toastsim/OPUS-BUILD-BRIEF-2.md
monster 31f2eff28e M10 WIP + Build Brief 2: the bakery is code-complete, the prep bench is specced
M10 (code-complete, verification pending — see OPUS-BUILD-BRIEF-2.md §2):
- Brands with mechanical quality (WONDERSLICE 0.25 vs Crustworthy 0.8 etc.):
  quality scales heat-map patchiness and crumb fragility. Bakery sourdough is
  loaf-only.
- Slicing minigame: aim thickness, saw with vertical strokes; progress/wobble/
  squash; wedge slices brown unevenly in the toaster (the bad cut follows you);
  squash arrives as pre-existing damage.
- Bread Knife + THE BEST THING (heavy, soft-scalloped, saw eff 1.65) join the
  drawer; on loaf days the drawer trip happens BEFORE toasting ("they are
  waiting") and whatever you fish out is what you slice with.
- Day 9 handwritten (the inspector wants a doorstop with parallel faces),
  procedural brands/loaf days from day 10, The Cut criterion (band + wedge +
  squash, TBT signature bonus), cut line bank.
- Verified so far: day-9 ticket chips, knife-trip drawer with bread_knife AND
  the_best_thing present, timer label, typecheck + build. Slicer end-to-end
  play, tuning, and couplings assertions are itemised in the brief.

OPUS-BUILD-BRIEF-2.md — the prep bench: generalized ingredients + cutting
(slip, juice, piece-evenness CV), the judged mess field, oranges + ribbed
pyramid juicer (halve evenness caps yield, seeds by juicer tier, the
Juicernaut), the grater (zest/pith line, cheese needs cold, knuckles), onions
(sting that blurs REAL vision, the stop-short-of-the-stem criss-cross dice),
and bruschetta as the capstone (temperature planning, roast tomatoes on the
browning field, topping Clark-Evans, the sog clock vs doorstop slices).

Bakery asset batch partially failed (flux errors + one lost GLB) — regen
instructions with retries are in the brief §8.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 16:24:05 +10:00

18 KiB
Raw Blame History

TOASTSIM — Build Brief 2: The Prep Bench

For: Claude Opus 4.8, executing in Claude Code on this Mac (M3 Ultra, cwd /Users/m3ultra/Documents/toastsim). Approved by the owner. Asset generation via MODELBEAST is free and pre-authorized. Commit + push per milestone to git@gitea.partly.party:monster/toastsim.git (SSH remote already configured; HTTPS has no credentials).


0. Where you are standing

M0M9 are shipped and verified: toasting (browning field), spreading (knife-angle rheology, butter/PB/MITEY/marmalade), the judged scorecard with a claymation judge, the tangled cutlery drawer, day loop with orders, oil-separation stirring, rind distribution scored by ClarkEvans, and a fresh-eyes pass (M9) that locked the cheat panel and added live readouts. Read README.md and the git log first — the commit messages are design documents.

M10 (the bakery) is code-complete but NOT fully verified — that is your first job (§2). It adds: bread brands with mechanical quality (bread.ts BRANDS), unsliced bakery loaves, a slicing minigame (sim/slicing.ts + scenes/slicer.ts), the bread knife and the legendary The Best Thing in the drawer, day 9, and cut quality feeding the toaster (wedge slices brown unevenly).

How to run and verify (non-negotiable discipline)

  • npx vite --port 5173 --strictPort in background; open via the Browser pane.
  • The embedded browser never fires rAF (document.hidden is true) and can report innerWidth 0. The game survives both, and the dev harness exists because of them: window.__t (dev builds) drives the real input path deterministically — t.run(frames), t.tap('Space'), t.point(x,y,z,down), t.toast(secs,power), t.dip(), t.spread(), t.swirl(), t.stats(), t.look(). Call t.app.resize() once after load. Extend the harness for every new minigame you build — if you can't drive it headless, you can't verify it.
  • Verify by playing and reading numbers the judge computes, then screenshot. Never trust "it compiles". Every milestone: typecheck, build, played-through evidence, console clean, commit with a message that records what you measured, push.

Known traps (all cost real debugging time once — don't pay twice)

  • THREE.Timer.connect(document) freezes dt when hidden — don't reintroduce it.
  • camera.aspect = 0/0 poisons projection forever; App.resize() guards it — keep the guard.
  • mesh.rotation.x = -PI/2 on extrusions lays profiles out in opposite directions — use extrudeFlat() (geometry-level) in cutlery.ts.
  • Rapier wants {x,y,z,w} quaternions, not arrays; array = NaN = wasm panic.
  • Lathe profiles touching the axis = starburst normals. Build from primitives.
  • Colours: palette is authored sRGB. new THREE.Color(...floats) reads as linear → pale. Use .setRGB(..., THREE.SRGBColorSpace).
  • ACES desaturates >1.0 — keep lighting products under 1.0 or yellow becomes cream.
  • Shared materials can't do per-piece emissive — clone if you need highlights.

1. The design law (what made M0M9 good — keep obeying it)

  1. Analog inputs, judged outputs. Every mechanic is a continuous gesture the player can be better at, and every score is a statistic computed from the same state the gesture mutated. The scorecard always points at something real.
  2. Mistakes travel. A bad cut toasts unevenly. Dawdling cools toast, which hardens butter. Never punish twice at the same station — punish downstream, where it's funny.
  3. Feedback before the verdict. Live readouts use the judge's own functions (see kitchen's amount readout). The verdict may be brutal; it may never be a surprise.
  4. Statistics with names. ClarkEvans for scatter, mass-weighted mean±stdev for consistency, CV for evenness. The judge quotes the number; the number is honest.
  5. Silhouettes are gameplay → procedural geometry for anything the player must identify or that carries physics. Generated GLBs for hero props and vessels.
  6. The judge is the reward. Every new criterion ships with ~5 bad lines + 3 good lines in his voice: dry, specific, never cruel except about MITEY.

2. M10 finish line — verify the bakery (do this first)

Everything compiles and day 9 reaches the drawer with the right ticket (verified: chips show the bakery loaf / doorstop — slice it yourself, timer reads "they are waiting", and the drawer contains bread_knife AND the_best_thing). Remaining:

  1. Play the slicer end-to-end via harness: pick the bread knife from the drawer (drag it above the rim, hold 0.45s), aim ~0.31 world units (doorstop = 2636mm at 110mm/unit), saw with vertical strokes (~0.05 units/frame stays under the squash threshold), confirm onSliced fires and the kitchen receives the cut.
  2. Assert the couplings: a deliberate wobble cut (add dx while sawing) must show browning-evenness degradation after toasting (stats().browning.stdev visibly higher) and "a bit wedged" in The Cut row. A slam cut (fast dy) must arrive pre-damaged (Integrity).
  3. Wrong-tool slicing: take the soup spoon to the loaf — confirm it's miserable but possible (saw eff 0.3) and the judge's Cut row + Utensil tell the story.
  4. Tune feel: STROKE_GAIN, WOBBLE_GAIN, SPEED_CAP in slicing.ts are first guesses. A clean bread-knife cut should take ~46 deliberate strokes; The Best Thing ~3 and nearly wobble-proof. Cheap-brand WONDERSLICE toast (day 1) should visibly brown patchier than Crustworthy (day 8) — screenshot both.
  5. The slicer scene has placeholder-quality visuals (flat crust box loaf, no cut seam). Minimum bar: a visible cut line that deepens with progress, the cut slice separating and falling flat at the end. Nice-to-have: crumb texture on the cut face (reuse bread.crumb colour).
  6. verify → commit → push as M10.

3. M11 — The prep bench core (build once, everything else rides it)

A second bench (like the slicer scene) where ingredients get cut, and the machinery every later milestone uses.

3.1 Ingredients

src/sim/ingredients.ts:

interface Ingredient {
  id: string; name: string;
  shape: 'sphere' | 'ovoid' | 'block' | 'wedge' | 'bulb';
  size: number;                    // world units, 1 ≈ 11cm
  skin:  { resistance: number; slippery: number };  // tomato: low res, HIGH slip
  flesh: { resistance: number; moisture: number; layered?: boolean }; // onion: layered
  seeds?: { count: number; pocket: 'core' | 'distributed' };
  sting?: number;                  // onions
  temp?:  { state: 'fridge' | 'bench'; softensInSec?: number; needsSoft?: boolean; needsCold?: boolean };
  gratable?: { yield: number; pithDepth?: number };  // citrus zest / hard cheese
  roastable?: boolean;
}

Starting cast: tomato (slippery, wet), roast_tomato (wetter, softer), orange (ovoid, seeds, zestable), onion (layered, sting 1.0), garlic (bulb, small), parmesan (block, needsCold, gratable), brie (wedge, needsSoft), cucumber, avocado (seed = one giant pit, flesh softness varies by ripeness roll — a free lottery joke).

3.2 Generalized cutting (src/sim/cutting.ts)

Extract and extend the M10 slicing sim. A CutSession = ingredient + knife + a pattern:

  • halve — one cut; scored on evenness of the two halves (offset from centre + wedge).
  • slices(n) — repeated cuts; pieces recorded as widths → evenness = coefficient of variation of piece volumes. CV < 0.08 "even", > 0.25 "a lottery".
  • dice — two-phase (see onions, §6).
  • wedges(n) — radial; for oranges/tomato wedges.

New physics on top of M10's progress/wobble/squash:

  • Slip: on the first bite, if skin.slippery * downforce > grip, the ingredient skates — the cut position jumps, juice sprays (→ mess field), and you re-aim. Grip comes from saw motion (a moving serrated blade bites; pressing a chef's knife straight down on a tomato is the canonical failure). The Best Thing and sharp knives bite at low downforce.
  • Juice: every cut through flesh.moisture > 0.4 ejects juice proportional to moisture × speed, sprayed along the stroke direction (→ mess field §3.3). Slow deliberate cuts leak less. Roasted tomatoes are basically water balloons — the joke is intended.
  • Pieces are physics bodies on the board when it matters (dice results tumble; reuse drawer's compound-collider discipline — primitives, never trimesh).

3.3 The mess field (src/sim/mess.ts) — the bench is judged now

A Field over the cutting-board UV (reuse core/field.ts wholesale) + a particle list for solids (seeds, skins, zest, crumbs — reuse the rind instancing pattern from slice.ts).

  • Writers: juice spray, seed ejections, onion skins, grated overflow, squashed pulp.
  • Wipe tool: hold-and-drag a cloth (same brush machinery as spreading, in reverse). Wiping costs service time. Wiping juice spreads it thinner first (mass-conserving brush: same trick as butter) before absorbing — one pass smears, two passes clean. That's the feel.
  • Judge criterion The Bench (weight ~0.9) on any prep order: mess mass + spread fraction, worded by the worst contributor: "There is juice on everything. Everything." / "Somebody's seeds are on my floor." Good: "A clean board. You'd be surprised how rare."
  • Live readout in the prep HUD: bench: clean / smeared / a crime scene — judge's own thresholds.

3.4 Scoring plumbing

Orders grow a prep?: PrepStep[] list; the judge gains a per-step criterion builder (cut evenness, yield, pith, sting-time, bench). Group the scorecard visually by station (Prep / Toast / Spread) — the card is getting long, and grouping keeps it legible.

4. M12 — Oranges and the ribbed pyramid

Flow: (zest first, if ordered §5) → halve → juice → serve the glass.

  • Halving uses halve pattern. Cut-quality → theoretical yield: yield = base × (1 2|offset|) × (1 0.5·wedge). A perfect halve leaves 100% reachable; a 60/40 butchering caps you at ~70% and the judge will say why: "You have cut a lid and a bucket."
  • The juicer (hero prop: old-school ribbed glass pyramid — generate it). Minigame reuses the jar-stir swirl detection (kitchen.ts) verbatim: place the half (drag onto cone), then press + twist. Twist sweep extracts (extracted += sweep × pressGrip); pressing hard without twisting tears pulp (mess + pulp-in-juice) and sprays. Yield bar fills toward the theoretical max — the live readout says 62% of what this orange had. Rotate rhythm matters: reversals of twist direction give a small bonus bite (real reamers work this way; it also just feels right).
  • Seeds. Each orange carries seeds.count (37). The Pyramid Classic (starter) lets seeds through into the glass: visible, clickable — fish each out at a time cost, or serve pips and eat the criterion: "There are three pips in this. I counted. I shouldn't have been able to."
  • Juicer tiers (progression, introduced by day like brands): Pyramid Classic (day 12) → Ribbed Deluxe (seed moat catches ~80%) → The Juicernaut (legendary, day ~20 procedural rare: catches everything, +10% yield, and the judge notices: "Is that a Juicernaut. Sit down.").
  • Judge criteria: Yield (vs theoretical, weight 1.3), Pips (1.1), The Bench, plus the halve's Cut row. Serve = the glass on the pedestal instead of toast — JudgeView.show needs a subject abstraction (toast mesh | glass mesh). Keep it small: a presented Object3D + criteria list.

5. M13 — The grater

One prop (box grater generated; microplane optional later), two customers:

  • Zest: before juicing, some orders want zest of one orange. Hold the orange against the grater, rhythmic vertical drags = zest particles (distance-based shedding — the marmalade-rind pattern, reused exactly). The pith line: each surface region has zestDepth; over-grating a region past gratable.pithDepth sheds white pith particles into the pile — visible (white among orange), and the judge's Pith criterion counts the ratio: "This zest is half pith. It will taste like a headache." Scroll wheel rotates the orange to expose fresh skin — the skill is rotation discipline, same muscle as rind-scatter.
  • Cheese: parmesan (needsCold) grates clean IF cold — it softens on the bench in real time, and soft parmesan (or brie, ever) smears: output drops, the grater clogs (a clog meter; clearing it costs time), mess accrues. The inversion of butter: butter wants warm, cheese wants cold, and both run on the same temperature clock (§7).
  • Knuckles: grating speed over a threshold rolls a knuckle graze — small Integrity-style penalty on the player (brief red flash, mess spot, and a line: "That's your knuckle in there. I'm not scoring the protein.").
  • Judge criteria: Zest/Gratings amount (band, like spread amount), Pith, Clog/mess.

6. M14 — Onions (the technique test)

  • The sting. While an onion is cut open, sting pressure rises (rate × sting × cut aggression — crushing cuts sting more, so blunt knives and squash-heavy strokes are literally tear gas). Rendered as a growing edge-blur + welling vignette (CSS overlay, cheap). Vision cost is REAL: it blurs the cut line and the stop-line marker. Options with costs: wipe eyes (button: clears it, 4s, and if you've been handling onion it doubles it first — once, for the joke and the lesson), push through, or work fast and clean. Sharp knife + low squash = slow sting. The Best Thing is, again, the best thing.
  • The proper dice — exactly the technique the owner described:
    1. Halve stem-to-root.
    2. Lay flat. Radial/parallel cuts toward the stem that must STOP short of it — a visible stop-line at ~85%; a cut that goes through the stem releases the layers early (pieces fall apart into slivers — layered flesh means the CV of your final dice explodes). Undercutting leaves connected chunks (also CV chaos, other direction).
    3. Rotate 90° (scroll wheel), criss-cross cuts → dice falls in cubes.
  • Scored on Dice CV (the piece-evenness statistic from §3.2 — this is where it shines), stem discipline (through-cuts counted), sting time endured, bench state (onion skins are mess solids).
  • Judge lines: "You went through the stem. The onion became confetti. You served confetti." / good: "Square. Actually square. I'm keeping one."

7. M15 — Bruschetta (the capstone that uses everything)

The multi-component order. The ticket becomes a small recipe card; service time weight rises; planning is the mechanic:

  • Temperature clock (generalizes butter softness): ingredients have bench-vs-fridge states drifting on real time. Brie must come out EARLY (soft enough to spread by assembly time); parmesan must stay in UNTIL needed. The ticket hints ("get the brie out now, love") and a small fridge/bench toggle UI per perishable — decided at order start and revisitable at a time cost.
  • Roast tomatoes: the oven is the toaster generalized — reuse the browning Field on tomato halves (they blister rather than brown: same field, different colour ramp + a blister speckle past 0.6). Overdone = collapse into sauce (moisture → mess when handled).
  • Assemble: your OWN sliced sourdough (M10), toasted (M1), rubbed with garlic (one swipe mechanic — a light 'spread' with a garlic clove, coverage judged lightly), topped: tomato pieces + cheese + basil. Topping distribution = ClarkEvans again (the rind code takes a point list — feed it topping placements). Balance: total topping mass per slice area band, "thicker but even and balanced = more score" — mass band × distribution, the user's exact ask.
  • The sog clock: wet toppings on toast start sog rising (rate × topping moisture ÷ slice thickness — thick doorstop slices resist sog: ANOTHER reason the bakery loaf matters). Serve before soggy; the judge presses a finger on it, on camera: "It bends. Toast should not bend."
  • Judge screen groups: The Bread (cut+toast) / The Topping (distribution, balance, sog) / The Bench. This is the order type where an S feels like a diploma.

8. Assets — MODELBEAST (all free, all local; fire jobs FIRST, code while they run)

scripts/gen-assets.sh has the pipeline (gen_3d name seed "prompt"; flux → bg_remove → hunyuan3d, ~6 min each, GPU lane serial). The M10 bakery batch partially failedsourdough_loaf meshed but produced no GLB, and batard_loaf, cutting_board, tomato_vine, roast_tomatoes failed at flux. First: check ./mb jobs (source ~/Documents/MODELBEAST/data/agent.env) for the error text, re-run with bumped seeds (+1) and slightly reworded prompts; add a retry-once into gen_3d. Never spam retries on queued — the lane is serial and shared.

Then queue the prep-bench cast (fixed seeds, style token as in the script): oranges ×2 (whole / halved showing segments), ribbed pyramid juicer (hero — prompt the ribs explicitly), juice glass, box grater, brown onion, garlic bulb, basil sprig, olive-oil bottle, oven tray, Ribbed Deluxe + Juicernaut juicer variants, plus 2D: bruschetta title-hero, "WONDERSLICE" bag art for the ticket. Anything the player must identify by shape or that carries physics (onion halves, dice pieces, orange halves on the reamer) stays procedural — silhouettes are gameplay, and meshers hate thin/segmented geometry.

9. Milestone order, and the bar for each

M10-verify → M11 → M12 → M13 → M14 → M15, one commit+push each, message = what you measured. For each: harness helpers first, then the sim (pure, in src/sim/), then the scene, then judge criteria + 8 lines, then live readouts, then played-through verification with numbers in the commit message, then screenshots. If a milestone's feel is wrong, fixing feel beats advancing — the loaf, the reamer twist and the onion stop-line are the three feels that must be RIGHT.

Pre-authorized judgment calls: all tuning constants; cutting scope inside a milestone to protect feel; procedural-vs-generated per asset; deferring the microplane, avocado, cucumber if the core five (orange, onion, tomato, parmesan, brie) land better without them. Do NOT add paid/cloud dependencies, accounts, or telemetry. Do not touch ~/Documents/MODELBEAST except through mb.

The bet is the same as last time: the bones are good, so build each new station on the bones — Fields, point-statistics, distance-shedding, swirl detection, dwell commits, the harness — and the game stays one game instead of six minigames in a trench coat.