GDD v1 (flow-locked hybrid movement, 5 biomes + secret, boss roster), TECH contracts (world API, level schema v0, bus events, manifest law), ART_BIBLE (synthetic scanner look), PIPELINE (MODELBEAST-first, fal gated), PROCESS (PROCITY lane/round law), charters A-F + ROUND1 instructions. Seed code: shell + boot + core (rng/bus/flags) + stub world (peristalsis shader tube, 1 draw / 102k tris, contract-complete) + qa.sh (GREEN). Verified in-browser; evidence docs/shots/laneF/round0_stub_tube.png. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
79 lines
4.6 KiB
Markdown
79 lines
4.6 KiB
Markdown
# ART BIBLE — the "synthetic scanner" look
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Owner: Lane D (generation) + Lane A (shaders) + F (final eyeball). This settles the
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realistic-vs-wireframe question from the concept discussion: **hybrid, decided.**
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## The look, in one line
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A live feed from an impossible medical instrument: dark endoscope void, walls rendered like
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scanning-electron-microscope tissue in a single biome tint with artificial rim light,
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everything alive and pulsing; gameplay-relevant things glow.
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Why: SEM-monochrome + rim light gives us the gross-out organic detail *and* perfect visual
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hierarchy (emissive enemies pop against dark tinted walls) *and* browser-friendly perf (no
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real SSS, no fluid sim — fresnel rim + matcap + vertex displacement fake all of it).
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## Rendering recipe (Lane A)
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- **Walls:** custom ShaderMaterial. Base = biome tint × FLUX detail texture (used as
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luminance/AO, tiled along (s,θ) UVs) + **fresnel rim light** (the SEM edge glow, biome
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accent color) + optional matcap for wet specular. NO real-time lights needed for walls.
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- **Motion:** vertex shader — traveling peristalsis wave `disp = A·pulse(k·s − ω·t)` along
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inward normal, plus small fbm "breathing". Villi = InstancedMesh cones swaying with the
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same phase. Collision uses conservative max amplitude (TECH: `wallRho`).
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- **Depth:** exponential fog to the biome void color — the tunnel ahead fades to dark, the
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scanner-light radius around the player is your safety bubble (esp. level 5).
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- **Post (F wires, A supplies):** vignette + faint scanline/noise overlay (the "feed"),
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chromatic aberration pulse on damage, subtle radial blur on boost. All cheap fullscreen.
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## Emissive code (readability law — never violate)
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| meaning | color |
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|---|---|
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| hostile | hot amber → red core `#ff5a2a` |
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| hostile projectile | white-hot `#ffe9d0` |
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| neutral flora / interactive | cyan `#39e6ff` |
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| pickups | soft green `#7dffb0` |
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| checkpoints/gates | violet `#b06aff` |
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| acid / corrosive zones | sickly yellow-green `#c8ff3a` |
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## Biome palettes (tint / accent-rim / void-fog)
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| biome | tint | rim accent | void | feel |
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|---|---|---|---|---|
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| oral cavity | pale blue-white `#a8c4d8` | ice `#dff2ff` | `#06090e` | clinical, bright, tutorial-readable |
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| esophagus | deep teal `#1e6e64` | mint `#5affd2` | `#02100d` | speed, ribbed rings rushing past |
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| stomach | amber `#b0571e` | ember `#ffb13a` | `#120801` | hell-sea; acid glows `#c8ff3a` |
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| small intestine | magenta-violet `#7a2a6e` | pink `#ff6ad5` | `#0d0312` | dense alien forest |
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| large intestine | murk green `#3a4a26` | bio-lume `#9dff4a` | `#050702` | dark swamp, scanner-light gameplay |
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| appendix (secret) | gold `#8a7020` | `#ffe066` | `#0a0800` | treasure room |
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## FLUX prompt kit (Lane D — flux_local, 1024², then tile-check + normal-derive)
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Style stem, always: `scanning electron microscope micrograph, monochrome, high detail
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organic tissue, dark background, dramatic rim lighting, seamless tiling texture`
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- esophageal wall: stem + `human esophageal mucosa, longitudinal ribbed folds, wet ridges`
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- stomach wall: stem + `gastric mucosa, pitted craters, gastric pits, glistening mucus`
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- small intestine: stem + `intestinal villi, dense finger-like projections, forest of fronds`
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- colon wall: stem + `colonic mucosa, smooth undulating folds, scattered biofilm patches`
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- matcaps: `spherical material study ball, wet translucent organic tissue, subsurface glow,
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studio black background` (crop sphere → matcap)
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- Texture is authored **grayscale**; the shader applies biome tint. One texture can serve
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two biomes at different tints/tilings — generate ~2 per biome, not ten.
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- Tiling: generate → wrap-offset check (see PIPELINE) → if seams, mirror-tile or inpaint the
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seam with `mflux_image_edit`. **Eyeball every texture in-engine before committing.**
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## Hero meshes (round 2+, D): ENDO-1 ship, macrophage, tapeworm head, pyloric guardian
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nodes, Blockage chunks. Concept via flux_local (stem: `game asset concept, single object,
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centered, black background` + subject) → sf3d draft to sanity-check silhouette → trellis_mac
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final → normalize to house GLB law. Blobby organic forms are TRELLIS's sweet spot; thin
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fins/antennae or translucency are its weakness → fal.ai Hunyuan fallback list (gated).
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## Screens & HUD (Lane E)
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HUD is part of the fiction: an instrument overlay. Thin cyan line-work, small caps type,
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data-noise ticks. The **gut-map** is the star: a full alimentary-canal silhouette as the
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level/progress bar, current position blipping. Damage = feed glitches (aberration, tearing),
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not red screen-edges. Title screen: slow fly-through of the esophagus stub + big type.
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