toastsim/package.json
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

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JSON

{
"name": "toastsim",
"private": true,
"version": "0.1.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "tsc --noEmit && vite build",
"preview": "vite preview",
"typecheck": "tsc --noEmit"
},
"dependencies": {
"@dimforge/rapier3d-compat": "^0.19.3",
"three": "^0.185.1"
},
"devDependencies": {
"@types/three": "^0.185.1",
"typescript": "^7.0.2",
"vite": "^8.1.5"
}
}