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jing a99f733452 [lane A] MODELBEAST dresses the molecules: 5 matcaps, and the canal picks space-filling
The right axis wasn't "generate or don't" — it was WHICH HALF. Geometry stays
procedural because a molecule's shape is already known exactly. **Material is
exactly a generation problem**, and it's the whole difference between a textbook
diagram and a game object. So MODELBEAST made the materials.

5 greyscale matcaps, flux_local, 69 seconds, $0.00, 68 KB total:
  mol_glass (O,N) — the big win: oxygen is a red glass marble with internal glow
  mol_matte (C)   — graphite soot; carbon reads as the scaffold it is
  mol_chrome (Co) — B12's cobalt is now a chrome bearing in a cage
  mol_molten (P)  — ATP's phosphate tail is incandescent AND pulses (uTime, free)
  mol_pearl (H)   — satin white; hydrogens stop shouting

The trick is Lane D's own law applied to spheres: author the LUMINANCE, tint
in-shader. derive_maps already greyscales every matcap, so one glass ball serves
oxygen AND nitrogen at their own CPK hues — 5 balls dress the whole periodic
table we care about. They pack into one strip atlas indexed per-vertex by aMat,
so **a molecule is still exactly 1 draw call** however many materials it's made
of (7 molecules = 7 draws, unchanged). ?matcap=0 falls back to the built-in
fake-lit path: the assets-optional law holds.

SPACE-FILLING WINS FOR PICKUPS, and the canal decided it, not me. New
`repr: 'space-filling'` draws every atom at its real van der Waals radius with no
sticks. A/B'd at real pickup size against the real L2 wall, same camera:
ball-and-stick goes spindly and dissolves; the solid blob holds its silhouette —
and it's CHEAPER (21k vs 26k tris, no bond cylinders). Recommendation to B:
space-filling in flight, ball-stick for hero/UI/collect close-ups where the
chemistry is worth reading. Evidence: round2_molecule_materials.png (3-way).

Two defects found by rendering it, both mine, both fixed:
- Tint x luminance darkens TWICE: CPK carbon is 0.4 and a matte ball averages
  0.5, so soot x soot vanished — the first pass sank glucose, caffeine and the
  cobalt into the background. Floored the matcap at 0.22, the same floor the
  fallback's key light always had.
- The molten matcap was my own bad prompt: I asked for an "incandescent white hot
  CORE" and got exactly that — a black ball with a hot spot, so phosphorus lost
  its orange. Re-rolled for the whole sphere to glow (attempt 2 of the <=2
  PIPELINE allows). Lesson for the kit, next to the organ/tissue one: a matcap is
  a LUMINANCE LOOKUP, so a dark-dominant ball makes a dark-dominant object.

Also corrected the doc's own framing — v1 said "I'm authorised to burn GPU and
I'm not going to", which was the wrong axis, not just the wrong tone.

qa GREEN; 16/16 texture provenance verified (synced the FIXED batch json up
first this time, so the box couldn't clobber it on the way back).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 21:31:24 +10:00
.claude [lane A] Round 2 close-out: colorspace re-eyeball, stomach shape read, ruling #5 2026-07-16 17:14:30 +10:00
docs [lane A] MODELBEAST dresses the molecules: 5 matcaps, and the canal picks space-filling 2026-07-16 21:31:24 +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 A] Complete the biome texture set (oral + colon) + a provenance gate 2026-07-16 17:44:58 +10:00
web [lane A] MODELBEAST dresses the molecules: 5 matcaps, and the canal picks space-filling 2026-07-16 21:31:24 +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 [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.