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jing 0a038582a7 [lane B] Round 1: flight controller, cannon, enemy framework on the stub
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>
2026-07-16 08:56:32 +10:00
.claude [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
docs [lane B] Round 1: flight controller, cannon, enemy framework on the stub 2026-07-16 08:56:32 +10:00
pipeline [lane D] Round 1: pipeline scripts + assets.js loader 2026-07-16 01:45:12 +10:00
tools [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
web [lane B] Round 1: flight controller, cannon, enemy framework on the stub 2026-07-16 08:56:32 +10:00
.gitignore [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
README.md [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00

GUTS — a fantastic voyage through the alimentary canal

Browser flight-combat game (three.js, zero build step). You pilot ENDO-1, a microscopic probe, mouth → rectum through five anatomically-grounded biomes: ride peristalsis down the esophagus, cross the acid sea of the stomach, thread the villi forest of the small intestine, survive the gas swamps of the colon. Fantastic Voyage × Star Fox × Descent.

Run it

cd web && python3 -m http.server 8140
# http://localhost:8140            — the game
# http://localhost:8140/?stub=1&dbg=1  — stub world + debug HUD (works from day 0)

No bundler, no npm, no build. ES modules + import map; three.js r175 vendored in web/vendor/ (never CDN — the game must run offline). Before you finish a session: bash tools/qa.sh.

The one-paragraph tech pitch

The whole canal is a spline. World position is (s, θ, ρ) — distance along the canal, angle and radius in the cross-section. Tube walls are chunked extrusions along parallel-transport frames; peristalsis and breathing are vertex-shader displacement (cheap, squishy, everywhere); collision is an analytic radius test (no physics engine). Caverns (mouth, stomach) switch the same controller to free 6DOF. Look is synthetic scanner — dark endoscope void, SEM-style monochrome walls with FLUX-generated detail textures, emissive-coded enemies. Everything is seeded + deterministic, and every asset is optional at runtime — the game boots and plays asset-free with procedural fallbacks.

Hard laws (all lanes)

  1. Determinism. No Math.random outside js/core/rng.js. Seeded RNG only. qa.sh greps.
  2. Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
  3. Eyeball everything. Visual work isn't done until a screenshot is in docs/shots/laneX/.
  4. Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via window.DBG.
  5. Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
  6. Git: stage only your exact paths, commit + push each session, never git add ..

Deploy

Target: partly.party (static). Not wired yet — when it's time, consult the deploy-map skill and run ship-check first. Origin: ssh://git@100.71.119.27:222/monster/guts.git.