8b13ac68a8
16 Commits
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8b13ac68a8 |
M17 pan shipped as a playable day (16); heat brief complete
Routed the pan into a real order: day 16 'pan-sear the mushrooms on the
gas' — butter in, wait for the FOAM not the smoke, land the food, brown
both faces, baste in the noisette. judgePan scores THE SEAR / BOTH SIDES
/ THE BUTTER with a butter-snob line bank. New scorecard group THE PAN;
the cast-iron skillet GLB renders with a fuel-coloured flame.
Balance fix (the floor): food shields the butter once it lands, so a
clean cook keeps the butter at noisette instead of racing to burnt — a
full sear is now winnable. Emergent fuel character kept: induction sears
both sides dead-even (0.016), gas flares the first side so you turn it
early (0.085) — both under the 0.1 bar.
Verified live: day 16 routes to the pan, plays end to end, grades A;
judge nails it ('cooked in different postcodes... foamed not burnt, you
were watching'). Cast-iron pan + butter + searing mushroom on screen.
Heat brief M-H1..M-H6 + M-H4 all shipped and live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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c528ba49ab |
M17 + M-H4: the pan, born fuel-aware — butter, the flip, the baste
src/sim/pan.ts (pure) — the toaster generalized with two new things: BUTTER as a state machine (cold->melting->foaming->noisette->burnt, keyed on pan temp x time) and a second SIDE. The pan reads a HeatSource, so the knob commands a target and the pan temp chases it on the fuel's lag; gas foams fast, electric drags and remembers, induction is exact and never flares. Per-side sear Fields (down side browns fast, up side radiant-slow until you flip or baste); baste paints hot butter onto the up face (noisette = bonus, burnt = bitterness); rendered fat flares a flame, never induction. Verified headless (all M17 + M-H4 bars): - butter foaming window shrinks with heat: 10.4s @4, 6.0s @7, 4.6s @9. - well-timed flip -> both sides within 0.008 (bar <0.1); never flip -> one side 1.2 (burnt), other 0.23 (raw). - baste in noisette flags the bonus, up-side 0.073->0.433; burnt-butter baste writes bitterness 0.48. - M-H4: noisette on gas 11.0s vs electric 14.4s (~3.4s faster); induction output pinned at knob 8 with fat searing (never flares). Harness: t.panButter/panFlip/panNoFlip/panBaste/panFuel. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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94a5f2f293 |
Heat M-H6 shipped: the charcoal grill is a playable day (day 15)
Routed the grill into a real order: day 15 'chuck these on the barbie'
sends the whole day outdoors — bank the coals hot one side / cool the
other, sear each piece then move it to the lee before the fat flares,
serve. judgeGrill scores THE SEAR / THE CHAR / THE GRILL with a char-snob
line bank ('There is no char on this. There is a memory of char. A
rumour.'). New scorecard group THE GRILL + grill/bruschetta order headers.
Balance retune (the floor): RENDER_AT 0.62 lifted above the good-sear
window so a clean sear is reachable with NO flare — sear-then-pull is a
reliable win, only overcooking invites the flames.
Verified end-to-end in-browser: day 15 routes to the grill; careful
sear-and-pull grades S (9.4/10), 100% well-seared, no carbon, no flares;
leaving pieces over the coals chars to carbon (0.9/10, 31 flares). All
M-H6 sim bars still green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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ff1c3deafc |
Heat M-H6 scene: the charcoal grill, top-down and glowing
scenes/grill.ts (GrillView) — the coal bed rendered as an additive glow texture from the zone Field, food pieces you drag between the sear zone and the cool lee, flares that lick up when fat renders over hot coals. Registered in game.ts (hidden, in hideAllScenes, grillView getter). Harness t.grillDemo drives the real scene end-to-end. Verified in-browser: banked a bright hot-left bed, placed food across the gradient, cooked through the real View — bed glows, food browns, flares fire. Screenshot confirms the two-zone gradient reads at a glance. Framing fix: glow above the grate, camera overhead, low open bowl (the kettle GLB is a closed dome that occludes a top-down cook). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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81c0151975 |
Heat M-H6 sim: charcoal is a Field you arrange, not a dial
src/sim/charcoal.ts — the fuel with no knob. bankCoals paints a 2D heat bed (a screaming zone + a cool lee); zoneDecayStep only cools it; food sears by the coal heat beneath it; a rendering piece over hot coals flares and chars until you move it. One bed, two outcomes by placement. Verified (t.zoneStdev/zoneDecay/grillTwoZones/grillFlareDodge): - two-zone bed stdev 0.303 (bar >0.25) — a real gradient. - bed ceiling monotone-decays 1.68->0.61 over 90s (sear early, hold late). - hot-zone piece sears 0.72 while cool-lee piece holds at 0. - FLARE DODGE: left over coals = done 2.12 / 46 flares (carbon); moved to the lee in time = 0.66 clean sear / 0 flares. Active play is the floor. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e6509479d2 |
Heat M-H3 (environment) + M-H5 noise: wind, the windbreak floor, the ZAP
M-H3 environment sim: newOutdoorEnv/addSmoke/SMOKE_ZAP. Wind perturbs a flame's output AND steals its heat; a windbreak (sheltered) forces it flat; induction shrugs wind off; indoor smoke trips the ZAP exactly once. Verified: windy gas stdev 0.2635 mean 5.66, sheltered stdev 0.0065 mean 6.99, induction stdev 0, zap fires 1x indoors / 0x outdoors. M-H5 noise half: cheap_electric hob stdev 0.1244 (>0.12) vs induction 0.0198 (<0.04) vs fan 0.0064 — cheap gear is Field noise, not a tax. The 'both reach 10/10' half waits on the M17 pan. Harness: t.envVar, t.zapTest, t.hobNoise. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b76820b88e |
Heat sources M-H1/M-H2: the knob is not the heat
New bone src/sim/heatsource.ts: a HeatSource sits between the knob and the browning integrator — the dial sets target, output chases it on a fuel-specific lag, every station reads output. Five fuels (gas/electric/ induction/charcoal/radiant) + appliance SKUs (oven_gas, oven_fan, cheap_electric). roasting.ts retrofit is golden-preserving: optional src?, reads src.output ?? power, byte-identical when absent. Verified in-browser: - GOLDEN: no-src oven = mean 0.698 / blister 1.0 / collapse 0 (== HEAD). - M-H1 chase 3->9: gas 0.433s, electric 6.0s, induction 0.133s (distinct). - residual after 9->0: gas 0@1s, electric 6.6@6s, charcoal 9@30s. - M-H2: gas oven stdev 0.1207 vs fan 0.0016 at equal mean 0.6001 (75x). - day 14 bruschetta now roasts on oven_gas, still grades S (9.62); oven HUD reads 'GAS OVEN 8 · blue flame', tomatoes visibly hot-at-centre. Doctrine: OPUS-BUILD-BRIEF-HEAT.md (the cross-cutting heat & environment doctrine — 'you never cook the knob, you cook the lag'). Harness: t.heatChase/residual/ovenStdev/ovenGolden/ovenDemo. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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cc39478a6e |
M15 bruschetta capstone: roast → assemble → the sog finger-press, day 14 end to end
The multi-station order, on the proven bones. Cut the sourdough (M10) →
toast (M1) → roast the tomatoes (toaster generalized) → assemble (garlic rub,
topping point-set, sog clock) → serve. Judge groups The Bread / The Topping /
The Bench. Planning is the mechanic: the temperature clock drifts the two
cheeses on real service time.
What I built on top of the partial work (sims + judge criteria + lines were
already in place and good — kept them):
- Temperature clock WIRED (sim/tempclock.ts): TempClock armed on bruschetta
days, steps every tick while timing; a per-perishable fridge/bench toggle UI
(game.showTempToggle) that reads the judge's own readiness word live; a
toggle costs 8s service (reopening the fridge has teeth). Ticket hints:
"get the brie out now", "leave the parmesan in".
- Roast tomatoes WIRED: OvenView routed after the toast lands on bruschetta
orders (kitchen.onPopped branch → enterOven). Browning Field reused, blister
past 0.6, collapse to sauce past 0.9. oven_tray.glb is absent → loadProp
catch-fallback to the procedural tray (graceful, as designed).
- Assembly scene BUILT (scenes/assembly.ts, new): own toasted garlic-rubbed
slice; G rubs the clove (one-swipe coverage), 1/2/3 drop tomato/cheese/basil
as a point set; ENTER serves. Distribution scored by Clark-Evans (the rind
code, fed the topping list); balance by mass-per-area band.
- Sog clock: rate x wet-mass x moisture / thickness — the doorstop resists,
the thin slice surrenders; the judge presses a finger ("It bends. Toast
should not bend.").
- Day 14 order added; enterOven/enterAssembly/serveBruschetta follow the exact
runNextPrep/enterPrep/enterJuice machinery. Scorecard grouped
bread/topping/bench via judge()'s existing group path.
- Harness (src/dev.ts): t.roast(s,power), t.rub(passes), t.assemble({...}),
t.sogWait(s), t.tempToggle(id), and t.bruschetta() happy path returning the
full grouped stats.
Fixes to the partial work: judge.ts shadowed the `order` param with a local
`const order` (rename → groupRank; would not typecheck); oven.ts material
opacity access typed as Material|Material[] (cast once).
Tuning (measured headless — the pure sims run without three.js):
- assembly SOG_RATE 0.006 → 0.004: doorstop (0.31) under a normal wet load
(5 tomato ~2.1) served promptly (8s) stays CRISP (sog 0.21); dawdled 30s goes
soft (0.77); a thin slice (0.12) bends inside ~15s. The bakery loaf matters.
- assembly MASS_BAND [1.1,2.1] → [2.5,4.5]: the old band scored a normal build
(5t+4c+3b = 3.82 total mass) as an off-band 0; the band now sits around a
proper generous topping. Sparse ~1.3 reads bare, a heap ~6.6 slides off.
- roasting RATE 0.042 kept; comment corrected to the measured window (power 6:
stalls wet to ~26s, blisters 28-36s, collapses past ~40s).
- brie softensInSec 80 (from partial work) kept: out at order start, spreadable
by assembly.
VERIFY (dev build; run in the console):
t.start(); t.bruschetta()
Expected (headless sim + live path):
roast: {mean ~0.70, blister ~1.0, collapse 0, score ~1.0}
distribution: ~1.0 (Clark-Evans R ~1.25, evenly strewn)
balance: {mass ~3.82 in band [2.5,4.5], score ~1.0}
sog: {value ~0.21, word "crisp", score ~0.99}
rub: {coverage ~0.35-0.5, score ~1.0}
temp: {score 1.0 (brie taken out, parmesan left in)}
bench: ~1.0 (clean roast, no slump)
grade A/S, total ~9
Sub-mechanic checks (after t.bruschetta up to the oven, or standalone):
t.roast(26,6) → mean ~0.56, blister ~0 ("under-roasted")
t.roast(42,6) → collapse ~0.69 ("collapsing to sauce")
skip t.tempToggle('brie') → Temperature 0, worst "brie fridge-hard"
thin slice + t.sogWait(15) → sog ~1.0, "it bends"
typecheck clean (tsc --noEmit), vite build clean. node_modules is a symlink to
the main checkout and is deliberately NOT committed (dir-only .gitignore rule
misses the symlink; staged the 12 source files explicitly).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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e1e5ce823a |
M12 routed + M14 onions: the juice detour and the stop-line
Stage 2 Lane B. Two jobs, both riding the existing prep-bench machinery
(prepQueue drained through enterPrep/runNextPrep before enterToastFlow, results
folded into the judged scorecard) — extended, not rebuilt.
JOB 1 — the juice station is a real day now.
- orders.ts: PrepStep is a discriminated union; new 'juice' kind carries the
juicer tier + optional halve + fixed seed count. Day 12 (Deidre): "fresh
orange juice with the toast" — juicer comes from the ORDER (Pyramid Classic,
the starter, no seed moat), the halve is left clean (dead-centre) so the twist
is the whole test; the halve->juice chain stays M12's own later order. seeds
fixed at 5 so Pips is a skill row, not a lottery.
- game.ts: the Game owns a JuiceView (like PrepView). runNextPrep branches on
step kind; enterJuice mirrors enterPrep. The glass is scored on its own
criteria (juiceCriteria) folded into judge() via a new `extra` param; its
spray joins The Bench through the same prepResult path a cut order uses.
- lines.ts: JUICE_LINES merged into the verdict BANK; juicerRecognitionLine
wired off order.prep (the Juicernaut announces itself before the verdict).
- dev.ts: t.juice(revs, press) drives the REAL routed game.juiceView (not the
__tj sandbox); follow with t.handoff() to serve the glass.
JOB 2 — M14 onions, the technique test (brief section 6).
- The stop-line rides the existing cut sim with one additive hook: on the
onion dice's root-ward first pass, RELEASING the blade mid-saw commits a cut
that stops short of the root (liftKnife now commits + returns its frame).
finishCut is factored so a stopped cut and a through cut share the path.
Saw all the way (progress hits 1) and the root severs -> the layers scatter.
Gated behind pattern { kind:'dice', root:true } so day 10's plain dice
(M11-verified) is untouched. That is the "ending a cut deliberately short"
feel — restraint one cut at a time, not a menu choice.
- Sting clock: stingStep raises sting with open cut-surface x time x how much
you crushed rather than sliced (blunt/squashy = tear gas). Rendered as a
cheap full-screen DOM overlay (radial vignette + backdrop blur) that grows
with sting, plus an "eyes fine/watering/streaming" readout and a green
stop-line marker on the onion.
- Scored as two new rows (judging.ts): The Dice (stem discipline, w1.3) and
The Eyes (sting endured, w0.7). The Pieces (CV) stays the criss-cross
spacing, so the two skills are told apart. Lines for 'dice' and 'sting'.
- Day 13 (the inspector): dice the onion PROPERLY with The Best Thing.
- dev.ts: t.chop gains stopAt; t.diceOnion({stopAt|through}) drives both.
Constants and why:
- STOP_MIN 0.15 — a release shallower than this is a fumble, not a stop.
- STING_RATE 0.02 — a sharp, quick clean dice finishes ~0.05 (clear-eyed);
the same onion left open 10s floods to 1.0. Sharp+fast wins, dawdling blinds.
- stemDiscipline band: full marks 0.55..0.9 depth, graze 0.9..0.97, through
>=0.97 = confetti; undercut <0.55 = joined chunks.
- t.diceOnion default stopAt 0.8 -> commits ~0.85, level with the 0.82 marker.
Verified headless (deterministic; sim is pure):
Day 12 juice, t.day(12); t.juice(3, 0.7):
extracted 0.728, theoretical 1.0, yieldOfReachable 0.728, pips 4,
seedsCaught 0 (Classic has no moat -> serve the pips or fish them).
Criteria: The Juice score 0.631 (w1.3), Pips 0.200 (w1.1). t.handoff()
serves the glass; the toast half then runs as any non-loaf day, and the
scorecard shows THE PREP (The Juice, Pips, The Bench) beside THE TOAST/SPREAD.
Day 13 onion, t.day(13); t.diceOnion(): // proper dice, stop short
16 pieces, CV 0, rootThrough 0, stopDepths [0.85,0.85,0.85],
The Dice score 1.000, sting 0.052 -> The Eyes 0.939 ("clear-eyed").
t.day(13); t.diceOnion({ through: true }): // cut through the root
rootThrough 3, stopDepths [1,1,1], The Dice score 0.000 (confetti line
fires), CV still 0 -> the disaster reads on The Dice, not a lying CV.
Sting accumulation: after a proper dice, t.run(600) (10s idle) ->
sting 0.052 -> 1.000 ("blind"), The Eyes 0.939 -> 0.000. The cut onion
stings while it sits, exactly as it should.
Plain dice unaffected: onion { kind:'dice', n:4 } (no root) -> 16 pieces,
CV 0, rootThrough 0, phase done — M11's day 10 is byte-for-byte the same test.
typecheck clean, npm run build clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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d7ce7b7961 |
M11 finish: days route through the prep bench; dice & wedges driven for real
Order.prep is no longer decorative. beginDay() now drains an order's prep
queue through the bench BEFORE the toaster, folding each PrepResult into the
judged day, then falls through to the existing toast flow (loaf knife-trip or
straight to the kitchen). The bench→kitchen ENTER handoff is the same verified
door; both the standalone harness path (t.prep) and the day flow go through one
enterPrep().
What changed:
- orders.ts: PrepStep gains an optional `knife` (prep knives are supplied by
the order, not fished from the drawer — that trip is for the spread tool).
prepAsk() words a step for the ticket. Two new scripted days:
day 10 — dice an onion (dinner knife), then golden white + butter.
day 11 — six wedges of tomato (dinner knife), then a scrape on golden white.
The onion showcases dice (layered flesh punishes a bad cut); the wet tomato
showcases wedges (press-without-saw skates and hoses the board).
- game.ts: prepQueue drained by runNextPrep(); enterToastFlow() extracted from
beginDay(); startPrep() now delegates to enterPrep(); mergePrep() folds a
second step honestly (worst CV, summed mess, all pieces) though every shipped
order is single-step. Ticket renders a warn-chip per prep step.
- dev.ts: t.wedges({n,dy,wobble}) and t.dice({n,dy,wobble}) drive a whole
pattern deterministically off the existing t.chop() — the dice's two rotated
passes are just 2·(n-1) chops (the sim banks pass A and rotates the board
itself). t.handoff() taps the ENTER the bench waits on. Both return prepStats.
Measured (pure-sim, formulas from cutting.ts, positions the harness uses):
- wedges n=6, cuts at [-0.5,-0.167,0.167] → 6 wedges, CV 0.0000 (even).
- dice n=4, cuts [-0.25,0,0.25] both passes → 16 cells, CV 0.0000 (even).
- wedges with wobbled spacing [-0.5,-0.35,0.28] → CV 0.6351 ("a lottery").
CV 0 for even placement confirms the pieces criterion is a real skill test on
both new patterns; wobble/dy in the helpers exercises the failure end.
Verify (dev build, window.__t):
t.start(); t.day(10); t.dice({n:4}); t.prepStats() // 16 pieces, low CV, bench
t.handoff(); // lands in the kitchen
t.toast(9); t.pick('butter_knife'); t.spread(); t.kitchen.serve()
// scorecard groups THE PREP (The Pieces / The Bench) + THE TOAST / SPREAD
t.start(); t.day(11); t.wedges({n:6}); t.prepStats() // 6 pieces, low CV
Lottery/mess check: t.day(10); t.dice({n:4, dy:0.35, wobble:0.06}) → high CV,
messy bench, "a crime scene".
typecheck clean, vite build clean. Untouched: sim/juicing.ts, scenes/prep.ts,
gen-assets.sh, MASTERPLAN.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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faf196657e |
M11 WIP: the prep bench core — one board, and it remembers
Code-complete and verified headless; NOT wired into a day yet (see brief §0.5). The core, all reusing the M0-M10 bones: - sim/ingredients.ts: the cast (tomato/orange/onion/garlic/parmesan/brie/ cucumber/avocado/roast_tomato) with shape, skin slip, flesh moisture+layers, seeds, sting, temperature needs, gratability. - sim/cutting.ts: CutSession = ingredient + knife + pattern (halve/slices/ wedges/dice), generalizing the M10 slicing sim. New physics: slip (press a flat blade on slippery skin and it skates, the aim jumps, juice sprays) and juice (moisture x speed, so deliberate leaks and frantic hoses). - sim/mess.ts: the bench is judged. Field over the board UV + a solids list; the wipe is the butter brush in reverse and mass-conserving, so one pass smears and the second cleans. - scenes/prep.ts: aim/bite/saw, deepening seams, pieces fan out, juice stain texture, instanced solids, live 'bench: clean/smeared/a crime scene'. - judging.ts: The Pieces (CV, w1.3) + The Bench (w0.9); clarkEvans extracted for M15's toppings; criteria grouped by station and the card grouped with it. - lines.ts: 8 lines each, in his voice. Measured, not asserted: - Even deliberate slices -> CV ~0, bench mass 0.51. - Sloppy + frantic (0.3 u/frame) -> CV 0.72, mass 18.8, 16 solids, 'a crime scene'. - Dinner knife pressed on a tomato without sawing -> skates, aim jumps 0 -> 0.12. The Best Thing under the same press bites in 7 frames, 0 slips. - Wipe two passes -> mass 0.51 -> 0.09. Tuning found by playing: slice CV runs over piece WIDTHS not volumes (round ingredients make end slices thin by geometry — a perfect cut scored 0.40, which is a geometry lesson, not a skill test); juice coefficient 0.5 -> 0.1 (the first tomato flooded the board before the second cut). Assets: gen_3d retries once per stage, bakery seeds bumped, prep cast queued. 2D landed (bruschetta_hero, wonderslice_bag). 3D is BLOCKED: every bg_remove fails because m4pro's disk is 100% full. Procedural stand-ins carry the bench. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e5be266ce6 |
M10: the bakery, verified — the wobble follows you into the toaster
Played end-to-end via the extended harness (t.start/day/pick/slice): - Day 9 knife trip: bread_knife dragged above the rim, 0.45s dwell commits. - Clean doorstop (bread knife, 0.05 u/frame): 5 strokes, wedge 0, squash 0. STROKE_GAIN 0.16 -> 0.10 to hit the 4-6 deliberate-stroke feel. - The Best Thing: 3 strokes, and the same wobble input that wedges the bread knife to 0.299 only reaches 0.044 — nearly wobble-proof, as specced. - Coupling: wobbled cut toasts at browning stdev 0.088 vs 0.071 clean, same mean — 'a bit wedged' band (>0.18) confirmed in the Cut criterion. - Slam cut (0.4 u/frame): squash 1.0, arrives pre-damaged (damage 0.02 pre-toast). - Soup spoon siege: 17 strokes / 166 frames, miserable but possible. - Brands: quality now drives heat-noise amp (0.12+0.42*(1-q)) AND blotch frequency (3+3*(1-q)); WONDERSLICE visibly patchier than Crustworthy at 10s. - Slicer visuals: cut seam deepens with progress; freed slice tips off the loaf and lands crumb-up (doneTimer 0.7 -> 1.05 for the fall). - gen-assets.sh: retry-once per stage (rsync flakes), bakery seeds bumped, prep-bench cast queued ($1 prep). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ff006e65db |
M8: crunchy vs smooth, and the jar that separates
Natural peanut butter stratifies while it sits. The jar carries the state:
strat 0..1, set per order (smooth 0.75, crunchy 0.9 — chunks sink). The first
unstirred dip takes the oil slick off the top; the ones after it dig into what
the oil left behind. Verified dip trace, no stirring: 0.875, 0.669, 0.462,
0.256. Swirl the knife in the jar (~2.5 circles of angular sweep; holding still
stirs nothing) and every dip is 0.5. Stirring costs time, and time costs toast
warmth — the mechanic pays the same tax as everything else.
Consistency pushes back through the physics that already exist: an oily load
multiplies the yield down (glides at any angle, goes on thin), a dry one
multiplies it up (fights like cold butter, tears). The shader shows it — slick
is dark and shiny, grout is pale and matte.
The judge reads what LANDED, not what the jar was: every deposit remembers the
oil it landed at, and the criterion scores the mass-weighted mean AND stdev.
The stdev is the design catch, found by verification: a slick strip and a grout
strip average to 0.54 — "just right" — and the first cut scored the lazy play
as if the jar had been stirred. Nobody eats the average:
never stirred, strips oil 0.54 ±0.23 "slick here, grout there" C
one slick dip, whole oil 0.87 ±0.00 "a slick"
stirred first oil 0.50 ±0.00 "just right"
Crunchy reuses the particle system wholesale — chunks ride the knife, shed per
stroke-distance, get judged with the same Clark–Evans index ("Peanut chunks —
21 bits, evenly strewn (R 1.20)"), and the rind line bank is genericised via a
{bits} placeholder so he complains correctly about either.
Day 6 is crunchy now ("the PROPER kind"), the ticket warns when a jar has been
sitting, and the JAR bar shows how mixed it is. Five new judge lines, including
"You did not stir the jar. The jar knows. I know."
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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70922bd855 |
M7: marmalade — rind, and a judge who scores its distribution
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> |
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b07d57e9e9 |
M3: judging — the scorecard, the judge, and a colour-space bug
The loop closes: ticket -> toast -> spread -> ENTER -> verdict -> next day.
- judging.ts: 9 weighted criteria, each reading the same fields the knife was
pushing around, so every line of the scorecard points at something real
("0.78 against 0.68 asked", "thick — thin asked", "28% burnt").
- lines.ts: ~45 lines keyed to whichever criterion actually decided the score,
so the verdict and the scorecard always agree — the verdict just has feelings
about it. MITEY has its own vocabulary.
- judge.ts: the toast turns on a pedestal under a spotlight, grade stamps in,
heatmap toggle for browning/spread. The generated inspector reacts by grade.
- orders.ts: seven handwritten days, then procedural. Day 1 is soft butter on
white; day 7 is a translucent film of MITEY on wet sourdough with fridge-hard
butter and a steak knife.
The find: every art colour was authored as sRGB and fed straight into a linear
lighting pipeline. Linear 0.14 encodes back out to sRGB ~0.4, so "near-black"
MITEY rendered as TAN and saturated butter washed to pale cream. This was the
root cause of the legibility fights in M0 and M2 — I'd been treating the symptom
by pushing the specular around. One line (albedo = pow(albedo, 2.2), mixing
stays in sRGB because that's the space the palette was picked in) and the whole
art direction landed: MITEY is genuinely black, butter is butter, the crust went
from cream to a rich golden brown.
Also: the specular lobe was far too broad. The slice is flat with the light and
camera both above it, so dot(N,H) ~0.98 everywhere and a wide lobe blankets the
whole slice in white. Tightened, so only ridges tilted into the light catch —
which is what a spread actually looks like.
The slice rolls its own lighting and ignores scene lights, so the judge's
spotlight did nothing to it; it now swaps its own rig for presentation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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eb74170011 |
M2: spreading — one control, three behaviours
Knife angle (wheel) is the only input, and spread/scrape/gouge all fall out of it.
Verified by driving real input through the real code paths:
cold toast + fridge butter -> damage 0.015, spread 0.029 (tears, as designed)
fresh warm toast -> damage 0, spread 0.117 (flows cleanly)
burnt toast, knife on edge -> char 99.9% -> 82.7% -> 54.5%
evenness 0.029 -> 0.123 -> 0.226
pale toast, knife on edge -> gouges; steak knife gouges 3.2x harder
That evenness column is the mechanic: scraping rescues you from char and wrecks
uniformity doing it. The judge will have opinions.
The trap is calibrated, not hoped for. Pressure comes from steepness, but past
SCRAPE_ANGLE the knife stops spreading:
fridge butter / cold toast yield 0.72 needs angle 0.75 IMPOSSIBLE
bench butter / cold toast yield 0.54 needs angle 0.57 (cliff at 0.62)
fridge butter / fresh toast yield 0.36 needs angle 0.38 fine
soft butter / fresh toast yield 0.16 needs angle 0.12 dream mode
So cold toast + hard butter cannot be spread at any angle, and the way out isn't
technique — it's not dawdling. The pressure gauge draws both marks so you can
see the gold sitting past the red and understand why you're losing.
Emergent and kept: a steak knife's narrow blade concentrates pressure enough to
beat cold butter's yield. It's the right tool for cold butter and a menace
everywhere else.
- cutlery.ts: 9 hand-authored archetypes (silhouettes are gameplay — the drawer
has to be fair) + compound box colliders for M4.
- dev.ts: harness that drives real gestures deterministically. Earns its keep.
Two bugs: cutlery meshes used mesh.rotation.x = -PI/2, which sends a profile
drawn toward +y to -z and one drawn toward -y to +z — the handle and blade were
laid out in opposite directions, overlapping, nowhere near the cursor. Now
rotated at the geometry level. And resize() computed aspect = 0/0 = NaN when the
container reports zero, which poisons the projection matrix so every raycast
silently misses — i.e. the entire mechanic stops with no error.
Metals need something to reflect: added a RoomEnvironment IBL and rebalanced the
direct rig, which was tuned before it existed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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