Commit Graph

3 Commits

Author SHA1 Message Date
monster
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>
2026-07-16 21:51:34 +10:00
monster
67cfe56bb9 M1: toasting — browning sim, toaster, lever, and the pop
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>
2026-07-16 21:29:51 +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