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> |
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| docs | ||
| pipeline | ||
| tools | ||
| web | ||
| .gitignore | ||
| README.md | ||
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.
- Design: docs/GDD.md · Look: docs/ART_BIBLE.md
- Architecture + contracts: docs/TECH.md
- Asset generation: docs/PIPELINE.md
- How we work (lanes/rounds): docs/PROCESS.md — read this first if you are a lane
- Current round: docs/LANES/ROUND1_INSTRUCTIONS.md
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)
- Determinism. No
Math.randomoutsidejs/core/rng.js. Seeded RNG only. qa.sh greps. - Assets are optional. Missing texture/model/audio ⇒ procedural fallback, never a crash.
- Eyeball everything. Visual work isn't done until a screenshot is in
docs/shots/laneX/. - Perf budget: ≤300 draw calls, 60 fps on M-series / mid laptop. Measure via
window.DBG. - Free-first. Local MODELBEAST generation before any paid API; fal.ai is a gated fallback (John's go). See PIPELINE.md.
- 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.