GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
50 lines
2.7 KiB
Markdown
50 lines
2.7 KiB
Markdown
# GUTS — a fantastic voyage through the alimentary canal
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Browser flight-combat game (three.js, zero build step). You pilot **ENDO-1**, a microscopic
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probe, mouth → rectum through five anatomically-grounded biomes: ride peristalsis down the
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esophagus, cross the acid sea of the stomach, thread the villi forest of the small intestine,
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survive the gas swamps of the colon. *Fantastic Voyage* × *Star Fox* × *Descent*.
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- **Design:** [docs/GDD.md](docs/GDD.md) · **Look:** [docs/ART_BIBLE.md](docs/ART_BIBLE.md)
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- **Architecture + contracts:** [docs/TECH.md](docs/TECH.md)
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- **Asset generation:** [docs/PIPELINE.md](docs/PIPELINE.md)
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- **How we work (lanes/rounds):** [docs/PROCESS.md](docs/PROCESS.md) — **read this first if you are a lane**
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- **Current round:** [docs/LANES/ROUND1_INSTRUCTIONS.md](docs/LANES/ROUND1_INSTRUCTIONS.md)
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## Run it
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```bash
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cd web && python3 -m http.server 8140
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# http://localhost:8140 — the game
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# http://localhost:8140/?stub=1&dbg=1 — stub world + debug HUD (works from day 0)
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```
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No bundler, no npm, no build. ES modules + import map; three.js r175 vendored in `web/vendor/`
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(never CDN — the game must run offline). Before you finish a session: `bash tools/qa.sh`.
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## The one-paragraph tech pitch
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The whole canal is a **spline**. World position is `(s, θ, ρ)` — distance along the canal,
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angle and radius in the cross-section. Tube walls are chunked extrusions along
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parallel-transport frames; peristalsis and breathing are **vertex-shader displacement**
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(cheap, squishy, everywhere); collision is an analytic radius test (no physics engine).
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Caverns (mouth, stomach) switch the same controller to free 6DOF. Look is **synthetic
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scanner** — dark endoscope void, SEM-style monochrome walls with FLUX-generated detail
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textures, emissive-coded enemies. Everything is seeded + deterministic, and every asset is
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optional at runtime — the game boots and plays asset-free with procedural fallbacks.
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## Hard laws (all lanes)
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1. **Determinism.** No `Math.random` outside `js/core/rng.js`. Seeded RNG only. qa.sh greps.
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2. **Assets are optional.** Missing texture/model/audio ⇒ procedural fallback, never a crash.
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3. **Eyeball everything.** Visual work isn't done until a screenshot is in `docs/shots/laneX/`.
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4. **Perf budget:** ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via `window.DBG`.
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5. **Free-first.** Local MODELBEAST generation before any paid API; fal.ai is a gated fallback
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(John's go). See PIPELINE.md.
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6. **Git:** stage only your exact paths, commit + push each session, never `git add .`.
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## Deploy
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Target: partly.party (static). Not wired yet — when it's time, consult the `deploy-map` skill
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and run `ship-check` first. Origin: `ssh://git@100.71.119.27:222/monster/guts.git`.
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