Day 12: juice order routed end-to-end (72.8%, 4 pips, THE JUICE beside
THE TOAST on one scorecard). Day 13: the stop-line — proper dice stops
at 0.846 and scores 1.0; through-the-root scores 0.0 at identical CV.
Sting 0.098 quick → 1.0 after 10s idle; the screen blurs to genuinely
unreadable (screenshot-verified). Juicer GLBs landed mid-review.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Juicer verified through __tj: Pyramid 72.8%/4 pips, Juicernaut 100%/all
caught, damaged halve caps at theoretical 0.6, mash 8.5% + pulp,
reversals 77.1% vs 72.8% equal-sweep. Station renders (cone, moat,
filling glass, live HUD). Not yet routed into a day — integration point
documented in sim/juicing.ts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- button_mushroom / portobello / king_oyster in the ingredient cast:
slippery skins (0.55-0.8, the tomato treatment), soft flesh, portobello
gills layered and weeping; new 'mushroom' cap-and-stem silhouette.
- Verified via harness: dinner knife pressed on a button skates (1 slip,
cut lands 0.157 off-aim; tomato baseline 2 slips / 0.218), The Best
Thing bites clean through under the same press, sawing properly cuts
center with zero slips.
- gen-assets.sh: find MODELBEAST at ~/MODELBEAST, token from
backnforth/.env, MB_HOST to the m3ultra queue; every mb stage retries
10x with 60s pause because m4pro's venvs are gone (ponytail-marked,
remove when m4pro is healed).
- launch.json: port 5273 (5173 taken by another session's server).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A particulate spread. The jelly is ordinary rheology; the rind is discrete
solids that ride the knife and drop off per unit of stroke DISTANCE, not per
second — a dabbing knife makes a pile, a moving knife lays a trail, and since
the shed rate scales with what's left on the blade, one dip cannot cover the
slice. Even rind takes several dips placed with intent. Scraping picks bits
back up (60% survive the blade), so a clump can be argued with.
The judge scores the scatter with the Clark–Evans nearest-neighbour index over
the bread's own area, and quotes it: R near 0 is one clump, 1 is random, above
1 is deliberate. Verified end to end on day 8:
dab in a corner 8 bits "one clump (R 0.24)" drags grade to B
three placed dips 24 bits "evenly strewn (R 1.17)" A, 8.9/10
First cut shed per-second; even careful strokes dumped the whole load in the
first half-second and scored "clumped (R 0.50)". Distance-based shedding is
what makes evenness the reward for technique rather than luck.
Rind renders as instanced chunks parented to the slice mesh, so it rides the
pop, the landing, and the pedestal turn. Points, not a field: the judge wants
nearest-neighbour statistics, and those want points.
Same sRGB trap as M3, new spot: the instanced material's colour was passed as
raw floats, which the renderer reads as linear — candied orange rendered as
pale butter. setRGB(..., SRGBColorSpace).
New content: day 8 handwritten (Deidre wants a piece in every bite), marmalade
in the procedural pool, five rind-district lines for the judge, and a marmalade
jar GLB generated on-device like everything else, with a plain-glass fallback
while it loads.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Playable: pick a bread, set the dial, drop the lever, watch it brown, pop it
onto the plate. No timer readout — you go by smell.
- toasting.ts: heat map from real toaster behaviour (element stripes, cool top
edge where the slice stands proud of the slot, edge falloff, per-run noise
bias). Moisture must boil off before the crust browns at full rate, so
sourdough stalls then catches up; sugar browns and burns early.
Rate is measured against the heat map's actual ~0.77 mean, not guessed:
power 6 -> golden 0.511 at 10s, verified in-browser.
- Props on a real scale (1 unit ~ 11cm, one slice wide) — the toaster is
meant to dwarf the bread.
- The pop solves a genuine ballistic arc from slot to plate.
Three bugs found by driving it rather than trusting the compile:
- valueNoise2D read one past its grid at x=w-1, so heatBias was NaN along an
edge, which poisoned mean browning to NaN — i.e. every judge score would
have been NaN. Clamped.
- erode() clamped at the field border, so border texels could never erode out
of the mask and kept those NaNs in scope. Off-grid now counts as outside.
- Timer.connect(document) zeroes dt whenever document.hidden is true, which
froze the sim solid in an embedded browser. Dropped; rAF already pauses for
hidden tabs. App.step(dt) is now exposed so the game can be driven
deterministically for verification.
Also: screen shake was mutating the camera permanently instead of offsetting
it per-render, and the plate's lathe profile touched the axis (degenerate
triangles -> starburst normals) — rebuilt from primitives.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The bread slice is the whole game's canvas, so it's built first and properly:
- Field: a 128x128 scalar field with bilinear sample, a mass-conserving brush,
self-levelling relax, and the masked statistics the judge will read.
- Slice: extruded loaf silhouette (domed top), planar-projected UVs so the sim
grid lines up with the bread, per-texel silhouette mask, and four fields
(browning/dryness/spread/damage) packed into one RGBA8 texture per frame.
- Custom shader: browning ramp with blotchy char, crumb/crust/inclusions,
spread wetting + opacity + thickness relief, gloss, gouge exposure, and
flat data views for the judge screen.
- bread.ts / spreads.ts: the archetypes and the rheology the difficulty
curve will live in.
- scripts/gen-assets.sh: reproducible fixed-seed asset generation through
MODELBEAST (flux_local -> bg_remove_local -> hunyuan3d_mlx). All on-device.
Legibility work that mattered: butter rendered invisible at first. Fixes were
a gamma-style wetting darkening (a multiply *brightens* pale crumb), a normal
perturbation taken in UV units rather than raw texel deltas (~30x too small),
and pulling the lighting back under 1.0 so ACES stops desaturating yellow to
cream.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>