ff006e65db
6 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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>
|
||
|
|
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> |
||
|
|
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>
|
||
|
|
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>
|
||
|
|
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> |
||
|
|
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> |