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>
135 lines
6.6 KiB
Markdown
135 lines
6.6 KiB
Markdown
# TECH — architecture, contracts, ownership
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Stack: vanilla three.js **r175** (vendored, `web/vendor/`), ES modules + import map, zero
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build step, `python3 -m http.server` to run. No physics engine, no framework. This is house
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style (proven in PROCITY) — keep it.
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## Module layout & ownership
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```
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web/
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index.html F shell + import map + flags table wiring
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js/boot.js F creates renderer/scene/loop, wires lane factories, window.DBG
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js/core/rng.js F mulberry32 seeded RNG (THE only randomness source)
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js/core/bus.js F event bus (on/off/emit)
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js/core/flags.js F URL flag parsing
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js/core/assets.js D manifest loader + `depot:`/local resolution + fallback law
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js/stub/world_stub.js F straight-tube world implementing the world contract
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js/world/** A createWorld() — spline, tube chunks, arenas, biome shaders
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js/flight/** B createPlayer() — controller, camera rig, collision response
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js/combat/** B weapons, damage, enemy framework + behaviors
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js/levels/*.json C level data (schema below)
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js/levels/index.js C level registry + loader + schema selfcheck
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js/ui/** E HUD, menus, gut-map, screens
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js/audio/** E WebAudio engine (plays D's pack; procedural fallback)
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assets/** D manifest.json + generated webp/glb/ogg/m4a + thumbs
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pipeline/** D generation scripts (run on the m3ultra box)
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tools/qa.sh F the gate
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docs/** all (own lane's files only)
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```
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Never edit outside your column. Shell wiring requests → your NOTES (`### → Lane F`), with
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the exact snippet to paste (PROCITY house style).
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## Lane factory convention
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Every lane exports pure factories, constructed by boot, no side effects at import time:
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```js
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export function createX({ scene, world, bus, rng, flags, assets }) {
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return { update(dt, ctx){}, dispose(){}, /* lane-specific API */ };
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}
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```
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Default-off behind flags until F wires them on. Dispose must actually free GPU resources
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(geometries, materials, textures) — enter/exit cycles are leak-tested.
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## THE WORLD CONTRACT (A implements; stub implements it today; frozen after round-1 sign-off)
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Spline-space: `s` = arclength along the canal centreline (units), `θ` = angle in the
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cross-section (rad), `ρ` = radial distance from centreline. Units are metres in three.js
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terms; fiction scale ≈ 1 unit : 1 mm. +Y up, right-handed.
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```js
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const world = await createWorld(levelData, { rng, quality });
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world.length // total arclength
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world.group // THREE.Group (boot adds to scene)
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world.sample(s) // → { pos, tan, nor, bin, radius } (parallel-transport frame)
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world.project(pos) // → { s, theta, rho } (world → spline space, player-local fast path)
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world.wallRho(s, theta) // → max safe ρ (radius minus conservative displacement amplitude)
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world.collide(pos, r) // → null | { push:Vector3, kind:'wall'|'hazard', biome }
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world.biomeAt(s) // → { id, palette, fog, flow, coatDrain } (see biomes.js registry)
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world.modeAt(s) // → 'tube' | 'arena'
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world.arenaAt(s) // → null | { center:Vector3, radius } (bounds for 6DOF clamp)
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world.update(dt, playerS) // stream chunks, advance shader time
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```
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Determinism law: same `levelData.seed` ⇒ byte-identical geometry. A maintains a golden
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hash (`world.hash()` over sampled frames) checked by qa.
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## Level data schema v0 (C owns; F drafted; sign-off in round 1)
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```jsonc
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{
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"id": "L2_esophagus", "name": "Esophagus", "seed": 20260716,
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"segments": [ // concatenated along s
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{ "biome": "esophagus", "length": 600,
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"radius": { "base": 10, "wobble": 0.25 }, // wobble: seeded radius variation 0..1
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"curviness": 0.6, // 0 straight .. 1 writhing
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"flow": 14 } // base current, units/s
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],
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"arenas": [ { "at": 580, "radius": 90, "biome": "stomach" } ],
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"events": [ // consumed by B (spawns) & E (telegraphs) via bus
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{ "s": 40, "type": "spawn", "enemy": "bolus_chunk", "count": 6 },
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{ "s": 120, "type": "hazard", "kind": "reflux_surge", "speed": 22 },
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{ "s": 300, "type": "checkpoint" },
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{ "s": 560, "type": "boss", "id": "pyloric_guardian" }
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]
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}
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```
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## Bus events (append here when adding; F referees name collisions)
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`player:spawn {s}` · `player:damage {amount, kind}` · `player:death` · `player:boost` ·
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`enemy:spawn {id,type}` · `enemy:die {id,type,s}` · `pickup {kind}` · `level:event {…}` (raw
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C events as player crosses their `s`) · `level:checkpoint {s}` · `level:complete {stats}` ·
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`boss:start {id}` / `boss:phase` / `boss:end` · `combo {n}` · `audio:cue {name}`.
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## Asset manifest contract (D owns `assets.js` + `manifest.json`)
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```jsonc
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{ "textures": { "wall_esophagus_a": { "url": "gen/wall_esophagus_a.webp",
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"normal": "gen/wall_esophagus_a_n.webp", "tile": [3, 8] } },
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"matcaps": { "tissue_wet": { "url": "gen/matcap_tissue.webp" } },
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"models": { "macrophage": { "url": "models/macrophage.glb", "tris": 4200 } },
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"audio": { "beds": { "stomach": {"ogg": "...", "m4a": "..."} }, "sfx": { … } } }
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```
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Law: **every entry is optional at runtime.** `assets.get('textures','x')` returns `null` on
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miss and the consumer must have a procedural fallback (flat palette color, primitive mesh,
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synthesized beep). The game must be fully playable with an empty `assets/gen/`.
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House GLB law (from PROCITY): metres, +Y up, sensible origin, **≤5k tris**, WebP textures
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≤1024, no Draco. `?localassets=0` simulates empty-manifest boot for fallback testing.
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## Flags (F owns this table; lanes request rows via NOTES)
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| flag | owner | effect |
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|---|---|---|
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| `?stub=1` | F | world stub instead of Lane A world |
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| `?lvl=<id>` | C | boot straight into a level |
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| `?seed=<n>` | F | override level seed |
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| `?fly=1` | A | noclip fly camera (no player) |
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| `?dbg=1` | F | perf HUD + `window.DBG` helpers |
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| `?mute=1` | E | no audio |
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| `?shots=1` | F | hide HUD/debug for clean screenshots |
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| `?localassets=0` | D | boot with empty manifest (fallback test) |
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## Perf & QA budgets
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≤300 draw calls worst view · ≤500k tris in frustum · 60 fps M-series & mid laptops ·
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level load <2 s · zero console errors · dispose-clean on level exit (renderer.info deltas).
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`window.DBG` (F provides): `{draws, tris, fps, shot(name)}` — cite it when claiming numbers.
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`tools/qa.sh` gates: `node --check` every js file · no `Math.random` outside `core/rng.js` ·
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level JSONs parse + required keys · vendor present · (grows per round).
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