Audit item 14. THE DEPLOY VERIFIED THE ONE URL A PLAYER NEVER LOADS. Every check in deploy.sh appends ?v=$BUST — which is exactly what makes it bypass Cloudflare's edge — so all six could pass green while every actual player was still being served the previous build from a POP. The script's answer was a line of prose at the end asking a human to remember to purge. It now fetches js/boot.js the way a browser does, with no query string, and byte-compares it to what was just shipped; a stale edge fails the deploy and prints the purge steps. No credentials needed, and it asks the question the prose was only gesturing at. This is the same mistake as the `assets` bug and the unwinnable saliva tide: verifying the mechanism rather than the path the player actually takes through it. Third time, so it is written into the tool this time rather than into a comment. QUALITY SWITCH. renderer.setPixelRatio was hardcoded to min(dpr, 2), so a retina laptop drew four times the pixels of a 1x one with no way for its owner to decline — and this game is fill-bound, not geometry-bound (fogged tube, additive glows, a full-screen damage layer), so that is the lever that moves. `performance` caps it at 1. On the title beside difficulty, saved, same reload path (the pixel ratio is set at boot, before any card exists). save.js's two one-line setters collapsed into setOpt(key, value) now that there are two options and a third is obvious. Note on verification: the chip persists and boot reads it, confirmed live. The resolution change itself is not observable in the harness — that browser pane runs at devicePixelRatio 1, where min(1,1) and min(1,2) are the same number. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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| .claude | ||
| 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
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-recreateor nginx image bump wipes it — re-run the script. The durable fix is a bind mount inforum/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.htmlserves 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.