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type-two 47f6c39e2b THE MANDOLINE: day 28 — yield against skin
P8's machine, and the one station where evenness is FREE. A knife makes
you earn every slice; the mandoline hands you a perfect one every
stroke. So the game is not the cut. The game is the last third of the
vegetable, where your knuckles get close to the blade and the only
thing between them is a guard that wastes what it protects.

The trade, and it is the whole station: bare-handed shaves further down
for a better yield and is COMPLETELY SAFE while the thing is long — the
risk is zero above a comfortable stub and climbs steeply below it, so
careful play never bleeds and greed does. The guard is not a probability,
it is a fact: with it on you cannot be cut. It also cannot grip a stub,
so it stops you early and leaves waste in the bin.

Bleeding is not a bad row, it is a health inspector: the plate caps at
3.5 and the detail reads 'that food does not leave my kitchen'.

Two fixes the verification forced:

- The first tuning asked for 14 slices, and a guarded cook tops out at
  about 13 — so the safe route could not satisfy the ticket and the
  player was choosing between failing the ask and bleeding. That breaks
  the house rule that careful play is reliably safe. The ask is 12 now
  (10..13 procedurally), reachable guarded, with bare-handed greed worth
  a couple of extra slices and nothing you could not otherwise earn.
- The waste scale punished the guard so hard that safe play was mediocre
  by construction. Re-centred on the guard floor: the guard costs a
  little yield, it does not sink the run.

And a bug the screenshot caught, which turned out to be three bugs: the
nick message is sticky by design (updateHud refuses to overwrite it), and
NOTHING cleared it on reset — so a fresh cook was told 'THE BLADE FOUND
YOU' in red before touching the machine. The fryer's 'it CAUGHT you' and
the air fryer's 'jumped the rack' had the identical trap. All three
cleared on reset.

Verified: careful 9.6 (13 slices, guarded, hands intact); greedy 15
slices — MORE yield — and 3.5 for bleeding on them; word clean on a
fresh board; curry 10.0, chips 10.0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 21:46:47 +10:00
.claude Drop accidentally-committed agent worktree pointer; ignore .claude/worktrees 2026-07-17 18:51:53 +10:00
public/assets THE DIET: 214MB of props become 47MB, and nobody can tell 2026-07-26 19:00:47 +10:00
scripts THE DIET: 214MB of props become 47MB, and nobody can tell 2026-07-26 19:00:47 +10:00
src THE MANDOLINE: day 28 — yield against skin 2026-07-26 21:46:47 +10:00
.gitignore Drop accidentally-committed agent worktree pointer; ignore .claude/worktrees 2026-07-17 18:51:53 +10:00
index.html M0: scaffold — Vite+TS+Three+Rapier, slice sim core, asset pipeline 2026-07-16 21:16:18 +10:00
KITCHEN-ATLAS.md The cold chain closes the loop: stock day 17, cook it day 18 2026-07-19 21:52:27 +10:00
MASTERPLAN.md Atlas grows: the egg dossier, the air fryer, and P12 THE CAREER 2026-07-18 16:48:06 +10:00
OPUS-BUILD-BRIEF-2.md M15 bruschetta merged: Stage 3 complete, Brief 2 fully executed 2026-07-18 15:30:57 +10:00
OPUS-BUILD-BRIEF-3.md Build Brief 3: FIRE — the pan, the rib eye, the salt doctrine 2026-07-18 16:00:33 +10:00
OPUS-BUILD-BRIEF-HEAT.md M17 pan shipped as a playable day (16); heat brief complete 2026-07-19 20:43:30 +10:00
OPUS-BUILD-BRIEF.md M0: scaffold — Vite+TS+Three+Rapier, slice sim core, asset pipeline 2026-07-16 21:16:18 +10:00
package-lock.json Mushrooms: three varieties for the prep bench, plus gen-assets machine fixes 2026-07-17 18:20:10 +10:00
package.json M0: scaffold — Vite+TS+Three+Rapier, slice sim core, asset pipeline 2026-07-16 21:16:18 +10:00
README.md M8: crunchy vs smooth, and the jar that separates 2026-07-16 23:03:57 +10:00
tsconfig.json M0: scaffold — Vite+TS+Three+Rapier, slice sim core, asset pipeline 2026-07-16 21:16:18 +10:00
vite.config.ts M0: scaffold — Vite+TS+Three+Rapier, slice sim core, asset pipeline 2026-07-16 21:16:18 +10:00

TOASTSIM

Bread goes in. You are judged.

A browser game about making toast, where the inputs are analog and the output is scored by a man who has been doing this for thirty-one years.

npm install
npm run dev      # http://localhost:5173

The loop

Order → toast → drawer → spread → verdict → next day.

  1. The ticket tells you what someone wants: how dark, which spread, how much, which utensil, and whether they'll tolerate burnt bits.
  2. The toaster has a dial and a lever and no timer. You go by smell.
  3. The drawer makes you find the right piece of cutlery in a tangle of similar ones — while your toast goes cold.
  4. The bench is where the game actually lives. See below.
  5. The judge scores nine criteria and has something to say about the worst one.

The mechanic

One control — the knife's angle (mouse wheel) — and three behaviours fall out of it:

angle contact what happens
flat wide, low pressure spreads — or tears the bread, if the spread is stiffer than the pressure you're allowed to make
steep narrow, high pressure scrapes spread back off, or lifts char off burnt toast
steep + fast, on bread with nothing left to take gouges

The trap: pressure comes from steepness, but past the scrape threshold a steep knife stops spreading. So a spread can demand more pressure than spreading mode can physically give:

situation yield angle needed scrape cliff at 0.62
fridge butter / cold toast 0.72 0.75 impossible
bench butter / cold toast 0.54 0.57 one click from disaster
fridge butter / fresh toast 0.36 0.38 fine
soft butter / fresh toast 0.16 0.12 dream mode

Cold toast with hard butter cannot be spread at any angle. The way out isn't technique — it's not dawdling in the drawer. That's why the drawer is there. The pressure gauge draws both marks so you can watch the gold sit past the red and understand exactly why you're losing.

Scraping is the other tension: it rescues burnt toast and wrecks evenness doing it (char 99.9% → 54.5%, evenness 0.029 → 0.226). The judge notices both.

And MITEY is its own skill: spread it on, then take almost all of it back off. He wants to see the toast through it.

Peanut butter comes smooth or crunchy, and both are natural — the jar separates while it sits. The oil rises; the paste underneath dries out. An unstirred first dip is a slick (flows at almost no pressure, goes on thin and shiny), the dips after it are grout (fights like cold butter). Swirl the knife in the jar — about two and a half circles — to mix it back, and yes, stirring costs time, and time costs toast warmth. The judge reads the mass-weighted mean and spread of the consistency that actually landed: oil 0.50 ±0.00 — just right versus oil 0.54 ±0.23 — slick here, grout there, because a slick strip and a grout strip average to "correct" and nobody eats the average. Crunchy additionally has chunks, and the chunks are judged like rind (below).

Marmalade adds a second axis: the rind. Bits drop off the blade per unit of stroke distance, so a dabbing knife makes a pile and a moving knife lays a trail — and because the shed rate scales with what's left on the blade, one dip can't cover the slice. The judge scores the scatter with the ClarkEvans nearest-neighbour index (R ≈ 0 one clump, 1 random, above 1 deliberately even) and quotes it on the card: a corner dab reads "one clump (R 0.24)", three well-placed dips read "evenly strewn (R 1.17)". Scraping picks rind back up, so a clump can be argued with rather than started over.

The bread

Same dial, same 18 seconds, four breads:

bread 4s 9s 18s char
white 0.22 0.54 1.08 93%
multigrain 0.20 0.52 1.06 92%
raisin 0.30 0.76 1.14 99.8%
sourdough 0.11 0.33 0.74 14%

Sourdough's water has to boil off before the crust can brown, so it stalls and then accelerates hardest. Raisin bread is sugar: it browns early and burns early.

How it's built

  • Vite + TypeScript + three.js, Rapier for the drawer. No framework; the UI is a DOM overlay over one WebGL canvas.
  • The slice is the whole game's canvas: an extruded loaf silhouette with four 128×128 scalar fields — browning, dryness, spread, damage — packed into one RGBA8 texture per frame and composited by a custom shader. Everything the player does writes a field; everything the judge reads is a statistic over one.
  • Cutlery is procedural on purpose. The drawer asks you to tell a dessert fork from a dinner fork, and that's only fair if the silhouettes are authored.
  • Physics: compound boxes, never trimeshes. Grabbing is a capped PD spring, so a snagged piece fights what's lying on it instead of tunnelling through.

Layout

src/
  core/     app + loop, input, seeded rng, 2D field, synthesised audio
  sim/      bread, slice (geometry/fields/shader), toasting, spreads,
            spreading (the star mechanic), cutlery
  scenes/   kitchen (toast + spread), drawer (rapier), judge, props
  game/     game loop, orders, judging rubric, the judge's lines
  ui/       hud, title, cutlery silhouettes
  dev.ts    dev-only harness — drives real gestures deterministically

Dev harness

The game is driven by mouse gestures over a 3D scene, which makes "does it work" hard to answer by inspection. In a dev build, window.__t drives the real code paths at a chosen dt:

__t.toast(10, 6)      // lever down, 10s at power 6, pop, land
__t.spread(9, 0.55)   // dip and raster the slice at 0.55 units/sec
__t.stats()           // every field statistic the judge will read

It's also the escape hatch for headless browsers that never fire rAF — everything calls app.step(dt) directly.

Assets

Every asset was generated on-device and free via MODELBEAST, and is reproducible:

./scripts/gen-assets.sh        # fixed seeds; skips anything already present

flux_localbg_remove_localhunyuan3d_mlx. The judge's five expressions are one fixed seed and one fixed description with only the expression phrase varying, which is why he stays the same man while his face falls.

The toaster is procedural rather than the generated GLB — it needs a lever we can actually drive, and a dial that turns.