Review: all 5 lanes pass — 70/70 tests, tsc clean, ownership audit clean,
integration verified live (sim -> events -> UI ticker + SCREEN corruption).
Contracts v2 (granted from lane requests): UIBus.pickTile (wired), BeltItem.id?,
MachineDef.{color,flavor,heatPerTick,bufferCap}?, CommissionDef.repeat?,
SimEvent 'scram'. main.ts: non-left pointerdown no longer places. happy-dom added.
Rulings: canon melt chain IS M1 (masterplan updated); rank-routing stays, splitters
next; anchor-slab sanitizing -> Correction buyback fiction; build-bar paging approved;
per-lane dev ports 8151-8155. Round 2 orders written in all lane docs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
153 lines
9.3 KiB
Markdown
153 lines
9.3 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 2 (goal: finish M1 polish, open M2 "PRESSURE")
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Round 1 review: excellent — the hot-swap verification and the fog/CAM_DIST honesty
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note were exactly right. Verdicts: req 1 GRANTED (`BeltItem.id?` in contracts v2 —
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use when present, keep order-matching as fallback until v3 hardens it). Req 2 GRANTED
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(`MachineDef.color?` — precedence: `def.color` > your derived-from-outputs >
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kind accent; your derivation stays as the fallback, it was the right instinct).
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Req 3 DONE (main.ts ignores non-left buttons; drop your camera.ts workaround or keep
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it as belt-and-braces, your call).
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1. **Belt topology visuals**: corner/junction pieces chosen from neighbor analysis —
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pure presentation, sim truth unchanged. Splitters (mechanics land this round in
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SIM) get a visible output-cycling tell.
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2. **Heat**: shimmer + dull-red emissive ramp driven by `EntityState.heat`; throttled
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= idle animation visibly slowed; scram = dead-dark + blinking amber until restart.
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3. **Buffer tank**: visible fill level (shader window or scale trick) proportional to
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the tank's share of `snapshot.bandwidth.stored`.
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4. **AnimationMixer**: play clip 0 on rigged GLBs with an idle loop — MODELBEAST
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assets are imminent; verify with any animated GLB you can find or make.
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5. **Exact cargo interpolation** via `BeltItem.id` — delete the one-tick approximation.
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6. **Multi-mesh belt GLBs**: merge-or-group fix (your call, note it) so a fancy belt
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asset can't half-render.
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**Definition of done:** reference factory (SIM ships it this round — coordinate via
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their `src/sim/reference.ts` export in a dev page or test harness) looks ALIVE: corners
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read as corners, heat reads as heat, tanks read as tanks; perf standing rule still met
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under `?devscene=stress`.
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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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