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type-two 5a891107e2 [lane B+F] The enemies were never wearing their meshes: boot forgot to pass assets to combat
Chasing "more detailed looking enemies" turned up the reason detail never landed, and it was
not the art.

boot.js built combat as `createCombat({ scene, world, bus, rng, flags, player })` — no `assets`.
createCombat defaults it to null, so createEnemies got null, so `assets?.get?.('models', type)`
returned null for EVERY archetype and every enemy in the game has been quietly drawing its
procedural primitive. Lane D's GLBs loaded correctly, verified correctly, and were never once
rendered. spore_pod has been an icosahedron since the day it shipped; the Giardia and H. pylori
meshes from an hour ago were cones.

This is the nastiest shape a bug can have: the fallback path is INDISTINGUISHABLE from success.
`assets.get('models','spore_pod').geometry` was there and correct every time I checked it — I
was checking the loader, never the pool that consumes it. Measured after the one-word fix: pool
geometry goes 42 verts -> 6056 (spore_pod), and the new pathogens render at 2234 (Giardia) and
2500 (H. pylori).

Also in: the entity matcap the same investigation was written to prototype. emissiveMat takes an
optional matcap and applies it as LUMINANCE ONLY — sampled, reduced to luma, multiplied into the
core — so an amber foe stays exactly amber and a cyan commensal stays exactly cyan. The
ART_BIBLE readability law that the whole friend/foe system rests on is untouched by construction,
while the silhouettes stop being flat glows and start reading as lit, wet, three-dimensional
organisms. Switchable with ?matcap=0 for A/B, and absent-safe if D's matcap never shipped.
Weapons and pickups deliberately keep the flat look — a tracer is not a creature.

Net effect for playtest: this is the first build where the pathogens are actually visible as
pathogens. The GLB pipeline was correct for weeks; the wiring was one word short.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-26 18:31:14 +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 [infra] Stamp the deploy: curl /gutsy/VERSION to see what is actually live 2026-07-17 23:04:05 +10:00
web [lane B+F] The enemies were never wearing their meshes: boot forgot to pass assets to combat 2026-07-26 18:31:14 +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.