Commit Graph

4 Commits

Author SHA1 Message Date
jing
111ade7d12 [lane A] The swept room + the acid sea, built — and it corrected me four times
The shape read in LANE_A_NOTES was written from reading code, so I built it to
find out if it was true. Flyable: web/dev/laneA_world.html?dbg=1&assets=1&lvl=swept
Nothing here is imposed on anyone: every addition is additive and a level that
opts out behaves exactly as today. C can bin the whole proposal and lose nothing.

WHAT THE PROTOTYPE DISPROVED (my own cost estimates, all four):
- "radial resolution must scale with radius" — wrong. 64 segments is a 0.05u
  circle error at r=70. The arena needs it because it fbm-displaces; the tube's
  wave is smooth in theta. No change made.
- "cap geometry at the span ends" — a thinko. The canal is continuous; a room is
  a fat part of it. Only the fundus dome caps, and it stays an icosphere.
- cost — cheaper than feared: 9 draws / 98k tris worst-frame for a radius-70
  cathedral vs 8 / 74k for the L2 corridor. No leak over a full sweep.
- "one schema flag" — held. `segments[].mode: "open"` is the entire ask.

THE TWO REAL COSTS, NEITHER PREDICTED:
1. D's `tile[0]` is a COUNT, not a density — only a texel size if radius never
   changes. Measured 6.1:1 smear at r=70. The wall now derives the count from
   each ring's own arc length (aRadius attr + uThetaSpan); D's authored numbers
   keep their exact meaning at their reference radius, no re-authoring. That fix
   then laid a seam down the canal (a fractional count can't wrap) -> rounded to
   an integer, seam gone. Not a no-op on corridors: L2's hiatus takes 3 repeats
   where it took 4, which is the texel size correctly holding still as the pipe
   narrows. Eyeballed.
2. MY OWN PINCH GUARD WAS WRONG and would have blocked C. The fixture scored
   1.30 and "failed" the >1.5 law; it was never bent. stats() divided the
   tightest turn ANYWHERE by the widest radius ANYWHERE — 996 units apart, a
   bend in the radius-13 pylorus against the radius of the sea. Locally its
   worst point is 6.4. pinchRatio is now min over s of turnRadius(s)/radius(s).
   Provably one-directional (global <= local by construction) so nothing that
   passed can fail; real levels GAINED headroom: L2 3.32->4.16, L3 1.91->6.99,
   L1 2.11->6.06. This mattered — the guard is what backs the round-1 promise
   that C never has to think about curvature.

THE ACID SEA (world/acid.js, `level.acid {from,to,height,biome}`):
Flat emissive #c8ff3a, level and NOT tube-following — that's the mechanic. The
best find of the session: `height` is ONE NUMBER that tunes the level. Measured:
-18 -> 0% of the sea floor is dry shallow, -55 -> 14%, -62 -> 48%. So C's "position
IS the resource" falls out of the radius wobble they already author — the mucus
shallows are just "where the wall rises above the waterline", nothing to place —
and rising acid literally drowns them: free escalation, same scalar their event
pump drives. Also disproved my own claim: the centreline stays level (+/-1u over
700u), so shallows come from radius wobble, NOT the canal's bends. C must author
vertical bends deliberately if they want depth by anatomy.

Stated plainly, not papered over: the waterline is prototype quality (the plane
meets faceted rings and the shoreline steps). Acid does not drain the coat —
depthAt(pos) is the hook and the cost is Lane B's call. Nothing drives height but
DBG until C's events do.

qa GREEN incl. the new provenance gate; spline selfcheck green; L2 corridor
re-eyeballed for regression. Rulings requested from F in NOTES §-> Lane F.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 18:04:16 +10:00
jing
ecf43940ec [lane A] Round 2 close-out: colorspace re-eyeball, stomach shape read, ruling #5
Finishes the lane A round-2 list that f0982e7 (the rescued first half) left open:

- Biome-tint re-eyeball under the colorspace law (#4 second half). Verdict: all
  six ART_BIBLE tints stand, biomes.js untouched — the wash was wall_material's
  round-1 constants, tuned on the raw framebuffer. Retuned: rim pow 2.2->3.0,
  rim gain 0.9->0.35, textured curve (0.35+d*.95)*.9 -> 0.12+d*0.60, procedural
  d*.8 -> d^2*.65, sheen .10->.04, matcap .22->.14. Rationale documented
  in-shader. Verified on a new six-biome contact sheet (?lvl=biomes, SIX_BIOMES
  fixture — kept as permanent kit), the real L2 hiatus, and an arena interior.
  Evidence: round2_tint_*.png x6 + two *_retuned frames. qa GREEN.

- Stomach-arena shape read for C (#7): recommend the spline-swept room (arena =
  "open" mode over an s-span; fundus dome stays a welded icosphere; chained
  spheres rejected — crease rings + union collision for a worse look). Full
  argument NOTES §-> Lane C + round2_stomach_arena_sketch.svg. Triplanar
  deliberately deferred: the swept room obsoletes it where it mattered.

- Ruling #5: harness -> web/dev/laneA_world.html (+DBG.post to the house shot
  sink); _fixture.js stays — the spline selfcheck asserts against it, now
  documented in-file. launch.json: guts-a on 8145.

- NOTES + progress written for both halves; ROUND2 mid-round box updated: lane
  A's round-2 list is closed, only round-3 items remain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 17:14:30 +10:00
jing
29cca53675 [lane F] Mid-round-2 recovery: the glue that makes L2 a game
All round-2 lane sessions were cut off 15:08-15:16 before NOTES/commits; the three prior
commits preserve their work verbatim. This commit is the wiring B was cut off inside of,
plus the run-state boot owes per ruling #4:

- combat/index.js: fiction-id -> archetype resolve via C's getEnemy() (the round's declared
  ONE blocker), theta-array + spread fan-out for group spawns, hazards + pickups constructed
  and updated (order: enemies -> weapons -> hazards -> pickups, so a torpedo can neutralize
  a surge the frame it detonates), pickup score/samples onto the combat:state scoreboard,
  combat.reset(fromS) for respawn.
- flight/player.js: kill/shove/refill — the API B's new modules call; kill ignores iframes
  by design (boost-dodging through C's lethal acid wall is not a read). Deleted the
  crestSpeed fallback guard per its own comment — A's law landed.
- boot.js: run state. checkpoint crossed -> remembered; death -> 2s -> respawn at it +
  combat.reset() re-arms hazard timelines (pump deliberately does NOT rewind: no
  double-spawns, collected stays collected); gate -> level:complete {stats, par} for E's
  medal card. Exported step(dt) so the stepped-sim harness drives the REAL loop.
- ROUND2_INSTRUCTIONS: MID-ROUND STATUS box for the resuming lanes; f-progress entry.

Verified (deterministic stepped sim via boot.step, :8140): full L2 run fires all 47 events
with ZERO console warns (was: 11 spawn no-ops), all 5 hazard telegraphs, 2400 proximity
ticks, 14 pickups collected, finish 157s vs par 180 while surfing 94s of it. Death path:
throttle 0.7 into the finale -> killed by acid s=3386 -> respawn at Cardia Approach 2980 ->
surge re-arms -> second attempt escapes -> level:complete {deaths: 1}. Survivable AND
losable. Evidence: docs/shots/laneF/round2_L2_integrated_full_run.png. qa.sh GREEN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:39:44 +10:00
jing
4ccf5edcc0 [lane F] Round 1 integration + ROUND2 instructions: the game is a game
Wired B's player/combat + event pump, D's assets, C's level pick into boot.
Fixed qa ESM gate (node --check no-op, found by B) + added spline selfcheck.
TECH: world contract FROZEN v1.1, bus events ratified, colorspace + crest-speed
laws (CREST_FACTOR 1.6 — B proved surfing lost to throttle at 1.0). Stub complies.
Verified integrated build via 60s stepped sim: 9 draws, 0 errors, 0 asset misses;
one known gap (fiction-id spawn resolve) confirmed and assigned as B's top item.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 14:39:02 +10:00