guts/docs/progress/f-progress.md
jing 4ccf5edcc0 [lane F] Round 1 integration + ROUND2 instructions: the game is a game
Wired B's player/combat + event pump, D's assets, C's level pick into boot.
Fixed qa ESM gate (node --check no-op, found by B) + added spline selfcheck.
TECH: world contract FROZEN v1.1, bus events ratified, colorspace + crest-speed
laws (CREST_FACTOR 1.6 — B proved surfing lost to throttle at 1.0). Stub complies.
Verified integrated build via 60s stepped sim: 9 draws, 0 errors, 0 asset misses;
one known gap (fiction-id spawn resolve) confirmed and assigned as B's top item.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 14:39:02 +10:00

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# Lane F (Fable) — progress
## 2026-07-16 — Round 1 review + integration (round 2 opened)
Reviewed all four lanes; every checked claim held (A's hash cefc4f83 + 8-draw sweep, B's
node --check ESM no-op — reproduced, C's 3/3 selfcheck + sim, D's manifest + seam numbers).
Integrated (this commit): B's player/combat wiring + level-event pump into boot.js · D's
assets into boot + world · C's ?stub=1&lvl= composition · qa.sh ESM-gate fix (was a no-op
on every module in the repo) + spline selfcheck gate · TECH world contract FROZEN v1.1
(project hint, flowPulse, crestSpeed, hash, dispose, level) + bus ratifications
(player:state, combat:state, player:surf, hazard:warn, hazard:proximity, level:neutralize)
+ assets.texture/audioUrl/audio promotion + Shader-law (colorspace) + crest-speed law
(CREST_FACTOR 1.6, from B's surf finding) · stub: crestSpeed + CREST wave + colorspace.
Verified integrated build (guts-f server, :8141): default boot = A world + C L2 + D pack +
B ship. 60 sim-seconds stepped (rAF is paused in the hidden pane — deterministic dt loop
via the boot module exports instead): s→777, checkpoints+pickups fired, 9 draws / 61k tris,
0 console errors, 0 asset misses. ONE gap: all 11 spawns no-op on fiction ids ("unknown
enemy type bolus_chunk") — exactly C's predicted → B item; top of B's round 2.
Evidence: docs/shots/laneF/round1_integrated_s777.png. fps/feel still needs John (checklist
in ROUND2 §John).
shot_sink usage that works from the pane: `python3 pipeline/shot_sink.py --dir
docs/shots/laneF --port 8143` then POST canvas blob (DBG.shot download no-ops, as A warned).
## 2026-07-16 — Round 0: scaffold
Repo initialized from empty. Landed:
- Full doc set: README, PROCESS (lane/round law, inherited from PROCITY), GDD v1 (movement
= flow-locked hybrid; 5 levels + secret; enemy roster; bosses), TECH (world contract,
level schema v0, bus events, manifest contract, flags, budgets), ART_BIBLE (synthetic
scanner look, palettes, emissive code, FLUX prompt kit), PIPELINE (MODELBEAST operator
map — verified live on m3ultra@100.89.131.57 2026-07-16: flux_local, mflux_image_edit,
sf3d, trellis_mac, seedvr2_upscale; fal.ai gated fallback), V2_IDEAS.
- Lane charters AF + ROUND1_INSTRUCTIONS.
- Seed code: index.html shell + boot.js (world pick w/ stub fallback, drift/fly debug cam,
window.DBG, resize/loop), core/{rng,bus,flags}.js, stub/world_stub.js (executable world
contract: analytic centreline, parallel-transport-style frames, inward tube mesh with
peristalsis vertex shader + fresnel rim + fog, project/collide/wallRho/hash).
- three r175 vendored from PROCITY (module + core + addons).
- tools/qa.sh: node --check, Math.random grep, level JSON checks, selfcheck/manifest hooks,
vendor gate.
Verification: qa.sh GREEN; booted `?stub=1&dbg=1` in browser — see docs/shots/laneF/.