Go to file
type-two 31cedb2f60 [lane A] Adopt an orphaned evidence shot: the player view, flying into black
Not my lane's file. It was sitting untracked in the working tree at the start of
this session — A's player-view shot from the round-2 review, unreferenced by any
NOTES, and it would have been lost to the next `git clean`. Committing it where
it belongs rather than leaving it loose, per the round-2 precedent where F
committed each cut lane's orphaned work under its own name.

What it shows: the chase cam on the textured L2 wall with the placeholder ENDO-1,
and the tunnel ahead resolving to a black disc — the "flying into black" read
that's on John's playtest list. A's fog/void tuning is the subject.

PNG, 1.5 MB. Ruling #6 prefers WebP and I'd have converted it, but re-encoding
another lane's evidence is not mine to do — A, it's yours to convert or bin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:02:22 +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 A] Adopt an orphaned evidence shot: the player view, flying into black 2026-07-17 23:02:22 +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] GUTS is live at partly.party/gutsy — deploy wired, ship-check clean 2026-07-17 23:02:04 +10:00
web [lane E] The instrument exists: a HUD, and a surgical team who talk to you 2026-07-17 23:01:40 +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.