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jing 689c478a7f [lane A] Round 1: the canal v0 — spline, streaming tube, scanner wall, arenas
Implements THE WORLD CONTRACT (TECH.md) in web/js/world/; drop-in for the stub.
boot.js now runs this on C's L2_esophagus (3600u, hash cefc4f83), zero console errors.

- spline.js: centreline + arclength LUTs + parallel-transport frames + radius law +
  peristalsis phase + project() + hash(). No three.js import, so qa can run its
  14-assertion selfcheck headless.
- curviness is solved from a curvature budget, not authored as an amplitude: the pinch
  guard caught the tube folding through itself on a wide+curvy join (turn radius 9.9 vs
  tube radius 17.2). C can no longer author a pinch.
- peristalsis: global OMEGA, k(s) = OMEGA/flow(s), phase K(s) = integral k ds. A crest
  therefore travels at exactly the local flow speed, so "surf the crest" == "ride the
  current". Esophagus wave amp 0.9 -> 1.4 (measured): moves wallRho for Lane B.
- tube.js: chunked streaming, seams aligned to biome joins, arenas own their s-span.
- arena.js: displaced icosphere shells v0 (three's polyhedron detail is 20*(detail+1)^2,
  not 20*4^detail — 720 tris was far too coarse); fog sized to the room, since biome fog
  tuned for 100u corridors renders C's 360u acid sea as a black rectangle.
- index.js: prefers assets.texture() over get() (get returns raw JSON a shader can't eat),
  plus an explicit slug map — D's wall_smallint_a vs biome id small_intestine would miss
  silently forever under the assets-optional law.

Measured (C's real L2 + D's real pack, 1920x1080, renderer.info): 8 draws worst frame
(budget 150), 74k tris (500k), no geometry leak across a full sweep, <120ms load,
pinch ratio 3.32. fps not claimed — the screenshot pane runs tabs hidden, pausing rAF.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 08:59:19 +10:00
.claude [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
docs [lane A] Round 1: the canal v0 — spline, streaming tube, scanner wall, arenas 2026-07-16 08:59:19 +10:00
pipeline [lane D] Round 1: pipeline scripts + assets.js loader 2026-07-16 01:45:12 +10:00
tools [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
web [lane A] Round 1: the canal v0 — spline, streaming tube, scanner wall, arenas 2026-07-16 08:59:19 +10:00
.gitignore [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +10:00
README.md [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world 2026-07-16 01:28:35 +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

Target: partly.party (static). Not wired yet — when it's time, consult the deploy-map skill and run ship-check first. Origin: ssh://git@100.71.119.27:222/monster/guts.git.