# Lane A — progress log ## 2026-07-16 · Round 2 — crest law, TBN walls, the colorspace re-eyeball, stomach shape read Two halves: the original session (cut off pre-NOTES; work rescued by F as `f0982e7` — crest speed law + selfchecks, ±25 radius taper, schema-v2 `wave.amp` as per-vertex `aWaveA`, colorspace law in the wall, TBN + matcap + dual detail, `sample(s,out)`) and this resuming session, which closed out the lane's round-2 list: - **Tint re-eyeball under the colorspace law: all six ART_BIBLE tints stand, `biomes.js` untouched.** The wash was the shader's round-1 constants, tuned on the raw framebuffer; post-law the rim flooded every grazing angle. Retuned in `wall_material.js` (rim pow/gain, both detail curves, sheen, matcap — values + rationale in-shader). Verified on a new six-biome contact sheet (`?lvl=biomes`, kept as permanent kit), the real L2 hiatus, and an arena interior; qa GREEN throughout. Evidence: `docs/shots/laneA/round2_tint_*.png` + two `*_retuned` frames. - **Ruling #5 executed**: harness → `web/dev/laneA_world.html`, + `DBG.post()` to the house shot sink. `_fixture.js` stays — the spline selfcheck (qa gate) asserts against it; now documented in-file. - **Stomach-arena shape read → C (task #7)**: recommend the spline-swept room (arena = "open" mode over an s-span, tube pipeline at room radii; fundus dome stays a welded icosphere; chained spheres rejected — crease rings + union collision math). Full argument in LANE_A_NOTES §→ Lane C; sketch `docs/shots/laneA/round2_stomach_arena_sketch.svg`. Triplanar deliberately skipped: the swept room would obsolete it where it matters. - Housekeeping: `guts-a` dev server on 8145 in launch.json; sink 8144 reused. Still open for A (round 3): swept-room implementation if C specs it, acid plane, villi band, sphincter geometry, slug-map deletion on D's rename ping. ## 2026-07-16 · Round 1 — the canal, v0 Built `web/js/world/`: spline + parallel-transport frames + arclength LUTs, chunked streaming tube, synthetic-scanner wall shader with vertex peristalsis, biome registry, arena shells v0, noclip flycam, headless selfcheck, dev harness. Contract per TECH.md §THE WORLD CONTRACT, drop-in for the stub. **The game boots it.** `/?dbg=1` (no `?stub`) runs Lane A's world on C's `L2_esophagus`, 3600 units, hash `cefc4f83`, zero console errors. C's registry landing mid-round is what unblocked `boot.js`'s `pickWorld()`; no shell change was needed. Measured (dev.html, C's real L2 + D's real pack, 1920×1080, `renderer.info`): draws **8** worst-frame over a full-canal sweep (budget ≤150) · tris **74,420** (≤500k) · geometries 6 → 6 across a full sweep and back, **no leak**, 0 after `dispose()` · load **<120 ms** (<2 s) · pinch ratio L2 3.32 / L3 1.89 (>1.5). fps deliberately **not** claimed — the screenshot pane runs tabs hidden, which pauses rAF, and `gl.finish()` didn't sync; needs a real window. Determinism: node and browser agree on the hash. Three defects the checks caught that eyeballing would not have: - **Tube folded through itself** on a wide+curvy join (turn radius 9.9 vs tube radius 17.2). Root cause: centreline amplitude authored in units. Fixed by solving amplitudes from a curvature budget, so `curviness` means "fraction of the pinch limit" and C can't author one. - **Arena at 720 tris** — three's polyhedron `detail` is `20*(detail+1)^2`, not `20*4^detail`. Now solved for ~3u spacing from the arena's own radius. - **Acid sea rendered as a black rectangle** — biome fog is tuned for 100u corridors, C's arena is 360u across. Arena fog is now sized to the room. Also caught, and both would have rotted silently: the browser served a **stale cached `biomes.js`**, so the first evidence set was shot at the old wave amplitude (re-shot); and D's texture keys (`wall_smallint_a`) don't match my biome ids (`small_intestine`), which under the assets-optional law fails to procedural forever with no error (slug map added, standardisation proposed to D). Decisions: peristalsis phase `K(s) = ∫k ds` with `k = OMEGA/flow(s)` ⇒ crest speed == local flow (so "surf the crest" == "ride the current") · esophagus wave amp 0.9 → 1.4, measured, moves `wallRho` for B · chunk seams align to biome joins, arenas own their span · one uv attribute, tiling derived in-shader · colorspace left matching the stub, F to rule. Evidence → `docs/shots/laneA/`: `round1_real_game_boot` (boot.js running Lane A's world), `round1_L2_textured` / `round1_L2_procedural_fallback` (same pose, with and without D's pack — the assets-optional law), `round1_L2_curve`, `round1_L2_wave_crest`, `round1_L3_arena_acid_sea`. Open for round 2: triplanar arena shells + acid plane, villi band, normal/matcap TBN, sphincter seam geometry. Full detail + per-lane asks in `LANE_A_NOTES.md`.