louder than the corruption.
- **The capacity trap**: `1 - stored/capacity` with no tanks built reads as "totally empty" and
would have painted the boot state grey — blowing up round 3's sterile guarantee on day one.
No tanks = no cushion to miss = no pallor. That's not a special case, it's the honest reading:
you cannot be low on a reserve you never built. Two tests pin it (capacity 0 AND undefined).
- **Boredom decays the DISPLAY, never the ledger.** `fresh` scales the targets; the tally
underneath is untouched. Verified explicitly: after 4 idle minutes the sky is clean but
`units: 72, tally: {melt: 60}, total: 0.893` are all exactly as earned.
- **Boredom horizon: 60s grace, then 180s decay (4 minutes to clean).** You asked for minutes,
not seconds. A full minute of silence changes literally nothing, so a jam you notice, diagnose
and fix is free. Recovery rides the normal 1.2s shipment ease — against a 4-minute decay that
reads as a snap, and it reuses the wave feel rather than inventing a second motion.
- **The card is timed in SECONDS, not frames** — it's a broadcast interruption and must be one
second at any refresh rate. Verified 30 frames @30fps AND 60 frames @60fps. (Deliberate
contrast with the scram wipe, which stays frame-counted: that one is a tape artifact, and tape
artifacts are quantized to frames. Two different clocks for two different fictions.)
- Card composites dead last in screen space, so not one pixel of it is corrupted — that IS the
joke. Hard cut on exit, no fade: the corruption crashes back rather than seeping, because a
dissolve would make The Correction look negotiable.
- Card says the STANDARD, not the tech id (codex §1 names: OPTICAL FILM, NTSC / PAL ANALOG,
MPEG-2 / DVD, H.264 / HEVC / AV1, DCP) with the green tick from §8's Correction uniform. The
tech id is in the small print where a compliance notice would put it.
VERIFIED (fixture snapshots, pixel reads, contact sheet):
- **Sterile guarantee survives the new axis**: boot AND a tankless factory in surplus both render
byte-for-byte identical to no-snapshot, pallor 0.
- **Two dreads are separable at the pixel level**: full-tank-draining-fast → tremor 0.50, pallor
0, saturation 0.621 and corners 96 both *unchanged from healthy*. Empty-tank-coasting → tremor
0, pallor 0.972, saturation 0.500, corners 26.6. MAD between the two: **43.7**. They do not
look like the same emergency.
- **Boredom**: untouched at 60s → fresh 0.834 at 90s → 0.5 at 150s → 0 at 240s → stays 0. Ledger
intact throughout. Resume: freshness 1 instantly, picture home in ~1.5s.
- **Card**: 30 frames @30fps, 60 @60fps = 1.00s both. Mean luminance 83 → 235 → 83.
- **Budget: 0.078 ms/frame** with GPU sync, 2000 entities, every artifact + both dreads + fever +
brownout + card compositing. ~26× under.
- Note for the record: **tremor is invisible in a still** — it's motion, so the contact-sheet tile
looks like HEALTHY. I pinned it numerically instead (0.50, MAD 6.8 vs sterile). A still frame is
the wrong instrument for a judder and I didn't want that filed as "verified by screenshot".
BLOCKED/BROKEN: nothing in my lane. **One thing the fleet needs to know:**
- `npm test` currently shows 6 red in `src/ui/live.test.ts` ("reference factory should contain a
software decoder", commission/entity-count assertions). **Not mine, and not LANE-UI's fault
either**: LANE-DATA has uncommitted edits to all five `data/*.json` in the shared tree, and
UI's live tests build a reference factory out of that data. I confirmed by stashing *only*
`src/screen/` — the same 6 still fail with my lane entirely absent.
- **Warning about the shared working tree**: my first instinct was `git stash`, which stashed
every lane's uncommitted work, not just mine — and made the UI tests "pass", which nearly had me
believing I'd broken them. `git stash push -- src/screen/` is the only safe form here. Any lane
bisecting a red test in this tree can be badly misled by a bare stash. Worth a line in
MASTERPLAN if you agree.
CONTRACT REQUEST: none. v4 gave me everything; fixtures now carry `commissionQueue` and
`research` ahead of the v5 hardening (order 4 done).
PROPOSAL: boredom currently only listens for `shipped`. A factory that is *jammed solid* and one
that is *idle because the player is redesigning it* decay identically. You approved the stalled-
factory idea as design — if you want the distinction, `jammed` entities in the snapshot could make
the sky decay noticeably faster (the work is rotting, not resting) while a clean idle stays
gentle. That's a one-line read of data I already have. Say the word and it's a small round-5 item.
NEXT (not self-assigning): the era→standard table means THE SCREEN now knows about eras — the §1
strata skins (sepia Reel, phosphor Broadcast, rainbow-on-black Disc) could drive the *base feed's*
palette per the player's current era, so the clean programming itself ages as they tech up. That
plus the mask template would give era-flavoured biomes on the sky.