Commit Graph

4 Commits

Author SHA1 Message Date
type-two
32d1cced69 Drop accidentally-committed agent worktree pointer; ignore .claude/worktrees
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:51:53 +10:00
type-two
b11d464985 M12 core merged + brief STATUS updated to the Stage 1 finish line
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>
2026-07-17 18:51:37 +10:00
type-two
ee1eb8ebc3 Mushrooms: three varieties for the prep bench, plus gen-assets machine fixes
- 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>
2026-07-17 18:20:10 +10:00
monster
10adb268a0 M0: scaffold — Vite+TS+Three+Rapier, slice sim core, asset pipeline
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>
2026-07-16 21:16:18 +10:00