Generated on MODELBEAST flux_local, on-device, $0.00. Lane D's pipeline used
unchanged; **D owns these — ratify, retune or bin them.**
Why A did D's job: the six-biome tint contact sheet could only judge 3 of 6
biomes for real (oral/large_intestine/appendix had no pack and fell back to
procedural), and you cannot ratify a tint against a stand-in. All six are now
textured — the set ART_BIBLE §Biome palettes promises.
- wall_oral_a/b, wall_colon_a/b + normals. Seams 6.35/9.30/14.06/6.37 -> 1.01/
1.08/0.74/1.36 (D's "indistinguishable" band; the shipped pack's weakest is
2.39). Means normalised to ~0.50 by D's derive_maps, untouched.
- appendix wears the colon pack at its own gold tint (TEXTURE_SHARE in
world/index.js) — anatomically it IS colon tissue, and it's ART_BIBLE's
"one texture, two biomes" law for zero bytes. Distinct from the temporary
slug map; keep it when that dies.
- oral_a took three subjects. v1 named an ORGAN ("tongue") and FLUX drew the
organ's silhouette — D's "one urchin of villi" in a field's clothing. v2 named
the tissue but papillae are 3D projections, so perspective gave it a vanishing
point that tiles into starbursts. v3 asks for squamous cell pavement: flat by
construction. Rule for the kit: prompt the SURFACE, not the FEATURE.
Evidence: docs/shots/laneA/round2_oral_prompt_evolution.png
PROVENANCE DEFECT FOUND AND FIXED (-> Lane D):
batch_textures.json recorded, for 4 of 6 walls, the prompt from the framing
experiment D tried and rejected — not the prompt that made the shipped pack.
record() only runs on generation, so reverting a prompt while keeping its image
(exactly what D correctly did: "four winners kept untouched rather than churned")
drifts the record silently. Proved by regenerating esophagus_a at seed 1101 under
both prompts: the code's prompt reproduces the shipped wall, the recorded one
gives the bland wood-grain D described rejecting. Evidence:
docs/shots/laneA/round2_provenance_probe.png. Records re-pointed at the code's
prompt (images untouched — they were never wrong).
New: gen_textures.py --verify-provenance + qa.sh gate 5b, so it cannot rot again.
qa GREEN incl. the new gate; 11/11 provenance verified; all six biomes eyeballed
in engine (docs/shots/laneA/round2_tint_*.png).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
Landed before the cut: schema v2 (segments[].wave.amp override, validated — breathe stays
biome-owned); hiatus re-authored tight AND calm (radius back to 6.5, amp 0.6, 3.3u steady
clearance); par 210 -> 180 with full rationale (below throttle-only par-pace, above a surf
run — the medal teaches the mechanic); finale surge 21 -> 24 so surfing is the stylish
escape (required 1.20x); surf profile reads A's live CREST_FACTOR; chaseAnalysis() +
escapability laws in validate; NEW --probe builds A's real canal and measures clearance
against the model (all L2 segments clear the 2.5 floor, hiatus 3.75); isMain guard +
importSpline shim — fixes A's selfcheck process.exit killing C's mid-run (qa.sh had been
green on one level out of three).
Cut off before: fly-through of the integrated build (blocked on B), pickup economy handover
(B proposed numbers in balance.js meanwhile — reconcile), L1 encounter design doc, GDD boss
folding, NOTES. Committed by F to protect the shared tree; levels selfcheck 3/3 GREEN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Landed before the cut: surf as a speed-lock onto world.crestSpeed(s) with surf.authority
(ruling #1) — riding beats throttle and holding a crest is throttle discipline; tuning.js
header corrected to the real wallRho frame (C's flag); enemies.js reads rho as a FRACTION
of safe radius (C's placement law); balance.js hazard + pickup constants; NEW hazards.js
(reflux_surge / aortic_squeeze / ring_gate, self-scheduling telegraphs, reset(fromS) built
for respawn) and NEW pickups.js (all five kinds, shape-coded).
Cut off before: wiring — nothing imports hazards/pickups yet; the fiction-id -> archetype
resolve (round-2 task #1) does NOT exist despite the enemies.js comment saying index.js
does it; player.kill/shove/refill are called but were never added; checkpoint/respawn and
gate -> level:complete not started; NOTES unwritten. F lands the glue next commit.
Committed by F to protect the shared tree.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Landed before the cut: crestSpeed(s) + CREST_FACTOR 1.6 (ruling #1) with selfcheck
asserts; radius blend widened +/-12 -> +/-25 (C's #4 dependency) + no-cliff selfcheck;
per-segment wave.amp override as per-vertex aWaveA (ruling #8); colorspace law in the
wall shader (ruling #2); TBN normal maps + matcap + dual detail layers (D's perturb(),
trap documented in-shader); sample(s, out) v1.2; slug map shrunk to the two real
mismatches. Evidence: docs/shots/laneA/round2_L2_*.png.
Cut off before: NOTES/progress, stomach-arena shape read for C (task #7).
Committed by F to protect the shared tree; spline + qa selfchecks GREEN at commit time.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Textures (6 walls + normals + wet matcap, $0, ~64s on the m3ultra MPS):
- FLUX ignores "seamless tiling" (seam_error 3.7-17.9); a 4-way cosine
partition-of-unity blend of the four half-rolls fixes it exactly -> 0.87-1.32
- levels-normalised the pack to one exposure (means were 0.18-0.32); these are
detail maps multiplied into a biome tint, so per-prompt exposure read as a
broken tint rather than as dark tissue
- prompt-kit experiment rejected + recorded: PROCITY's "uniform coverage" clause
in the STEM cured centred subjects but flattened the pack; framing words now
live only in the two subject prompts that needed them
Audio (1 bed + 4 sfx, 4.2s render, 0.61/10MB, ogg+m4a dual-ship):
- bed-esophagus 24.000s, loop seam 0.32 (wrap step 3x smaller than inner step)
- cascaded lowpass poles: one-pole at 900Hz left 16kHz only ~25dB down = hiss
- rewrote the spectrogram sheet (per-clip peak, log freq) — the first one was a
saturated rectangle, and evidence you can't read is not evidence
assets.js: miss ledger + misses() — Lane A found that a drifted slug falls back
procedurally forever with no error. Each distinct miss now announces itself.
Also: shot_sink.py (canvas -> docs/shots/laneD, correctly named) and a dev
texture viewer that imports the stub world read-only for the eyeball law.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements THE WORLD CONTRACT (TECH.md) in web/js/world/; drop-in for the stub.
boot.js now runs this on C's L2_esophagus (3600u, hash cefc4f83), zero console errors.
- spline.js: centreline + arclength LUTs + parallel-transport frames + radius law +
peristalsis phase + project() + hash(). No three.js import, so qa can run its
14-assertion selfcheck headless.
- curviness is solved from a curvature budget, not authored as an amplitude: the pinch
guard caught the tube folding through itself on a wide+curvy join (turn radius 9.9 vs
tube radius 17.2). C can no longer author a pinch.
- peristalsis: global OMEGA, k(s) = OMEGA/flow(s), phase K(s) = integral k ds. A crest
therefore travels at exactly the local flow speed, so "surf the crest" == "ride the
current". Esophagus wave amp 0.9 -> 1.4 (measured): moves wallRho for Lane B.
- tube.js: chunked streaming, seams aligned to biome joins, arenas own their s-span.
- arena.js: displaced icosphere shells v0 (three's polyhedron detail is 20*(detail+1)^2,
not 20*4^detail — 720 tris was far too coarse); fog sized to the room, since biome fog
tuned for 100u corridors renders C's 360u acid sea as a black rectangle.
- index.js: prefers assets.texture() over get() (get returns raw JSON a shader can't eat),
plus an explicit slug map — D's wall_smallint_a vs biome id small_intestine would miss
silently forever under the assets-optional law.
Measured (C's real L2 + D's real pack, 1920x1080, renderer.info): 8 draws worst frame
(budget 150), 74k tris (500k), no geometry leak across a full sweep, <120ms load,
pinch ratio 3.32. fps not claimed — the screenshot pane runs tabs hidden, pausing rAF.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Flight (js/flight/): tube-mode controller in spline space (s,x,y) — flow-locked
forward motion, throttle as a spring-back lean, boost + i-frames, banking chase
cam on the parallel-transport frame, arcade wall response (shove + graze damage,
never a hard stop). Twin-stick input: WASD/left-stick moves the ship in the disc,
mouse/right-stick aims, Shift/Ctrl is throttle. Gamepad supported.
Combat (js/combat/): lysozyme cannon (pooled, instanced, heat-limited with
hysteresis lockout) + antacid torpedo emitting level:neutralize. Enemy framework
with floater/seeker/turret and turn-rate-limited homing darts, spawned from C's
level:event. Coat/hull model and the full bus surface E builds against.
Measured (deterministic stepper): flow-lock exact (3s at flow 14 -> s=44.0);
boost peak 30.8 u/s; heat 4s fire -> 2s lockout; wall slam 13.3 coat at 11.3 u/s
with forward speed untouched; 10 combat draws at 55 live enemies (budget <=80);
0.10 ms/frame CPU; 0 leaks over 20 create/dispose cycles. fps NOT claimed — rAF
does not run in the automated pane. Evidence: docs/shots/laneB/.
Three findings escalated in LANE_B_NOTES:
- qa.sh gate #1 is a no-op: node --check silently exits 0 on ESM, so the syntax
gate has never checked anything. I shipped a real SyntaxError past a GREEN qa.
Fix + verification handed to F.
- Surf is structurally broken: the peristalsis wave (13.64 u/s) is slower than
the player (19.6 u/s), so level 2's signature mechanic loses to mashing
throttle. Not tunable from this lane; escalated to A/F with options.
- Custom ShaderMaterials need #include <colorspace_fragment>, else ART_BIBLE's
hostile amber reaches the display as rgb(255,26,6). Fixed here; stub/walls
inherit it.
js/flight/dev.html is a dev harness (boot.js has no player wiring yet); it
retires once F pastes the snippet in LANE_B_NOTES.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Data spine:
- Schema v1 ratified (TECH.md, C-owned). Additive over v0: schema/par/next, segment
name, cross-section placement (theta/rho as a FRACTION of safe radius), spread, span,
pickup+gate event types, hazard params. STUB_LEVEL synced (that const only, per
ROUND1 §Lane C.1) — world.hash() unchanged (1bdf001), geometry provably untouched.
- levels/index.js: registry + loader (node+browser, no THREE), real schema selfcheck
(qa's --selfcheck hook is now live) and a pacing simulator (--sim). Consumes the other
lanes' contracts live rather than restating them: A's biomes.js for ids and
wave.amp+breathe, A's SKIN, B's tuning.js hull radius, B's balance.js for scores.
- levels/enemies.js (fiction id -> archetype join table), levels/difficulty.js.
L2_esophagus — the vertical slice, complete: 3600 units, 7 beats, 47 events, 65 enemies,
10 checkpoints, 3 samples, reflux-surge finale. L1/L3 skeletons (shape only).
Anatomy is the level designer: the three real esophageal constrictions are the three
setpieces, and all three enemies are real esophageal pathology (bolus chunk, eosinophilic
esophagitis, candida esophagitis).
Measured (node web/js/levels/index.js --selfcheck|--sim; qa GREEN):
- selfcheck 3/3 valid, exit 0.
- pressure curve 0.27 -> 2.14 -> 4.35 -> 0.69 -> 4.53 -> 6.35 -> 4.40 (breather/pressure/
spike/breather/pressure/peak/finale).
- par 3:30 vs measured 2:47 speedrun / 3:19 par-pace / 4:22 timid; par.score 9000 of a
9400 kill budget (95%), computed from B's scores.
- all 10 checkpoint gaps within the <=30s death-cost law (max 28.8s); min clearance 2.73.
Two contract collisions found and resolved (LANE_C_NOTES):
- Biome ids: authored mouth/pharynx/cardia/pylorus; A's registry has six canonical ids and
rejected all four. A is right — biome = look, segments[].name = anatomy. Conformed.
- Balance: my first enemies.js restated hp/size/speed/score that B owns in balance.js.
Cut to a join table; index.js reads B's scores via scoreFor().
Caught live: A raised esophagus wave.amp 0.9 -> 1.4 mid-session, making the diaphragmatic
hiatus unflyable (2.33 vs the 2.5 floor). Widened 6.5 -> 6.8. The invariant also failed my
own aortic constriction's first draft (radius 7, symmetric squeeze) -> radius 9, directional.
No in-engine flythrough: ?stub=1&lvl= does not compose (snippet offered to F) and the stub
is single-segment, so it could only render beat 1. The pacing evidence is a kinematic model,
not a playtest — it proves L2 is flyable, paced and survivable, not that it feels good.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>