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karti 4bd8481be1 feat: the boards stop being three products
The owner asked twice why there are still three separate boards. The honest
answer, and what this round executes: **it feels like three boards, but not
because the scale jumps 20x — because the three packs draw three different
Californias, and the loudest difference is that the mountains are four times
taller on one of them.**

**THE 20x HORIZONTAL SCALE JUMP IS INVISIBLE**, and measuring that collapsed the
cost of this whole round. `World.project` is a uniform scale in x/z with no
vertical term, and a uniform scale leaves a perspective image identical — so a
camera carried across the seam on matched true-metre offsets draws a
pixel-identical horizontal frame. 1,919 -> 94 m/unit costs nothing to look at.
Rescaling was never the problem. A boot card, a tab strip and a 4.17x vertical
deflation were.

**THE PAUSE WAS MOSTLY FAKE.** A switch covered the screen for 1,715 ms but only
608 ms blocked the main thread; the page drew 46 of 69 frames with nothing to
show, because the outgoing board had already been disposed. `mountCity` now
retains it: the incoming board builds BEHIND a live, interactive picture, and
`stage.setScene` fires only on completion. Measured across all six directions,
three runs each — boot card yes -> **no**, opaque cover 726-1,415 ms -> **0**,
blank frames 21-46 -> **exactly 1**, wall clock down 12-29%, blocked main thread
down 15-47%. A return to a board already seen links **zero** shader programs and
blocks **zero** milliseconds: 298-312 ms of camera flight where it was ~1,600 ms
behind a card. Disposal had been throwing away the shader cache too — linkProgram
ran 38, 59, 78, 109, 127 across five mounts and never reused one.

**The transition is a fog dip, not a crossfade**, through the `setAerialFog` seam
built last round. Every both-boards-live crossfade breaks a budget — ca+sf is
2,640,307 triangles against bay-area's 2,600,000 cap — and a fade never lands
inside the harness's sample window, which is the "a cap you do not measure is a
cap you do not have" failure this repo already argues against. The dip costs zero
triangles and zero draw calls, and it hides the 4.17x deflation, the 4,025 m
projection disagreement and the vanishing 2 km freeway symbols at once, because
all three happen at maximum obscuration. It is also diegetic: a descent through
haze.

The first dip was wrong and the photograph caught it: collapsing to 6% of board
SPAN turned the whole night frame into one flat field — the exact "turns the map
off" failure the risk list named. Re-anchored to 70% of camera STAND-OFF, so the
coastline survives and only the relief melts.

**One ladder, one places list.** 26 authored chapters become 24 rungs sorted
descending by STAND-OFF, not altitude — by altitude they interleave badly and
altitude cannot tell a low oblique from a high plan. The three-board tab strip is
off by default; the left column is now one scrolling list of all 24 rungs under
three region headings that does not change when the board does. Only which row is
lit changes. Label collisions are resolved in the ladder and never in a pack, so
the 29 index-aimed capture guards are untouched.

The minimap stops turning through 90 degrees between boards: every board is
pinned to a rectangle with California's proportions.

**SF and SoCal are not regressed**, and that was the acceptance that mattered:
95.9-98.8% of board pixels are delta-0 against a baseline hash-verified identical
to what the live site serves, and every one of the 34-70 surviving pixels per
frame is an aircraft or a hull.

**A real defect found only by photograph:** `minimap.setMarkers()` had zero call
sites. Every marker on every board was gone — the LA studio's door dot, the Bay
Area's eight company markers — dropped when the minimap went per-board.
Typecheck, tests, budgets and the console were all green with that bug in.

Also fixed: two capture presets that lied. `look.mjs`'s `glyph-la` and `glyph-sf`
claimed California chapter closeups and returned SoCal and Bay Area frames,
because they aimed by chapter index and the indices had moved. Aiming is now by
identity, with a guard test.

NOT SHIPPED, DELIBERATELY: the pack merge. At Bay density it is 34.04M triangles,
13x the highest budget — dead, not a trade. At SoCal density it is 1.99M and fits
today, and the price is San Francisco rendering at 164 m lots instead of 40 m,
i.e. SF looking the way SoCal looks now. SF and SoCal carry every marketing still
on the site. That is the owner's decision and it is worthless as an argument and
decisive as a photograph, so it ships as a measurement artifact with a
side-by-side still and is wired into nothing. The four data reconciliations that
would make one world honest — one exaggeration rule, roads in metres, one
projection centre, one coastline convention — are behind TERA_RECONCILE, default
OFF.

Tests 1,570 -> 1,651, server 295. All ten budget cells pass, no cap raised.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-23 06:20:18 -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.
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