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>