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type-two 0ac11ae040 [lane B+C+D] Microbes, friend and foe: the GLB loader, a friendly commensal, and a distinct-mesh yeast
The round-2 microbe pass, vertical slice. Cross-lane (integrator call): the point was one
thread proven end to end — art pipeline in, friend and foe out.

- core/assets.js (D): the GLB loader, finally wired. GLTFLoader was vendored but never
  imported and the manifest had 0 models, so enemies.js's `glb?.geometry` hook was dead code.
  Now every manifest model preloads (AWAITED — pools set geometry at construction, a late load
  can't retrofit an InstancedMesh) into ONE BufferGeometry normalized to a unit bounding
  sphere; get('models',n).geometry lights up the hook. Optional-asset law intact: any failure
  -> no geometry -> procedural fallback.

- combat/enemies.js + balance.js (B): two new archetypes.
    flora     — the FIRST FRIEND. Cyan (ART_BIBLE: flora reads friendly). Drifts like a
                floater but its aura HEALS (sheds coat), never harms. Shootable — and shooting
                it is the reputation trap: kill() gives no score, no combo, emits flora:harmed.
                Verified: the aura fires player.refill({coat}); a shot flora scores 0.
    spore_pod — a foe yeast cluster: the floater's drift+aura, but its OWN pool so its blobby
                GLB will not reskin the food-debris floater.
  Pool geometry now scales a GLB by the archetype radius (GLBs ship unit-normalized).

- levels/enemies.js (C): ARCHETYPES += flora, spore_pod; catalogue entries lacto_drifter
  (Lactobacillus) + yeast_pod (Candida). L2 gets a light teach beat in the calm opening — a
  friendly reef at s180, one yeast at s300, both off the racing line.

Ships playable as glowing primitives (a capsule + an icosahedron), exactly like the rest of
the round-1 roster; the Trellis/Hunyuan meshes drop in via the manifest with no code change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 15:13:30 +10:00
.claude [lane E] The instrument exists: a HUD, and a surgical team who talk to you 2026-07-17 23:01:40 +10:00
docs [lane B+C+D] Microbes, friend and foe: the GLB loader, a friendly commensal, and a distinct-mesh yeast 2026-07-19 15:13:30 +10:00
pipeline [lane A] MODELBEAST dresses the molecules: 5 matcaps, and the canal picks space-filling 2026-07-16 21:31:24 +10:00
tools [infra] Stamp the deploy: curl /gutsy/VERSION to see what is actually live 2026-07-17 23:04:05 +10:00
web [lane B+C+D] Microbes, friend and foe: the GLB loader, a friendly commensal, and a distinct-mesh yeast 2026-07-19 15:13:30 +10:00
.gitignore [lane A] The swept room + the acid sea, built — and it corrected me four times 2026-07-16 18:04:16 +10:00
README.md [infra] GUTS is live at partly.party/gutsy — deploy wired, ship-check clean 2026-07-17 23:02:04 +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

Live: https://partly.party/gutsy/bash tools/deploy.sh (QA gate → rsync web/ minus dev/docker cp into forum-nginx → verify). No build step; web/ ships as-is.

Two things to know before you touch it, both documented at length in the script header:

  • It's ephemeral. Content lives in the container's own layer (like blobbo/glytch), so a docker compose up --force-recreate or nginx image bump wipes it — re-run the script. The durable fix is a bind mount in forum/docker-compose.yml (what cratewars/roguelike use), which costs a forum-nginx recreate and brief partly.party downtime.
  • A 404 there returns HTTP 200. nginx's catch-all try_files ... /index.html serves the arcade index for any missing file. Verify on content, never on status codes.

Origin: ssh://git@100.71.119.27:222/monster/guts.git.