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2 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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30da77a72b |
world-generation.md authored: top-down L0-L4 cascade + cell-arch
New content-canon doc at political-register/world-generation.md (~200 lines). Sibling-file pattern parallel to imperial-cult/cosmology.md and identity-and-personhood/bodies.md: this file holds the content-rules of world generation; the engineering mechanism (Compositor-at-design-time) lives in narrative-composition/architecture.md. Substantive content: The cascade is top-down by design. Three load-bearing reasons: - Diegetically-correct: the world IS what the imperium made; generation- direction must mirror the worldbuilding-thesis. Bottom-up makes the imperium one-structure-among-others; top-down makes it the world's organizing-principle. - Composes with existing canon: the three-tier policy loop already runs top-down at runtime (imperium -> GM -> districts). World-gen mirrors runtime per the existing key-move "World-gen as init-function: same primitive at design-time and runtime." - Imperial-budget-mortality requires it: the insolvency-spiral endgame only works with a demand-vs-supply ledger - which only exists if districts were derived from imperial demand. Top-down means the world itself shrinks as the imperium fails. The L0-L4 cascade: - L0: Imperial demand-set (designer-authored: cognitive-labor units, waifu-output, surveillance-coverage, ceremonial-throughput, mod- fabrication, basic-flow-vs-T4 mix). - L1: World ruleset derived from L0 - district-counts per category, pipe- network, rail-budget, total-population, bifurcated-economy allocation. Himalayan-rich elite seat is L1 placement. - L2: District ruleset - cells-per-district, room-types-and-counts, NPC- roster, lifeforce-budget, audit-density. - L3: Room ruleset - cells-per-room, cell-categories-and-counts, slot- inventory (zones). Cells x interiors confirmed orthogonal: zones are activity-anchors, cells are spatial-data. - L4: Cell ruleset - asset-selection (one per cell, hard limit), per- register content (gameworld/liminal/imperial-net), initial checksum, container/wall-hook/debris discipline. Closed-orbit constraint as the cascade's ceiling: - Total L0 demand <= planetary-substrate / efficiency-coefficients - Kessler caps the imperial appetite at planetary scale - The deferred-moksha doctrine is structurally entailed by L0's closed- orbit ceiling - if the orbit had not closed, Lenin's outward-imperial expansion could deliver real material gains and the deferred-moksha lie would be unnecessary; the closed orbit forces the lie into existence. Imperial-budget-mortality runs the cascade in reverse: - L0 demand-set shrinks - L1 districts close (lowest-L0-contribution first) - L2 NPC-roster contracts; rooms vacate - L3 vacated rooms collapse; cells return to debris-state - L4 orphaned assets despawn or downgrade to debris (shader residue) - The world itself shrinks as the imperium fails The cell-arch piece (from this Sunday's discovery arc): - 1x1x1m cells with one-asset hard limit per cell (predictable per-cell rendering cost; asset-budget operationalized at cell-level; junk-pile aesthetic emerges from cell-count not per-cell stacking) - Procedural cell-gen via rule-categorization at district-init (existing "World-gen as init-function" key-move applied at the cell layer) - Checksum-based discovery inverting the perception-bubble pattern (NPC enters cell -> O(1) hash compare -> 99% no-op, 1% discovery fires; textbook content-addressing pattern - Merkle / ETag / Git-blob-hash; audit-overseer reads checksums not eyes; resistance becomes cryptographic - forge a checksum to hide a heretical wheel) - Container/wall-hook/debris-as-shader (eliminates orphan-object simulation cost; bounded item-slots; debris-shader-trick for free visual density) Locked-in conventions reflected throughout: - Total-yoke discipline (Option B) - Imperial Yoke / clasp terminology - Asset-budget-aware (rendering targets per rule-catalogue when established) - Collision-check-aware (load-bearing collision = static world geometry + zone-transition triggers, not body-on-body in MMO arch) - Schema decisions deferred until pgnats first-test (Monday queue) Files: - political-register/world-generation.md (new): ~200 lines, structured as cosmology.md / bodies.md sibling, with cascade table, per-layer outputs, closed-orbit constraint, reverse-cascade endgame, cross- references, and substantial Open questions section flagging schema- deferred + L0 specific-numbers + cell-categorization-taxonomy + rule- format + cell-mutation-permissions + cell-room-aggregation + LOD- strategy + insolvency-trigger-thresholds + per-cell-category asset- budget. - README.md: political-register/ project-structure entry extended to surface world-generation.md as sibling content-canon. Version bumped 0.6 -> 0.7. - architecture-index.md: project-structure tree extended (world- generation.md as sibling under political-register/); quick-reference row added; v0.15 history entry added marking cell-arch discovery + top-down cascade lock-in + world-generation.md authoring + schema deferral. Version bumped 0.14 -> 0.15. Authored 2026-04-26 same Sunday continuing - dafit + chrysalis. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |