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type-two 426bf3f33d [lane B] Hits land on the thing you hit, and the reticle finally says so
Audit item 12.

THE WHOLE COHORT WAS BLINKING. Enemy flash was ONE uFlash uniform per type, and the comment
above it said so and deferred the fix: shoot one bolus chunk in a room of eight and all eight
blinked white. That is not weak feedback, it is WRONG feedback — the single signal that tells
you which body absorbed your shot was being broadcast to every body that did not, in a fogged
tube where telling them apart is the entire skill. Per-instance now: an `aFlash`
InstancedBufferAttribute written at the same compacted draw index as the matrix (they must
match, or the flash lands on somebody else's body once anything in the pool dies). Verified
with five floaters drawn and the middle one shot: aFlash reads [0, 0, 0.9, 0, 0].

emissive.js declares the attribute unconditionally, so a plain Mesh or a pool that never
attaches one gets WebGL's default 0 and renders exactly as before. uFlash stays for the one
effect that IS per-cohort — the boss's open-node tell, where every node opens at once.

THE RETICLE ONLY KNEW ABOUT THE TRIGGER. setHot was driven by `intent.fire`, so the instrument
in the middle of the screen reported whether the player's own finger was down and said nothing
about whether the shot connected. In a game where a foe can be hit-and-unharmed (armoured
plate), hit-and-shielded (the Guardian's shut iris) or simply missed in the fog, that is the
most useful thing it could have been telling you — and the shut-iris case is exactly the one
where a player without feedback concludes the gun is broken. enemies.js now announces
`enemy:hit {dmg, blocked, dead}` and the reticle pops for it: 0.35 blocked, 0.7 landed, 1.0
kill. The tell is a SIZE pop, not brightness alone, because firing already brightens it and one
signal cannot do two jobs — firing is dimmed to 0.55 to make the room.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-26 22:25:50 +10:00
.claude [chore] Drop the throwaway preview ports 2026-07-25 22:52:08 +10:00
docs [lane B+C+F] The Appendix Sovereign: the secret boss, and a reputation you cannot fake 2026-07-25 23:25:36 +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 [lane E+F] The game remembers you: a save file, a level select and an ending 2026-07-26 22:02:58 +10:00
web [lane B] Hits land on the thing you hit, and the reticle finally says so 2026-07-26 22:25:50 +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.