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karti acf4d1a510 feat: the state becomes California, and the port fills with ships
**Stage 1 of one California.** The owner's complaint had two halves and this is
the first: the state board was a CROPPED SLAB. `california.ts` stopped at 38.05 N,
so the board disagreed with its own minimap about the shape of California in a
single frame, and Bug Fire's 93,733 acres burned off-frame while the panel said
all clear. Bounds now run 32.50-42.05 N / -124.50 to -114.0 W — Cape Mendocino,
the ruled Oregon parallel, the 120th-meridian corner into the Nevada diagonal.

**And it got cheaper.** 391,169 triangles to 375,351, while gaining the North
Coast, the Sacramento Valley, the Klamath knot, the Cascade arc, Shasta at 4,320 m
and Lassen at 3,190 m. Extending the bounds alone would have doubled the lattice
to 168,813 points and blown the mobile cap; coarsening cellLat 0.022 -> 0.0312 and
cellLng 0.027 -> 0.0383 holds it at ~83,800. The cell as a FRACTION of the board
moves 0.0030 -> 0.0033 — unchanged in frame — because the camera retreats to frame
whatever it is given. That argument was already written in the pack's own comment.

The second half — three boards becoming one world you zoom through — is NOT here.
Merging at Bay density would be 34.04M triangles, 13x the highest budget, and
merging at SoCal density would downgrade San Francisco from 40 m lots to 164 m.
Both delete the board every marketing still is shot from. `sf.ts` and `socal.ts`
are untouched by design.

**Aerial perspective, which the state board could not have had before.** The old
fog started at 1.15 board spans = 944 km, on a board whose longest diagonal is
820 km — so no pixel could ever be fogged. Fog now responds to camera altitude,
clamped to the authored pair as a ceiling.

`Atmosphere.aerial(env, view)` is a second pure method returning `{ near, far }`
and **deliberately no colour**. That is structural, not stylistic: it is why a
future camera-dependent term cannot reach `environmentKey()`'s colour fingerprint
and start rebuilding the PMREM cubemap on every camera step. Coarsening the
fingerprint instead would have hidden one instance and armed the mechanism. A
mutation-tested seam guard fails if anyone merges the two paths back together.

**The port.** Terminal Island rendered as a bare tan polygon with generic white
blocks while the chapter text called it the busiest port complex in the
hemisphere. Now six container yards drawn as canvas atlases, 56 gantry cranes at
varied boom angles, the 13 km San Pedro breakwater, the dredged channel. Five
buckets merging ACROSS ports the way airports.ts merges across fields, so a
second complex costs no extra draws: +11 draws and +4,377 triangles for all of it.

At vertical exaggeration 3.4 a 130 m gantry is 1.132 units tall against a 400 m
ship's 1.024 long — the crane is the taller object, and it is what makes a port
read as a port from altitude.

**Ships, and the wake carries the information.** Moored hulls have no foam,
verified at three terminals; a tug under way in the Main Channel trails a clean
Kelvin V. One hull geometry, one InstancedMesh, orientation from the BERTH rather
than the wire. The AIS gate strips sog 102.3, heading 511 and cog 360 — all mean
"not available" — with an explicit test that cog 358.7 SURVIVES, because a naive
range check on cog eats real headings near north.

"Empty or full" is not in AIS position reports and is not invented per ship. The
honest answer is at port level and is a better story: 348,691 of 460,467 boxes
left Los Angeles empty in July 2026, corroborated by FBX01 $7,491 inbound against
FBX02 $347 outbound.

**Radar and birds ship dark, and say why.** California is 0.47% wet and migration
is nocturnal and seasonal, so both layers have nothing to say on most days. The
panel reads "No radar feed is configured, so this board draws no weather. That is
a fact about this box, not about the sky."

Also recorded, and it matters beyond this commit: **the GPU on amd-server never
leaves 500 MHz of a possible 2725**, traced across 80 seconds of sustained load.
`bay-area/desktop` is fragment-bound at that clock and sits on the vsync deadline,
so a trivial change in fragment work flips it between 16.8 and 33.3 with geometry
identical to the digit. Every frame-time number measured on this box is a floor.
Two investigations reached two different wrong conclusions from single-run
comparisons before this was traced. Geometry is the gate; frame time is advisory.
No cap was raised.

Tests 1,340 -> 1,540, server 280 -> 295.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-22 23:35:09 -07:00
karti b25f217e3e feat: real fire on the boards, the LA office as a twin, and a night sky worth reading
The world stops being a simulation of California and starts being California.

**THE PROMOTION GATE WAS THE FIRST COMMIT, BEFORE ANY ORANGE PIXEL EXISTED.**
On today's live store the SoCal board contains 22 incidents. Every one has NULL
acreage and fifteen are nameless LA County dispatch numbers. Drawn naively that
is 22 orange marks over Los Angeles on a day nothing is burning — in a frame that
contains no other warm colour, so one glyph would be the most salient object on
the board and twenty-two would spend its credibility permanently.

`acres >= 10 AND contained < 80 AND type != 'RX' AND last_seen = max(last_seen)`
returns 0 on SoCal, exactly 5 on California, 0 on the Bay — same body, same day,
three correct answers. The empty board is a deliverable, not a fallback: it says
"No active fire on this board — CAL FIRE and WFIGS, just now", states that 21
records were gated and why, lists the largest fires burning OUTSIDE the frame
with distances, and counts the hot pixels it is deliberately not drawing.

**The privacy leak is structurally impossible rather than carefully avoided.**
cloud-1 serves a projection; the four home-relative columns never leave that box.
`observations.threat` was the one that nearly got through — it is
`(16/distance)^2 x log10(acres) x momentum x containment x wind-alignment`, so
with acreage and containment public it inverts to a distance circle around a
house and three fires give an intersection. A grep of the built bundle for
distance_km, bearing_deg, threat, 7762 and the street name returns nothing.

**Deliberately not used, and both would have produced a confident wrong answer:**
the store's `air` table retains only the last parameter of each poll, so all 78
rows read "Good" while the live feed reports ozone 101 "Unhealthy for Sensitive
Groups" — haze driven off it would clear the sky during a smoke event. And
`weather` is written only inside the NWS alerts loop, so a quiet day stores no
wind at all. Tera's own per-region NWS wind is already correct and already what
the clouds drift on.

Satellite detections are drawn as evidence and never as incidents. The permanent
industrial heat source 4.7 km from the owner's house is flagged persistent and
dropped, asserted by a test that first proves it is present in the fixture.
MODIS integer confidence and VIIRS string confidence are branched on `sat`.

**The LA office is a twin.** Its entire authored second storey — Model Loft,
Model Bay, The Materials Room, 430 lines nobody had ever stood in — is reachable
on foot: a walker crosses level-1 to level-2 in 73 fixed steps, floorY 0 to 5,
verified against the real pack rather than a synthetic plan. Its two studio
devices read real hardware through a field-allowlisted bridge: mute, volume and
reachability only. Never level, because there is no passive level upstream and
obtaining one would record a room with people in it. Never dB, because upstream
is gainPct across four different native scales. The bridge refuses all writes.

Fixed at its root: an anonymous visitor was getting permanently at-rest
instruments backing off against a 401. The tier moves into `createDeviceSource`,
so anon gets the living simulator three file headers already promised.

**Item 8 is closed, not fixed, and the correction is the point.** The Bay Area
"stutter" was GPU power management — the card sat at 500 MHz of 2725 through
every run that reproduced it, 4096/2048/1024/256 shadow maps all render in
1.21-1.31 ms, and two consecutive runs over a byte-identical dist gave 33.4 then
16.7. The allowance is removed and the cell is back to 16.7. Geometry is the
gate; frame time is advisory.

Item 7 was re-scoped after measuring: 1,069,006 of the Bay Area's 2,265,056
triangles were the second submission of the same buildings into the shadow pass.
Mobile now has its own triangle caps and bay-area mobile draws 1,266,096.

Also: bridges and the freeway corridor light up at night as emission, not lights
— 1,614 deck lamps and 18 tower heads on the Bay in two draw calls. The single
change that made US-101 legible was moving its edge lines from the lit material
to the unlit one: retroreflective paint, the argument the SFO night frame already
makes. California went 21,991 lamps to 4,051, clustered at the 17 town districts,
because a rural interurban corridor genuinely is unlit.

Tests 1137 -> 1340, server 280. All ten budget cells pass on first attempt with
no cap raised.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-22 18:01:11 -07:00
karti 8fb85cd2e5 feat: give the boards a horizon, a sea that reflects, and a state worth flying over
The wide shot, which is what an anonymous visitor actually lands on.

**The sea was `MeshLambertMaterial`** — a material with no specular term at all,
by construction — on a board where water is half the frame. It is now a
low-roughness dielectric that reads `scene.environment`, with a runtime-generated
tiling swell normal map sampled twice per fragment at two scales and two
headings, so the sun breaks into a moving glitter path instead of a mirror point.
An `onBeforeCompile` patch takes the body colour toward the deep value looking
straight down and leaves it to the reflection at grazing, and walks roughness up
past 1.6 board spans so the far water cannot shimmer.

The swell spectrum is 1/k^2 and not 1/k because the first attempt was
photographed: at 1/k every component carries the same slope, the shortest wave
wins, and the sea renders as hard diagonal corduroy. A test holds it now.

**The board no longer ends in a diamond.** The sea plane went from 1.8 board
spans to 18, past the fog's far plane from anywhere the orbit reaches, and the
sky is a world-space dome rather than a screen-space gradient. That gradient was
wrong in a way dusk made obvious: the sunset band was painted along the *bottom*
of the picture, under the board, while the true horizon at the top of frame stayed
zenith blue. `daylight.ts` pinning the horizon stop to the fog colour to hide the
seam was a symptom of it.

**Terrain casts shadows.** Left off before because double-sided terrain against a
~16 m-per-texel shadow map gives acne; `shadowSide = BackSide` is the cure, shot
at four sun elevations down to +0.0 degrees to confirm no stippling. The caster is
a stride-2 decimation appended to the same index buffer and swapped in by
`onBeforeShadow`/`onAfterShadow` via `drawRange`: no extra draw call, a quarter of
the depth cost, and indistinguishable from the full-resolution caster in a
side-by-side crop. Stride 1 was measured at +65,566 triangles and would have
missed the budget by ~47,000, so it was not shipped.

**California reads as California.** It was a beige kite: the eastern edge one
ruled line for five degrees of latitude, the south closing in a diagonal V, the
whole south-east a featureless tan wedge. Now the coast runs to the Mexican
border with San Diego on it, the eastern edge follows the Colorado and the Nevada
diagonal, and the south-east is the Basin and Range — forty parallel desert ridges
throwing shadows east, Death Valley as a white pan between the Panamints and the
Black Mountains, the Salton Sea the one cool value for two hundred kilometres.
The opening pose is retuned to the bigger board; the old 452/392 stand-off left a
slab of empty ocean where the state should be.

**The aircraft were six pixels.** Measured, by enlarging a screenshot 200% to
find one at all — indistinguishable from a dead pixel, on a board whose entire
claim is that the sky is live. They are airliners now, with planform and trail,
and clicking one raises its card for a signed-out visitor.

**The Model X is off the wall.** It stood at floor level outside a studio 188 m up
a Transbay tower, reading as a car balanced on a parapet. The apron is now chosen
from `site.elevation`, which the pack already carries — not from an office id,
which is the bug class this repo already hit once when a door marker gated on
`id === "sf"` and would have pinned the Los Angeles building to San Francisco.

Also fixed, and nearly shipped: sea z-fighting dithered every flat piece of ground
on the Bay Area and SoCal boards. And one test asserted an exact source line for
the water material, so the better multi-line implementation failed it — it now
asserts the property (dielectric, metalness 0, low roughness) rather than the
author's first guess at formatting.

Tests 964 -> 1015. California desktop 562/650 draw calls and 728,744/750,000
triangles — 2.8% of triangle headroom left, which is the number the next person
should check first. No budget was raised.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-21 23:43:14 -07:00
karti db074e9cf7 feat: tone-mapped render rig, studio devices, LA fidelity pass, UI overhaul
The build the studios needed, across eight workstreams and one strict file
partition.

**The render rig was the quality ceiling.** The renderer ran three's
NoToneMapping default while atmosphere drove the sun to 2.35 and assets set
emissives to 3.2, so every value above 1.0 hard-clipped to flat white — which is
why walls blew out and every fitting looked like a white rectangle. ACES filmic
tone mapping and an explicit output colour space land in `stage.ts`, and the
atmosphere intensity table and palette headroom are re-tuned against the new
curve rather than left tuned for the clipping we removed.

`engine/environmentRig.ts` builds a PMREM environment at runtime, procedurally,
so nothing binary is committed. There was no environment map anywhere before, so
every `metalness > 0` role had nothing to reflect and rendered dull grey — a
defect the code already documented against itself in `office/optimus.ts`, where a
whole material role was abandoned over it, and worked around in `modelX.ts` with
a fake emissive that this change deletes. Atmosphere remains the sole light
owner; the rig derives from the `LightingState` it already produced.

**Studio hardware exists.** There was no device concept anywhere in the product:
no type, no route, no state. `devices/types.ts` fixes a declaration/state/
capability/command contract that a smart light, a thermostat, a door sensor and a
charger all fit without a schema change, and both studios now carry a desk mic
and a computer speaker with deterministic simulated behaviour behind an adapter
seam a real API can occupy later. Reads are the demo and are open; commands are a
signed-in action and are kept off the read body entirely, because a shared cache
replaying a GET that turned a microphone on is exactly what the fail-closed
cache default exists to prevent.

**The ADS-B licence hole is closed.** `TERA_ADSB_ENDPOINT` accepted any URL, the
response was served publicly cacheable, and the attribution hardcoded adsb.lol
regardless of where the endpoint pointed — one env var away from republishing
non-redistributable data under an open-terms credit. The host is now allowlisted,
the credit is derived from the host actually configured, public cacheability is
conditional on redistributability, and a refused endpoint demotes to simulated
flights and says so in `degraded[]`. The gate is on the source, not the feature:
live aircraft and their detail cards stay open to anonymous visitors.

**The LA studio was never the smaller pack** — 16 rooms and 248 props against
SF's 4 and 28. Its deficit was fidelity per square metre: 98 of those props were
ceiling troffers, it bound no props to seats, placed none of the habitat kit, and
12 of its 16 rooms had no viewpoint. Density comes from new asset kinds rather
than more instances, because `furnish.ts` draws once per kind and folds colour
into the batch key, so repeat instances add nothing the eye can read.

**The interface stops being forty imperative mutations.** Every visibility
decision moves into a pure, tested `ui/chromeState.ts` and one applier, so the
chrome has coverage for the first time. Deleted: ~100 lines of CSS and two
bindings targeting elements that no longer exist, and a `body:has()` rule that
shifted the desktop layout by 160px for touch controls hidden there. Fixed: the
office picker tabs that drew their label and their badge on top of each other.
Added: a first-run flow, because the product is two verbs and neither was ever
stated on screen. Mobile is designed on its own terms instead of being the
desktop with things hidden — the plan view comes back, and the keyboard-only
shortcuts button is replaced by touch controls.

`arena/studioOps.ts` frames the whole thing as the multi-variable environment it
is, wrapping the same simulators the renderer drives rather than a headless copy.

Also removed `input/vehicle.ts`, which nothing but its own test imported.

Tests 385 -> 961, all passing. Typecheck, build, performance budgets across six
matrix cells, no-binaries, provenance, dependency licences, zero-config boot and
arena source hashes all green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-21 19:44:24 -07:00
karti 20deae2a0f feat(actors): build articulated dog v2 2026-08-19 03:08:04 -07:00
karti 0557a26e6b feat: add active SF and LA HQ environments 2026-08-19 02:51:56 -07:00
karti ddf814a657 feat: build deterministic freeway and Lumbridge EV v2 2026-08-19 01:16:38 -07:00
karti 94de2d8bee feat: build articulated crow flight v2 2026-08-19 01:12:37 -07:00
karti dd18c6775d fix: close California play and asset acceptance gaps 2026-08-11 22:49:37 -07:00
karti a2a52bfdae feat: add playable actors and seamless journey state 2026-08-11 19:10:14 -07:00
karti fe58290728 California gets roads, traffic, and a car to follow 2026-08-11 18:24:53 -07:00
karti 51979feea0 Shadows land on the building, and the sky layers stop repeating themselves
**Shadows were the right size and pointed at nothing.** Last round fixed the
missing `updateProjectionMatrix()`, so the frustum finally became the size
every caller asks for — but nothing aimed it, and `sun.target` sits at the
world origin. A pack's origin is the **north-west corner of its slab**, so
for lumbridge-hq the box was off-centre by half the building: 14.4 m of a
48 m plate, about a third of the floor, fell outside the frustum and
neither cast nor received. Invisible while three's broken ±5 default made
shadows useless everywhere; obvious the moment they started working.

`SceneKitOptions` takes a `shadowTarget` now, both callers pass one, and
the light's target is added to the scene — which is the part that actually
matters, because `LightShadow.updateMatrices` reads `target.matrixWorld`
and an unparented `Object3D` is never reached by the traversal that
updates it. The sun is also placed relative to the target rather than the
origin, so light-to-target is exactly `sunDistance` for every direction,
which is the invariant each caller's `shadowNear`/`shadowFar` were chosen
against.

**`flights.ts` could not be tested, and that is why it was untested.** It
used a TypeScript parameter property — the one piece of TS syntax that
*emits code* rather than annotating a type — so Node's type stripping
refused the whole module. The bundler never cared, so nobody found out
until the first `node --test` file tried to import it. The module carrying
the worst bug this project has shipped was, by construction, the one
module that could not have a test. It has eleven now, including one that
fails if the live-aircraft repeat-skip is removed.

**Robots are on the plan panel** — a turned marker with a bow for heading,
in the one hue left that is neither the people-blue nor the camera-amber.

Review findings cleared across the four new sky/robot modules: a real
24 mm void at the ankle and an 8 mm hole through each forearm, a
per-frame allocation in the robot heading picker, a per-frame sort in the
starlink ranking, `uTime` growing unbounded until the cloud breath
quantises, and `DAY_REFERENCE`'s derivation which did not reproduce.

`createStarlinkMeshLayer` now takes a **board** radius — the same unit its
sibling takes — instead of a dome radius with nothing in the types to tell
them apart. That is the exact confusion that has already caused one real
bug here. `DOME_RADIUS_FACTOR` has one owner and is imported, not copied:
the points and the meshes must be on the same dome or a satellite that
grows geometry also jumps.

Several comments were wrong rather than merely stale — a fabricated claim
about `Object3D.clone`, a fabricated attribution to `Plan`, an inverted
`DoubleSide` argument, a triangle ledger citing a function that no longer
exists, and a defensive-call rationale that contradicted the paragraph
above it. In a codebase where the comments are the design record, those
are defects.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 02:50:25 -07:00
karti af0d4a7d57 The office keeps its lights on, and something walks around under them
**Lights.** A sited office follows the real sun, and the real sun spends
half its time below the horizon — which was producing a technically
correct and completely useless picture: an unlit floor plate at midnight
in a building whose whole premise is that you can see who is at which
desk. `luminaires.ts` brings the diffusers up as the sun goes down and
reports one scalar for how much interior light there is; `withHouseLights`
adds it to the rig. CONTRACT §4's rule that a fitting emits no light is
kept in full — nothing here is a light source, and the rig still has one
owner.

**And they notice you.** A fitting within four metres of somebody walking
underneath brightens and fades back as they leave, which is what an
occupancy-sensed floor actually does at night. They are one `InstancedMesh`
sharing one material, so `emissiveIntensity` cannot vary between them —
`instanceColor` can, but three multiplies it into the diffuse term only, so
six lines of `onBeforeCompile` carry it into the emissive term as well. The
alternative was one mesh per fitting: forty draw calls of ceiling in a
building that spends about twenty on everything.

**Optimus.** A posable Gen-3 humanoid — eleven articulating joints, pale
shells over a dark frame, a black visor — with a walk cycle driven by
*distance travelled* rather than wall-clock, so the feet do not slide when
a robot slows down. Two per floor, derived from the pack's levels, so the
two-storey tower gets four and the hangar gets two without either pack
knowing robots exist. They wander between reachable points using
`Plan.blocked` — the collider the wall split already produces — and they
are deliberately **not** gated on `depth`: the build-time-exclusion rule is
about occupancy, and a robot is nobody.

**Starlinks stop being pixels.** The sixty-four nearest the centre of view
grow real geometry — a flat bus with ONE large solar array, which is the
actual signature and the thing everybody draws symmetrically and wrong —
fading in so there is no pop where a point becomes a mesh. Two draw calls.
The sun for their attitude comes from `solar.ts` and not from the rig,
because `atmosphere.ts` floors the light direction to keep the shadow
camera usable, and a sun ten degrees *down* is exactly the dusk geometry
that makes a pass visible.

**Aircraft** are airliners now — swept wings, nacelles, a fin — instead of
an arrowhead, still one shared geometry facing +Z as `flights.ts` requires.
**Clouds** drift over the board, driven by observed cover, lit by the rig
rather than by themselves.

Four modules were built by subagents and reviewed by another; every one
came back `needs-work` and the reviews were right. Fixed before wiring:

  - The walk cycle's arms were a quarter cycle out of step with its legs —
    the legs are cosine-shaped and the arms were on `sin`, so at the
    instant the left leg reached full forward the left shoulder was at dead
    neutral. Uncanny, and hard to name until it is pointed at.
  - Every Optimus shell used a `roundedBox` radius of 0.12–0.22, which that
    primitive turns into a near-circular cross-section — the figure was
    built out of lozenges, not panels. The rest of the library uses
    0.02–0.09.
  - The cloud material was `transparent` + `DoubleSide` without
    `forceSinglePass`, so three rendered it twice per frame *and* bumped
    `material.version` on each pass — rebuilding the program cache key
    forever, on the one layer that is fill-rate bound.
  - `starlinkMesh.dispose()` freed the geometries but not the
    `InstancedMesh`es, orphaning their instance buffers on every city
    switch.
  - The airliner's tailplane roots sat outside the tail cone and hung in
    free air over most of their chord.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 00:56:49 -07:00
Karti Tripathi d464459838 Spaces: the inside of the world, and a sun that is actually where it should be
Ten agents wrote this in parallel against CONTRACT.md, which exists because the
five design agents before them collided on fifteen blocking points — four files
specified twice with incompatible contents, three separate backends for one box,
and `Environment` exported twice meaning different things.

What landed: a Stage owning only the renderer and the loop, with the city and an
office as two scenes over it. They cannot share one — San Francisco is ~94 m per
scene unit with 3.6x vertical exaggeration and an office is 1 unit = 1 m — and
the city is paused rather than disposed on the way in, because rebuilding its
336,864-point heightfield costs about a second on the way back out.

Offices are data. `src/offices/lumbridge-hq.ts` is fifteen rooms and seventy-six
seats, and it is the file a self-hoster copies. Walls are a segment list with
1-D openings, so doors and windows are holes punched in a wall rather than
placed objects, and the pass that splits a wall around its openings hands the
walk-mode collider its segments for free.

The sun is real. `solar.ts` is a NOAA/Meeus implementation with no imports at
all — not even three.js — so time of day keeps working on a laptop in a field.
Verified against known values: 75.45 degrees at the June solstice in SF, 28.79
at December, sunset at 03:15Z. The first screenshot after wiring it was a black
rectangle, which turned out to be correct: it was midnight in San Francisco.

Presence binds to a seat id and never to a coordinate. The pack knows where
`eng-04` is; who is sitting in it is private data behind an API. Same shape as
the marker rule, one level in.

Two corrections to ARCHITECTURE.md are in here. Containment does not discharge
ODbL — publishing OSM-derived coordinates is Public Use of a Derivative Database
wherever the rows live, so the rule is about the geocoder (US Census, public
domain) and not the storage. And a person at a desk is not a Marker; markers are
geographic.

One contract gap surfaced only in a screenshot: two agents read `height` on a
viewpoint differently, so the establishing shot aimed at empty air fourteen
metres above the roof. It now means what the same field means for a city.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 00:11:01 -07:00