guts/docs/TECH.md
jing 34f84ab162 [lane F] Round 0 scaffold: docs, contracts, lane charters, bootable stub world
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>
2026-07-16 01:28:35 +10:00

6.6 KiB
Raw Blame History

TECH — architecture, contracts, ownership

Stack: vanilla three.js r175 (vendored, web/vendor/), ES modules + import map, zero build step, python3 -m http.server to run. No physics engine, no framework. This is house style (proven in PROCITY) — keep it.

Module layout & ownership

web/
  index.html            F   shell + import map + flags table wiring
  js/boot.js            F   creates renderer/scene/loop, wires lane factories, window.DBG
  js/core/rng.js        F   mulberry32 seeded RNG (THE only randomness source)
  js/core/bus.js        F   event bus (on/off/emit)
  js/core/flags.js      F   URL flag parsing
  js/core/assets.js     D   manifest loader + `depot:`/local resolution + fallback law
  js/stub/world_stub.js F   straight-tube world implementing the world contract
  js/world/**           A   createWorld() — spline, tube chunks, arenas, biome shaders
  js/flight/**          B   createPlayer() — controller, camera rig, collision response
  js/combat/**          B   weapons, damage, enemy framework + behaviors
  js/levels/*.json      C   level data (schema below)
  js/levels/index.js    C   level registry + loader + schema selfcheck
  js/ui/**              E   HUD, menus, gut-map, screens
  js/audio/**           E   WebAudio engine (plays D's pack; procedural fallback)
  assets/**             D   manifest.json + generated webp/glb/ogg/m4a + thumbs
pipeline/**             D   generation scripts (run on the m3ultra box)
tools/qa.sh             F   the gate
docs/**                 all (own lane's files only)

Never edit outside your column. Shell wiring requests → your NOTES (### → Lane F), with the exact snippet to paste (PROCITY house style).

Lane factory convention

Every lane exports pure factories, constructed by boot, no side effects at import time:

export function createX({ scene, world, bus, rng, flags, assets }) {
  return { update(dt, ctx){}, dispose(){}, /* lane-specific API */ };
}

Default-off behind flags until F wires them on. Dispose must actually free GPU resources (geometries, materials, textures) — enter/exit cycles are leak-tested.

THE WORLD CONTRACT (A implements; stub implements it today; frozen after round-1 sign-off)

Spline-space: s = arclength along the canal centreline (units), θ = angle in the cross-section (rad), ρ = radial distance from centreline. Units are metres in three.js terms; fiction scale ≈ 1 unit : 1 mm. +Y up, right-handed.

const world = await createWorld(levelData, { rng, quality });
world.length                    // total arclength
world.group                     // THREE.Group (boot adds to scene)
world.sample(s)                 // → { pos, tan, nor, bin, radius }  (parallel-transport frame)
world.project(pos)              // → { s, theta, rho }  (world → spline space, player-local fast path)
world.wallRho(s, theta)         // → max safe ρ (radius minus conservative displacement amplitude)
world.collide(pos, r)           // → null | { push:Vector3, kind:'wall'|'hazard', biome }
world.biomeAt(s)                // → { id, palette, fog, flow, coatDrain }   (see biomes.js registry)
world.modeAt(s)                 // → 'tube' | 'arena'
world.arenaAt(s)                // → null | { center:Vector3, radius }      (bounds for 6DOF clamp)
world.update(dt, playerS)       // stream chunks, advance shader time

Determinism law: same levelData.seed ⇒ byte-identical geometry. A maintains a golden hash (world.hash() over sampled frames) checked by qa.

Level data schema v0 (C owns; F drafted; sign-off in round 1)

{
  "id": "L2_esophagus", "name": "Esophagus", "seed": 20260716,
  "segments": [                          // concatenated along s
    { "biome": "esophagus", "length": 600,
      "radius": { "base": 10, "wobble": 0.25 },   // wobble: seeded radius variation 0..1
      "curviness": 0.6,                            // 0 straight .. 1 writhing
      "flow": 14 }                                 // base current, units/s
  ],
  "arenas":  [ { "at": 580, "radius": 90, "biome": "stomach" } ],
  "events":  [                           // consumed by B (spawns) & E (telegraphs) via bus
    { "s": 40,  "type": "spawn",      "enemy": "bolus_chunk", "count": 6 },
    { "s": 120, "type": "hazard",     "kind": "reflux_surge", "speed": 22 },
    { "s": 300, "type": "checkpoint" },
    { "s": 560, "type": "boss",       "id": "pyloric_guardian" }
  ]
}

Bus events (append here when adding; F referees name collisions)

player:spawn {s} · player:damage {amount, kind} · player:death · player:boost · enemy:spawn {id,type} · enemy:die {id,type,s} · pickup {kind} · level:event {…} (raw C events as player crosses their s) · level:checkpoint {s} · level:complete {stats} · boss:start {id} / boss:phase / boss:end · combo {n} · audio:cue {name}.

Asset manifest contract (D owns assets.js + manifest.json)

{ "textures": { "wall_esophagus_a": { "url": "gen/wall_esophagus_a.webp",
                 "normal": "gen/wall_esophagus_a_n.webp", "tile": [3, 8] } },
  "matcaps":  { "tissue_wet": { "url": "gen/matcap_tissue.webp" } },
  "models":   { "macrophage": { "url": "models/macrophage.glb", "tris": 4200 } },
  "audio":    { "beds": { "stomach": {"ogg": "...", "m4a": "..."} }, "sfx": { … } } }

Law: every entry is optional at runtime. assets.get('textures','x') returns null on miss and the consumer must have a procedural fallback (flat palette color, primitive mesh, synthesized beep). The game must be fully playable with an empty assets/gen/. House GLB law (from PROCITY): metres, +Y up, sensible origin, ≤5k tris, WebP textures ≤1024, no Draco. ?localassets=0 simulates empty-manifest boot for fallback testing.

Flags (F owns this table; lanes request rows via NOTES)

flag owner effect
?stub=1 F world stub instead of Lane A world
?lvl=<id> C boot straight into a level
?seed=<n> F override level seed
?fly=1 A noclip fly camera (no player)
?dbg=1 F perf HUD + window.DBG helpers
?mute=1 E no audio
?shots=1 F hide HUD/debug for clean screenshots
?localassets=0 D boot with empty manifest (fallback test)

Perf & QA budgets

≤300 draw calls worst view · ≤500k tris in frustum · 60 fps M-series & mid laptops · level load <2 s · zero console errors · dispose-clean on level exit (renderer.info deltas). window.DBG (F provides): {draws, tris, fps, shot(name)} — cite it when claiming numbers.

tools/qa.sh gates: node --check every js file · no Math.random outside core/rng.js · level JSONs parse + required keys · vendor present · (grows per round).