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>