Lumbridge HQ was 34 x 18 m, 612 m², one storey, fifteen rooms. It is now
48 x 18 m over two storeys, twenty-six rooms and a hundred and
twenty-six seats — and the fourteen metres that were added are one room
rather than a second row of cellular offices, because area is not the
thing the building was short of.
**The commons** is the east wing: one volume, open all the way to the
roof at 7.0 m, with the block's old east curtain wall now looking into it
instead of onto a street. Two archways through that glass, four trees,
one refectory table on the axis of the corridor, and nothing along the
glazing.
**Level 2** sits at 4.2 m — floor to floor, not floor to ceiling, which
is the number people get wrong. A studio with nineteen metres of
unbroken north-lit floor, a library, two meeting rooms, a project room,
and a gallery that reaches 4.2 m out over the void so the commons can be
looked down into rather than merely walked through.
`WIDTH` became `BLOCK_E`: every room, wall and seat authored before the
wing existed is measured against the old east line, and folding the two
into one number would have stretched fifteen rooms sideways.
Three things worth knowing:
- Every existing seat id is unchanged. The README says to keep them
stable for the same reason street numbers survive repainting, and a
`Presence` binds to one.
- The balustrade is a wall and not a prop. `Plan` derives the walk
collider from the wall list, so a rail authored as furniture is a
balcony you can walk off, and the drop is a storey onto terrazzo.
- The wing's walls carry an explicit `height`, because "double height"
is a property of the walls and `ceiling: null` alone would leave a
lid you cannot see but the light rig can.
`src/test/office.test.ts` is new and is the README's own checklist, which
nothing had ever run: problems empty, seat ids unique building-wide, the
balustrade impassable from all three open edges, and a 0.1 m flood fill
proving every room on both levels is reachable on foot from the way in.
That last one caught a door authored 200 mm past the end of its wall —
silently dropped, room sealed, and invisible from every camera angle.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Tera
The map view of Lumbridge Simulate — cities 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.
What it is
An engine plus data packs. The engine renders terrain, coastline, a built city on real street grids, bridges, roads, markers 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.
San Francisco ships today. Los Angeles / Orange County / Riverside is next; New York after that.
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
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.
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/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.
