3aab83b22a6857b9b3fc3055e4ba51efd61c69af
6 Commits
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c892013bfa |
v0.17: cel-shading-everywhere + progression-gated in-between + omnisight + hallucination-isolation
Five-file update locking in the rendering discipline + perception architecture from the post-cell-arch art-style discovery arc. Locked in v0.17: (1) Cel-shading-everywhere with per-register parameter variation. One rendering engine (Godot-native, asset-budget-friendly, ages well - Borderlands 2009 still reads current). Three registers diverge through outline-color + background-treatment + weathering-level, not through engine-switching: - Gameworld: dark heavy lines + environmental noise + high weathering (rust streaks, hatched dirt, ink-line cracks; hand-painted patina). "Surfaces carry memory" thesis preserved via hand-painted weathering. - Liminal: painterly/soft/desaturated + progression-gated grainy-film- mode opening to refined-cel-shading-with-warm-skin at endgame. - Imperial-net: lean subtle gold rim-light + clean white background + no weathering. Polish achieved through OMISSION, not extra rendering tech (Godot reality check; photorealistic-glossy-Apple-store rejected as not Godot's strong suite). The render-style itself becomes propaganda-detector - imperium's clean falsity reads as the absence of the world's honest decay. (2) Progression-gated in-between visibility. "The more you mod your body & gain in-between-knowledge, the better your view gets." Early game: grainy film mode + restricted view range. Endgame: clean refined-cel- shading with full view of the beloved. Visual-fidelity = dual-gating made visible (knowledge-gate + material-gate per Clasp-endgame discovery discipline literally renders as the clarity of the in-between view). The endgame's deepest reward IS the clear seeing of the beloved's body. (3) Dual-axis clasp-fidelity model. The asymmetric-clasp from bodies.md v0.1 was witnessed-axis only (how vividly the OTHER manifests). Now extended with witness-axis (how clearly YOU can see): - Witness-axis: YOUR body-mods (resistance-knowledge mods) + accumulated in-between-knowledge (Memorialist fragments, Aletheia-Waker tokens, Clasp-Underground recognition-marks) - Witnessed-axis: THEIR foreclosure-status (caste-tier x imperial-care) - Combined: maximum-vivid-clasp requires BOTH you to have invested in the seeing AND your beloved to be uncaptured-enough to be seen. Two refusals required for the full witness. - Per-pair calibration multiplier: the longer the love, the clearer the seeing (mechanically-encoded marriage-deepening). - Mod-economy parallel-track: imperial-elevation mods (flesh-loss, deva- ascent) vs. resistance-knowledge mods (in-between-visibility). Two opposing progressions both expressed as mod-acquisition. The body- modder structural-tragedy class gets a redemptive-mod counter-class. (4) Omnisight architecture for NPC perception. Per-NPC virtual cameras in Godot feeding rendered POV-frames into local VL-Gemma 4 driver-tier (multimodal vision-language capability of the Gemma 4 E4B model locked in v0.8). NPCs literally SEE the visible world, not via geometric metadata-perception. Pairs with cell-arch checksum-discovery as the trigger-layer: - Cell-checksum check: micro-seconds, fires on NPC entering cell - Checksum-mismatch: clean signal, micro-seconds - VL-camera renders POV scene: milliseconds - VL-Gemma processes image: 100s of milliseconds - NPC behavior responds to seen-content: next-shift / next-crossing Cheap trigger, expensive understanding, bounded by event-frequency. Most NPCs most of the time = no camera-fire, no VL-inference. Camera- trigger sources strictly bounded: checksum-mismatch + hard-signals from player + overseer-triggers + drone-perception with clear boundaries. (5) Hallucination-isolation discipline (load-bearing). Visual perception = behavior-modulating-only; never canon-generating. VL models hallucinate; if those hallucinations enter the canonical record, they propagate through the lemniscate's recursive integration, become referenced by other canon-rows, become load-bearing in narrative coherence, cannot be untangled later. Bleed-over into oblivion is the precise risk. Two parallel streams in the NPC's lemniscate: - Text + gesture summary (existing canon): canonical, flows into event_canon_summaries, propagates to Compositor, integrates into trait-vector - Visual context (new omnisight-flagged): ephemeral, flagged on lemniscate, IGNORED in per-crossing summary, never propagates upward. Modulates current-turn driver-context-pull only. Preserves three commitments that depend on text/gesture-derived canon: Compositor narrative-coherence at scale, Memorialist-archive truth- claims, mind-pool soul-recycling. Wealthy-degen waifu-folder exception: opt-in checkbox; player chooses to fill private folder with sex-pictures from clasp-scenes; stored locally; READ-ONLY-BY-PLAYER (folder content does NOT flow back into NPC contexts, world-canon, Compositor, mind-pool, or any other system); quarantined dead-end storage; aesthetic-collection only. Two Still-open questions sharpened with v0.17-anchor notes: - Shader-trait modulation implementation: cel-shading caps perf-budget more predictably than PBR; rendering-consistency improves. - Continuous visual feedback policy: visual-as-ephemeral-flag is firewalled from canonical state; cosmetic-layer can be permissive. Files: - runtime-engine/architecture.md: NEW Omnisight section (~80 lines) covering the pipeline, camera-trigger sources, hallucination-isolation discipline, the two parallel streams (canonical text/gesture vs. ephemeral visual), the wealthy-degen waifu-folder exception, what-this-retires (geometric perception extension + VL-canon-pollution), what-this-resolves/sharpens (continuous visual feedback policy), and four open questions (per-NPC VL-inference rate-limit, VL-Gemma camera resolution + frame-rate, NPC progression-state for witness-axis, multi-NPC observing same event). - topology-and-rendering/architecture.md: Three-shader philosophy table rewritten as cel-shading-with-parameter-variation (outline + background + weathering per register); Cross-register rendering color-treatment table updated; clasp candlelight-in-fog now distinguishes external signature (visible to liminal-inhabitants) from internal mesh (visible only to clasp-pair via consent-as-rendering, gated by witness- progression); body-tier silhouette readability and in-between mesh-skin refinement-within-the-style added. Version bumped 0.7.0 -> 0.8.0. - identity-and-personhood/bodies.md: NEW Dual-axis clasp-fidelity subsection added under Asymmetric clasp; per-pair calibration multiplier and mod-economy parallel-track captured; render-discipline alignment with cel-shading liminal-register; new Asymmetric-witnessing open question added. Version bumped 0.1 -> 0.2. - political-register/world-generation.md: L4 Cell ruleset extended with per-register rendering note (cel-shading-everywhere-with-parameter- variation discipline applied at the cell layer). - architecture-index.md: NPC perception bubbles retire-line refined to include cell-checksum-trigger + omnisight VL-camera; Geometric perception retire-line extended with omnisight; new VL models polluting world-canon retire-line added; Shader-trait modulation implementation Still-open sharpened with v0.17 cel-shading note; Continuous visual feedback policy Still-open sharpened with v0.17 hallucination-isolation note; v0.17 history entry added covering all five lock-ins. Version bumped 0.16 -> 0.17. Authored 2026-04-26 same Sunday continuing - dafit + chrysalis. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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57ed9d73c8 |
bodies.md content-canon authored under identity-and-personhood/
New content-canon doc at identity-and-personhood/bodies.md (~330 lines). Sibling-file pattern parallel to imperial-cult/cosmology.md: the existing architecture.md describes the engineering substrate (three-body system, mods-as-trait-bearers, ternary-gate, clasp endgame phases); the new bodies.md describes the content-canon (what bodies look like, how they vary by caste, what their materials mean, how they appear when rendered). Substantive content: - Foundational principle: flesh = status, tech = function. The slum (cheap-tech, no flesh) and the imperial overseer (premium-tech, no flesh) share the flesh-zero condition; they differ in cost-spectrum- position, not flesh-presence. Tools don't get flesh. Aristocratic pallor reincarnated as cybernetic-flesh-as-status. - Body-caste gradient (corrected per dafit's correction tonight): deva-pinnacle (full synth-flesh + all mods hidden underneath, the most expensive body, "the synth-child lie incarnate") > asura-priest (high flesh + ceremonial markers, imperial markings worn proudly) > manusya (doctrinal fiction, likely no real material class, the late- capitalist "we're all middle-class now" lie weaponized cosmologically) > tiryak/slum/player (pure cheap tech, the cybernetic callus) > preta/overseer (pure premium tech, the cybernetic uniform, void-in- human-shape). - Sumptuary fabrication-vat-class as the caste mechanism. Caste is born-into via vat-class lineage; cannot upgrade across tiers; sumptuary law rendered anatomical. The Reproduction-as-caste-privilege of the Himalayan rich (per README) is privileged control of fabrication-vat- class for offspring. - Service bodies (sex-workers, waifus): pure tech with deliberately- exposed seams + bolts as marker of disposability. The seams say "this body was built to serve." Connects to existing waifu-of-the-dead / memory-pattern-extractor market mechanics in political-register/. - Mod-progression as flesh-loss: imperial career-arc is the gradual surrender of flesh to tech. The asura priest-vow is imperial mortification. Modding is anti-Miller body-practice: replacing the body parts that could otherwise somatize what was done. The overseer cannot host the unspeakable knowledge because they have given up the meat that would have stored it. - The in-between human-mesh and consent-as-rendering. Foundational principle: "the skin is the form consent takes when it becomes visible." Real skin manifests only through the clasp's mutual consent. Witnessing produces flesh. The slum-dweller's first clasp is the most powerful single moment available in the world (first time seeing their own skin, ever, simultaneously with someone else seeing it for the first time). - Asymmetric clasp: mesh-fidelity inversely proportional to imperial- rank. Slum-clasp has highest fidelity (imperial-neglect preserved authentic-self); deva-pinnacle mesh barely-visible; preta-overseer cannot clasp at all (no flesh-substrate). The deepest love available in nimmerworld happens between two slum-dwellers in pure-tech bodies whose interiors were never groomed enough to be foreclosed. The poor lover offers more skin than the elite lover ever could. Cross-tier clasps produce specific dramatic geometry: "the lover sees you fully; you cannot return the gift." - Technical rendering implications: skin needs its own shader stack (highest-quality budget per the asset-budget rule catalogue when established); synth-flesh and in-between real-skin must be distinguishable to a trained eye; once the player has seen the in- between mesh, they will start reading deva-pinnacle synth-flesh as the engineered fake it always was - real skin teaches you what synth-flesh is not. - Asset-economy alignment: class-restriction is asset-restriction is drama-restriction is player-longing-amplifier (one discipline, multiple payoffs). Specific budgets per the rule catalogue when written. Locked-in conventions reflected throughout: - Total-yoke discipline (Option B): all bodies are synth, all bodies bear capsules, no biological exception, no defector-recovery zone, no outside. - The unified clasp: clasp reserved exclusively for the romantic- resistance act; the imperial wheel-grip mechanism named the Imperial Yoke (cross-references to imperial-cult/cosmology.md, which still contains an outdated "wilds-people" section pending edit per v0.12 retraction). - Asset-budget consciousness: all rendering targets phrased as "per the rule catalogue when established" rather than committing to specific numbers. - Collision-check awareness: in MMO-arch context, body-on-body collision is minimized; load-bearing collision lives in static-world geometry and zone-transition triggers. Body-tier collision-mesh complexity flagged in Open questions for rule-catalogue work. Files: - identity-and-personhood/bodies.md (new): ~330 lines, structured as cosmology.md sibling, with table-form gradient + sumptuary discipline + asymmetric-clasp table + cross-references + open questions. - README.md: identity-and-personhood/ project-structure entry extended to mention bodies.md as sibling content-canon. Version bumped 0.4 -> 0.5. - architecture-index.md: project-structure tree extended (bodies.md as sibling under identity-and-personhood/); quick-reference table row added; v0.13 entry added to version-history line marking bodies.md authoring + Imperial Yoke / clasp terminology lock-in + meta- disciplines (rule-catalogue-first, collision-check). Version bumped 0.12 -> 0.13. Authored 2026-04-26 same Sunday continuing - dafit + chrysalis. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| 0fa597c25b |
### Resolved by v0.10
- ~~Cross-layer economy balancing — net-revenue-share back to producer-districts at all? Pure-zero is currently sketched~~ → bifurcation: *digital-T4 → imperial-net bypass (pure zero to district)*; *physical-T4 → district imperial-POI (district gets partial quota-credit; player gets scrip-cut; imperium captures most)*; *blackmarket-T4 → district-retained, imperium-zero*. **Pure-zero only applies to digital-T4.** (v0.10; see `political-register/architecture.md` §Imperial-extraction mechanisms (consolidated)) - ~~Inner-body projection function — trait-vector → body-rendering (learned / hand-authored / hybrid)~~ → gameplay-earned, not authored. Trait-vector accumulates from every zone-participation, every gesture, every memory across the playthrough; the eventual human-mesh projection becomes physically visible only at exit-chassis moment in in-between (v0.8 spec; v0.10 marks resolved; see `identity-and-personhood/architecture.md` §The clasp endgame Phase B-C) - ~~Liminal-access trait thresholds — minimum traits to attempt mini-game~~ → **no trait-vector threshold**; clasp gates on the **relational ternary-gate (player, NPC) reaching OPEN state** (per §Ternary-gate substrate, Relational layer). Both partners must hit the coordinated-firewall-breach hardstop while the gate is OPEN. Trait-vectors don't need to converge — the gate measures what's been BUILT together, not who you ARE separately. Hysteresis is baked into the substrate; single dramas can't swing the gate; sustained alignment-pressure does. NPC personality-parameters set hysteresis-width per-NPC (some forgiving, some touchy). **Avoids the yes-men trap that trait-vector-threshold would create.** (v0.10) - ~~Ring C (commons) ambient population — what NPCs do in commons when no event fires~~ → bifurcated economy answers it: NPCs work T1-T3 basic-flow vocations continuously at workshops/junkyards/drop-off-points; the simulation has economic-life independent of player-presence; *the world doesn't pause when the player leaves*. (v0.10; see `political-register/architecture.md` §Bifurcated economy — basic-flow (NPC) vs player-driven (T4)) |
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| 5f216aaf5f |
v0.8 + v0.9 — intimate-architecture absorbed, driver-tier locked,
style-spine created, DESING retired, schemas relocated
The owl-breakfast architectural arc from 2026-04-25 night through
2026-04-26 morning. Two version-bumps landing as one commit because
they share the working-tree state and complete a coherent design-window.
v0.8 — intimate-architecture, driver-tier lock, style-spine:
* Three-tier intimacy structure (standard-rental, premium-waifu-
with-traitor-marker-and-pruning, in-between clasp) — same v0.7
machinery, opposite value-flows. Premium-net technical excellence
makes the moral-weight-of-pruning land as informed-consent ethics.
* Deletion-as-spectacle: in-net minds as pure compute; imperial
broadcasts execution-as-content; Memorialist counter-archive as
in-fiction protest against deletion-spectacle commerce.
* EVE-principle vocation-substrate of the imperial-net market: every
product produced by NPC labor; no silent feeding; body-modder
structural-tragedy generalizes to all imperial-net-feeding vocations.
World-gen Phase-2 ruleset must handle vocation-distribution.
* Clasp endgame (Phase A-E): mini-game entry → body-mod progression
→ exit-chassis → human-mesh-visible-to-pair → clasp = two-bodies-
two-meshes → dual-body-dual-mind-dual-shift cascade → automatic
hunt-pressure. Identity-as-trait-emergent made felt rather than
just structural.
* waifu.sqlite as third local store (audited counterpart to
clasp.sqlite; manual-prune mechanism with explicit-implications
consent UI as moral-gravity discipline).
* Intimacy-as-recursive-lemniscate: same machinery as dialog
(slot-tokens, cursor at axis-crossing, alignment-accumulator,
sum-strategy reduction); sex-positions as designer-fixed catalog
entries; body-parts as visible expression of trait-state.
Cross-context-consistency operationalized.
* Driver-tier locked to Gemma 4 E4B (Apache 2.0, 4.5B effective,
128K context, speech-capable) under new "tier-by-role binary-
deferred" discipline: locking requires prototype-criticality +
irreplaceable license/capability combination. Optional Ring-A
upgrade: 26B-A4B MoE for upper-consumer GPUs, single-LoRA-on-
routed-experts. Resolves 4 prior open questions (LoRA-blend →
single-LoRA-per-turn-selection driven by gesture_alignment_
accumulator; LoRA rank → benchmark-resolvable; sampling-knobs →
benchmark-resolvable; 8 Hellenic trait enumeration → canonical
wheel-mapping in style/trait-palette.md).
* style/ directory introduced: style-index.md (skeleton + spine-
rule: "trait-palette is exclusively chromatic; achromatic
reserved for UI/environment so diegetic text rendering can skip
the textbox") + style/trait-palette.md (canonical 8 traits as 4
oppositional pairs at 180° on the artist's color wheel:
Eros↔Sophrosyne, Philotes↔Dikaiosyne, Aletheia↔Moira,
Mnemosyne↔Kairos. Schoolchild-simple descriptions paired with
each Greek canonical name).
v0.9 — directory cleanup completing the arc:
* DESING-VISION.md (1899 lines, v0.1 first-pass narrative-design
doc) retired — most content absorbed across v0.4-v0.8; bare-
minimum extracts (Tonal Register + Tragic-Romantic Register +
Authorial Politics + Reference Lineage table) now live in README
so the project's identity anchor stays visible at the entry
point. Full DESING-VISION content preserved in git history.
* findings.md moved to schemas/findings.md — new top-level peer to
architecture-index.md and style/. ~20 tables of DDL drafts as
reference material; will get reviewed and progressively split
per-domain as implementation begins.
* Cross-references swept across 5 files (README,
architecture-index, authority-and-decision, runtime-engine,
style/trait-palette).
* architecture-index.md trimmed: version-footer paragraphs removed
per "git-is-changelog" discipline. From 374 → 287 lines; every
remaining line load-bearing.
The architecture is now organized for the implementation territory
ahead. Each domain a typed-contract surface; cross-references
explicit; filesystem mirrors the architecture's own typed-contract
discipline at the directory layer.
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| 0dd1087b2f | reorg. done | |||
| 69260c4ac4 | split nimmerworld architecture: phase 1 of 3 — vertical-by-domain directories Create 9 domain directories under nimmerworld/, each owning an architecture.md that will eventually sit alongside server/client/schema/test code for that domain (vertical-by-domain rather than horizontal-by-language). |