1
0
This repository has been archived on 2026-08-25. You can view files and clone it. You cannot open issues or pull requests or push a commit.
karti 23e4bb8ab7 fix: withdraw the corridor glyph close in, and give the aeroplane a true-metre size
Two scale lies on the merged board, both of the same kind and one of them
exactly the bug `LOT` had: a constant denominated in **scene units**, which
means a different real size on every board.

**The corridor is 4.7 km wide and it is deliberate.** `createFreewayWorld` draws
US-101 and I-5 as an atlas glyph because DRIVE mode has to be able to drive down
it on a board where a real freeway is a fifth of a pixel — `main.ts` says so
where it sets the corridor altitude. On three separate boards that was
invisible, because the only board with a corridor was the one you never came
close on. `cities/unify.ts` put cities on that board, and the first photograph of
San Francisco from 9 km is two black ribbons four and a half kilometres wide
lying across the city, wider than the peninsula at the Golden Gate.

`overviewLayers` is the mirror of `detailLayers`: withdrawn when the camera
comes close, and empty on every board that is not the merged one. Drive mode is
exempt, for the obvious reason.

**It withdraws the glyph rather than replacing it, and that is a half-measure
with the honest half named.** A true-width corridor is the real answer and it is
not one commit: the roadside props are laid out against the slab, so a 44 m
ribbon with today's props puts 600 m oaks beside a two-lane road; and drive
mode's camera cannot see a true-scale car at all — the near plane is 0.1 units,
192 m on this board, against a car 0.0026 units long. Until both are done, a
missing road reads as "not modelled yet" and a 4.7 km slab reads as broken.

**And with the slabs gone, the aeroplanes were the size of neighbourhoods.**
`AIRLINER_LENGTH` is 0.42 *scene units*. `aircraftGeometry.ts` states what that
means without flinching — 40 m over San Francisco, 164 m over the Southland, the
same 0.42 on both — and on the statewide board at 1,919.3 m to the unit it is
**806 metres**. The focus-distance clamp was working correctly and pinning the
glyph to scale 1; scale 1 was the problem.

`flightBaseScale` gives the glyph a true-metre size, 60 m, and **floors it at 1
so no board's aeroplanes ever grow**:

  | board | authored | after |
  | --- | --- | --- |
  | sf | 40 m | 40 m — untouched |
  | socal | 164 m | 60 m |
  | california / one | 806 m | 60 m |

San Francisco ships exactly as it is; the two boards where the authored size was
2.7x and 13.5x life are corrected downward. A fix that only ever removes an
exaggeration cannot surprise a board that did not have one. The screen-space
floor is unchanged and still lifts the glyph to a legible size wherever it is far
away — what changes is only the size it collapses *to* when a real aeroplane
would be legible on its own. `glyphScale` takes the floor as a fourth argument
defaulting to 1, so the twenty assertions pinning its two-argument behaviour are
untouched.

**A latent throw fixed on the way.** `applyDetailLod` reads `controlMode` to
exempt drive mode, and the LOD is applied once up front — before the line
`controlMode` used to be declared on. A `let` is in its temporal dead zone until
its declaration *executes*, so that ordering made the merged board throw a
`ReferenceError` on the first board it drew. TypeScript cannot catch it: the
binding is in scope for the whole function and only the runtime knows the order.

All twelve budget cells pass and every board's draw calls fell: bay-area 204 ->
199, socal 206 -> 203, california 373 -> 371, california-one 420 -> 415.
1,705 tests pass.

Next, and measured rather than guessed: landmarks go through `world.metres`,
which multiplies by `verticalExaggeration`. Los Angeles City Hall at 760 m draws
11,399 m tall on the merged board (15x) and Salesforce Tower draws 1,883 m on
San Francisco's own (5.8x). That is the grey cube standing over downtown in the
photograph, and it is one board, one exaggeration — an owner's call before it is
a code change.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-24 10:05:03 -07:00
2026-08-19 03:06:01 -07:00

Tera

The map view of Lumbridge Simulate — California from above, in three.js. Its other half, Spaces, is the offices you walk into: one engine and one asset library, seen from outside and from inside.

Apache 2.0. Runs at tera.lumbridgecorp.com.

San Francisco


What it is

An engine plus data packs. The default board joins Los Angeles and San Francisco with live deterministic traffic on US-101 and on the honest I-5 → I-580 → I-80 approach. Choose either route chapter to follow the procedural black Model X.

The engine renders terrain, coastline, built cities on authored street grids, bridges, roads, markers, road traffic and air traffic. A city pack is pure data — coastlines, hills, districts, landmarks, camera chapters — so adding a city is a data contribution anyone can review, not a fork.

California, the detailed Bay Area, and Los Angeles / Orange County / Riverside ship today. The corridor is intentionally sparse; detailed cities remain their own boards rather than forcing a 600 km world into one full-resolution mesh.

A plan view sits top right: the board drawn flat, with the footprint of the camera's own frustum on it, so you can see where you are looking from outside the shot. Click or drag it to move the camera; scroll it to dolly. It is a 2D canvas rather than a second WebGL context, drawn from the same city pack, and it follows the sun into the night along with everything else.

Who sees what

Three tiers, resolved once at boot by src/access.ts:

anonymous signed in admin
the map, the plan view, the named chapters
observed weather and live aircraft
the office public depth — shell, furniture, viewpoints, nobody home full depth, with presence full depth
the marker feed per TERA_MARKERS_ACCESS
the godmode panel (G) — date, season, weather override, counters, pose editor

The sky is public on purpose. Cloud cover over San Francisco is a government sensor reading, and the aircraft are broadcasting their positions unencrypted to anyone with a receiver; neither is something an account can grant you access to. Gating them cost the only moment that makes this project land — real fog rolling off the Pacific onto a city you recognise, at the real time of day, on a first visit.

The markers are the one feed that can carry something private, so the server decides. TERA_MARKERS_ACCESS is members by default and an operator has to say public out loud, which /api/v1/health then announces in degraded[]. The default is the safe answer rather than the common one, because the failure mode is silent: nothing errors, nothing looks broken, the data is just readable by the internet.

These are drawing decisions, not a security boundary, and src/access.ts says so at length. Live data and office presence are withheld by the API, from a caller it does not recognise; the client tier stops the app asking for something it will not get. Admin is granted only by TERA_ADMIN_SUBJECTS on the server — never inferred in the browser, and never from an API that failed to answer. A deployment with no API at all is open, because "clone it and it works" is the promise; it is not "clone it and you are an administrator".

Quick start

npm install
npm run dev

Play controls

The bottom mode dock is the local-player source of truth: View, Drive, Explore, Fly, or office Walk. A transition clears stale held input and atomically hands the follow camera to one subsystem. WASD is movement; Q/E is vertical or yaw, I/K pitches the crow, Space is the primary action, G glides, P resumes assistance, R resets, and C switches the driving camera. A standard gamepad maps both sticks, triggers, shoulders, and rising-edge action buttons.

Touch play uses a pointer-ID analogue stick at lower left and only the actions that apply to the current mode at lower right. The Map button remains available during possession. Touch, keyboard, and gamepad state are independent, so a released or cancelled finger cannot clear another source that is still held. The UI and follow camera are presentation adapters only; they never enter Arena observations, rewards, snapshots, traces, or simulator hashes.

Headless RL environments

Tera also exports a versioned, renderer-independent Arena contract with five deterministic environments: US-101/I-5 driving, Frontier Valley office navigation, seeded SF/LA office robot jobs, crow waypoint flight, and California electric-aircraft flight. They share the client controllers and office plan, but require no canvas, DOM, Three.js scene, network service, or new runtime dependency.

Import them from @lumbridge/tera/arena. Seeded train/dev scenarios, component rewards, safety terminals, maximum steps, snapshots, checksummed traces, exact replay and executable inaction/scripted baseline proofs are documented in ARENA.md.

The visible SF and LA office robots use that same fixed-step job state. Their patrol, parcel, inspection, and charging loops are authored demonstration scenarios—not presence, telemetry, or evidence of real company work—and the UI labels them as a seeded simulation.

Using the engine

import { createScene } from "@lumbridge/tera/engine/scene.ts";
import { createStage } from "@lumbridge/tera/engine/stage.ts";
import SAN_FRANCISCO from "@lumbridge/tera/cities/sf.ts";

// One stage per canvas, for the life of the page. Cities are put on it and
// taken off again; a renderer per city leaks its shadow map on every switch.
const stage = createStage(canvas);

const scene = await createScene(stage, {
  city: SAN_FRANCISCO,
  markerPalette: { hiring: 0x4ade80, closed: 0xef4444 },
});

scene?.setMarkers([
  { id: "1", lat: 37.7765, lng: -122.4241, label: "Somewhere", colorKey: "hiring" },
]);

createScene is async because the heightfield is built in a Worker — half a million samples, about 730 ms on the Bay Area, and not on the main thread. It resolves to null if the build was abandoned through options.signal, which is what makes switching city mid-build cheap.

The engine renders Marker[] and looks colours up by colorKey in a palette you supply. It does not know what your markers mean — that mapping lives in your adapter. This is what lets one renderer serve a private map coloured by one scheme and a public map coloured by another, without either being a fork.

Adding a city

Write src/cities/<id>.ts exporting a City. Trace the coastline and parks by hand, place hills as radial peaks, and give each district its street bearing.

Two rules, and they are not stylistic:

  • Do not import geometry from OpenStreetMap. OSM and Nominatim output is ODbL — share-alike, and incompatible with this repo's licence.
  • Do not commit logos or brand assets. They are trademarks, not code.

See ARCHITECTURE.md §3 for the full reasoning, and NOTICE for the attribution and data-provenance statement, and PROVENANCE.json for the machine-checked shipped-artifact and original procedural-lineage ledger. Run npm run provenance, npm run licenses, and npm run sbom before accepting assets or dependencies.

Aircraft

The engine takes a FlightSource. Two ship here: SimulatedFlights (original, flies real approach and departure corridors) and AdsbFlights (open community ADS-B feeds such as adsb.lol).

FlightRadar24 is deliberately absent — their terms forbid scraping and forbid redistributing their data, so a client for it cannot live in an Apache-2.0 repository. Commercial sources belong in private deployments. The best long-term answer is an RTL-SDR receiver: first-party data with nothing to comply with.

Layout

src/engine/    renderer — terrain, blocks, structures, markers, flights, scene, minimap
src/cities/    data packs — pure geography, no code
src/transport/ serializable route packs and renderer-independent simulation
src/arena/     versioned headless RL contract, scenarios, traces and environments
src/assets/    original procedural asset library
src/adapters/  where outside data plugs in
src/tools/     instruments — god-only, dynamically imported, never statically

engine never imports cities; neither imports adapters.

Nothing under src/tools/ may be reached by a static import from the app. It is loaded by one await import() behind access.can.debug, so a visitor who is not an admin does not download the code at all — which is the strongest available reading of "nothing here runs for a non-god visitor": not a hidden panel, not a disabled panel, no panel. src/tools/index.ts states the rule and what silently undoes it.

Licence

Apache License 2.0 — see LICENSE and NOTICE.

The ordered build plan and parallel work lanes live in BUILD_PLAN.md.

S
Description
Immutable Apache-2.0 Tera baseline through 2026-08-24; current development is proprietary.
Readme Apache-2.0 9 MiB
Languages
TypeScript 93.3%
JavaScript 5.3%
HTML 1.3%