b8d580bf1f9b6587b519b2f858d9740e5e3d102a
4 Commits
| Author | SHA1 | Message | Date | |
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40656ae692 |
Trait-color palette drift cleanup — re-align downstream files to style/trait-palette.md
The canonical trait-palette in style/trait-palette.md v0.1 (Eros-red,
Philotes-orange, Aletheia-yellow, Kairos-chartreuse, Sophrosyne-green,
Dikaiosyne-blue, Moira-violet, Mnemosyne-dusky-rose) was being contradicted by
old-palette references in three downstream files. This commit clears the drift
and enforces the import-don't-redefine discipline (per trait-palette.md
§Cross-domain rendering: "All sub-guides import these definitions; none
redefine them.").
topology-and-rendering/architecture.md:
- Replaced the redefining trait-color table with a pointer to
trait-palette.md per the import-don't-redefine rule. The old table was
using the retired luminous-white-Aletheia + multiple wrong color-trait
assignments (Sophrosyne-blue, Dikaiosyne-gold, Mnemosyne-violet,
Moira-crimson, Eros-orange, Philotes-rose, Kairos-yellow).
- Updated imperial-net distortion text and faction color-signatures table
to use canonical color-names: Aletheia-white -> Aletheia-yellow;
Mnemosyne-violet -> Mnemosyne-dusky-rose; Moira-crimson -> Moira-violet;
Dikaiosyne-gold -> Dikaiosyne-blue; Sophrosyne-blue -> Sophrosyne-green;
Philotes-rose -> Philotes-orange; Eros-orange -> Eros-red; Kairos-yellow
-> Kairos-chartreuse.
- Added clarifying note: imperial-net's clean-white-backgrounds +
gold-rim-light are achromatic-and-cosmology palette choices distinct
from the trait-color register being distorted (per the achromatic
exception + imperial-cult/cosmology.md aesthetic palette).
schemas/findings.md:
- Updated trait_colors INSERT seed-data with hex codes matching the new
canonical hue-families and renamed canonical_name fields to match
(Eros-red, Philotes-orange, Aletheia-yellow, Kairos-chartreuse,
Sophrosyne-green, Dikaiosyne-blue, Moira-violet, Mnemosyne-dusky-rose).
Reordered rows clockwise from 12 o'clock per wheel-position.
- Added authority-comment pointing at trait-palette.md as the single source
of truth and noting that the seed-data is reification, not redefinition;
designer-precise hex values should be authored upstream and propagated.
runtime-engine/architecture.md:
- Updated cosmetic-feedback example: warm-rose Philotes / cool-blue
Sophrosyne -> warm-orange Philotes / green Sophrosyne; added pointer to
trait-palette.md.
architecture-index.md:
- Fixed typo "Eris" -> "Eros" in the v0.5 trait-axis-mapping open-question
enumeration (the canonical 8 traits do not include Eris).
Verification: post-fix grep confirms zero remaining old-palette name
occurrences or old hex codes; new canonical names appear in all expected
locations.
SEPARATE FINDING flagged for designer review (NOT auto-fixed):
runtime-engine/architecture.md line 424 contains
`(Philotes >= +1) AND (Eris <= 0)`
as a multi-axis-goal example. This uses "Eris" with semantic intent
(discord / faction-tension) but Eris is not in the canonical 8-trait list.
Left untouched because the fix could be either (a) typo-correction Eris -> Eros
or (b) rewrite-to-canonical-axis-with-different-example, depending on whether
"Eris" was intended as a 9th non-canonical axis or simply as a typo. Designer
decision.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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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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| 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). |