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karti d6dc307d9a feat: relief that ramps with the camera, and an instrument to cost a pose
`verticalExaggeration` is derived per board so the tallest blended peak
fills a fixed fraction of the board framed whole — 15.00 for California,
5.78 for the Bay Area, 3.41 for the Southland. Each is right, and while a
board could only be looked at from its own stand-off one number was all a
board could want. The merged California is the first that can be flown
from 1,551 km to 1.9 km, and 15x is what put the camera inside Twin Peaks
at the FiDi rung: 2.19 units of drawn hill against a 2.26-unit stand-off.

So a pack may now declare `nearVerticalExaggeration` — what it wants when
the camera is *in* it — and `unify.ts` sets it to the largest figure
either merged metro asked for, which is San Francisco's 5.78. Largest
rather than mean or smallest: both metros are known to read well at their
own number, and picking the smaller would flatten the Bay to suit a basin
four hundred kilometres away.

It is applied as one `scale.y` on a new `ground` group rather than by
rebuilding anything. Every height in that group came from the same
exaggeration, so multiplying restates all of them consistently — a lot
placed on a hillside is still on it, a bridge deck still clears the
water, a berth is still at the quay. That is the property the alternative
does not have: re-deriving placements against new ground is exactly the
blocker TODO.md names for the terrain quadtree, and this sidesteps it
rather than solving it. The quadtree will still have to solve it.

The sky is deliberately outside the group — clouds, precipitation,
migration, live aircraft, satellites, Starlink. Their altitudes are facts
about the atmosphere, not about the terrain, and an aeroplane that sinks
when the hills flatten draws the wrong thing. The visible consequence is
that traffic stands further off the ground as the ramp flattens it,
because it always was that far off in true metres.

The ramp is driven from stand-off, not altitude. Altitude is measured
against the ground and this moves the ground, so an altitude trigger is a
feedback loop; stand-off belongs to the controls alone. Log-interpolated,
because the rungs are spaced logarithmically — 1,551, 501, 256, 95, 45,
24, 8.3, 7.7 km — and a linear ramp spends its whole travel between the
two widest and none across the eight that matter.

Also: `scripts/cost-at.mjs`, which costs an arbitrary pose with
`performance-budget.mjs`'s own patched GL counters, so its numbers are
comparable rather than nearly comparable. The budget harness only ever
visits the poses a board is judged on, which is the right instrument for
"did this regress" and useless for "how much room is there at the bottom
of the descent". First run, merged board, at SF HQ:

    400 km  355,759 tris / 414 draws
    120 km  351,019 / 327
     45 km  332,969 / 265
      7.7km 330,426 / 339
      2.5km 329,392 / 334

The Bay Area board at that last pose draws 2,307,964. Ours is flat across
three orders of magnitude of stand-off, which is not a budget being spent
carefully — it is a board with no frustum culling doing any work, paying
for the whole state's heightfield while looking at one city block.
2026-08-24 16:44:21 -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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