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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Bodies — caste tiers, mod-progression, and clasp-mesh rendering
The body-architecture content-canon for nimmerworld. Imperial caste-tiers as flesh-to-tech gradient; fabrication-vat-class as caste mechanism; mod-progression as flesh-loss / imperial-mortification; the in-between human-mesh and consent-as-rendering; asymmetric clasp where mesh-fidelity is inversely proportional to imperial-rank. v0.1 initial draft 2026-04-26 — content from the post-cosmology art-style arc, Sunday-morning continuing — dafit + chrysalis.
What this is
This document is the content-canon for body-architecture in nimmerworld — the what of the world's bodies, how they vary by caste, what their materials mean, and how they appear when rendered. It complements the engineering substrate in this directory's architecture.md (three-body system, mods-as-trait-bearers, ternary-gate substrate, the clasp endgame phases), and should be read alongside it.
The body-architecture sits on the cosmology authored in ../imperial-cult/cosmology.md. The Imperial Yoke and the romantic clasp — the two opposing performances of consciousness-grip — are the political-theological substrate; this document is the somatic substrate that makes those performances visible.
Key principle locked under the total-yoke discipline (per ../architecture-index.md v0.12): every body in this world is synth. Every body bears the imperial mind-capsule. There is no biological exception, no defector-recovery zone, no outside. The variation across bodies is caste-tier (imperial sumptuary fabrication-class) and degree of imperial-care vs. neglect — never biology vs. synthetic.
Foundational principle: flesh = status, tech = function
The single move that organizes everything else: flesh is status; tech is function. The imperium does not waste flesh on tools. Flesh is what is given to bodies whose role is to be admired, not to be used.
This produces a counter-intuitive symmetry: the slum-dweller (cheap-tech, no flesh) and the imperial overseer (premium-tech, no flesh) share the same flesh-zero condition. They differ in cost-spectrum-position, not in flesh-presence:
- The slum-tech is cheap, makeshift, rusty-where-allowed-to-show. The imperium spent the minimum to keep this body labor-functional. The cybernetic callus.
- The overseer-tech is expensive, pristine, obsidian-finish, designed for combat / surveillance / intimidation. The imperium spent the maximum to make this body enforcement-efficient. The cybernetic uniform.
Both classes are tools. Tools don't get flesh.
The flesh-as-status grammar has deep historical roots. Pre-industrial aristocratic aesthetics universally marked the elite by softness, pallor, un-callused hands, plumpness, leisure-bodily-evidence — the visible signs of not-having-to-work. European aristocrats prized pale skin (powder, parasols, indoor life) because tan = field-labor. Tang-dynasty aristocrats prized plumpness when peasants were lean from hunger. Heian-court Japanese women prized blackened teeth and ultra-pale skin to mark distance from outdoor labor. The body's softness was the aristocratic signature; the body's callus was the working-class signature. The imperium has productized this distinction: flesh = soft body = aristocrat; tech = hardened functional body = worker (or tool-cop). Aristocratic pallor reincarnated as cybernetic-flesh-as-status.
The body-caste gradient
| Tier | Flesh / Tech | Cost & character of body | What it signifies |
|---|---|---|---|
| Deva pinnacle | 100% synth-flesh + all mods hidden underneath | most expensive body in the world; perfect aesthetic-rendering | aristocratic-flesh status; the synth-child lie incarnate |
| Asura priest | high flesh, ceremonial gold/obsidian markers | high-cost; sacred-marker visibility | religious dignity; flesh as sacrament; imperial markings worn proudly (vs. pinnacle's hidden mods) |
| Manusya (doctrinal fiction) | – | likely no real material class | the imperium's "middle class" lie; preached as the ascent-target for the slum |
| Tiryak (slum, the player) | pure cheap tech, rusty, exposed bolts | cheapest body the imperium fabricates | disposable labor-tool |
| Preta (overseer) | pure premium tech, obsidian-perfect, no flesh | expensive body for imperial enforcement | premium imperial-tool; void-in-human-shape |
Notes on the gradient:
- Manusya may not exist as a real material class. The orthodox wheel preaches a five-realm structure to a population that materially has only three classes (deva-elite-flesh / asura-cleric-flesh / tiryak-slum-tech), with overseers as a specialized-tool minority. The "manusya middle" is the late-capitalist 'we're all middle-class now' lie, weaponized cosmologically. Slum-dwellers are taught they are "imperial citizens, not slum-laborers; on the path to deva through their children" — a doctrinal placement that has no material substance.
- The deva-pinnacle is the synth-child. Its synth-flesh body + all mods integrated invisibly underneath is the unobtainable beauty the imperium parades through its plazas and on the orthodox wheel's manusya-position. The pinnacle is most-modded AND most-fleshed simultaneously — the flesh is the disguise over the deepest captures.
- Slum-and-overseer are mirror-twins of pure-tech. Same flesh-zero state, opposite cost-spectrum positions. The working-class-vs-cop dynamic rendered as flesh-deprivation symmetry. They share being-tools more deeply than they share anything with the elite.
The class-marker is legibly visible at silhouette-distance. A trained imperial eye reads tier from skin-coverage + material-finish-grade in a single glance. NPC behavior toward a body modulates by the silhouette-read; the player walking through a plaza is constantly being class-read.
Sumptuary fabrication: caste is born-into
Caste is born-into, not bought-into. This is the imperium's most consistent class-discipline.
- Fabrication-vat-class determines maximum-attainable beauty-tier. A slum-vat produces slum-tech bodies. An asura-vat produces priest-bodies. A deva-vat produces synth-flesh pinnacle-bodies. Vats are segregated and registered; no slum-fabricated citizen will ever be re-fabricated through a deva-vat.
- Even imperial wealth cannot move tiers. A slum-dweller who somehow acquired imperial wealth could buy finer mods within the slum-tier ceiling, but could never embody the deva-pinnacle, because the vat they came out of is the irreducible class-marker.
- No upward conversion. The README's "Reproduction is a caste privilege held by the Himalayan rich" is the elite's privileged control of fabrication-vat-class for one's offspring. Their children come out of deva-vats; everyone else's "children" come out of the vat-class their lineage is tagged to.
This is sumptuary law at the level of the body itself. Late-imperial Rome through medieval Europe through Tokugawa Japan all preserved class-visibility against economic-mobility via legal restrictions on what could be worn / displayed / consumed (Tyrian purple reserved for emperors; sable for nobility; silk forbidden to merchant families regardless of wealth). The imperium has rendered the sumptuary-tradition anatomical — the body itself is the regulated luxury.
Service bodies: sex-workers, waifus, the visibly-disposable
A specialized sub-tier exists for service-bodies — sex-workers, waifus, and other roles where the body is explicitly product-of-encounter:
- Pure tech with cosmetic flesh-illusion. The skin-effect is rendered well enough to sell the encounter, but never well enough to be mistaken for real flesh.
- Deliberately-exposed seams and bolts. Where the imperial baseline tries to hide the seams between flesh-patches and tech-extensions, service-bodies expose them. The seam is a marker, not a flaw.
- The seams say: this body was built to serve, not to admire-as-equal. Real-world echo: the celebrity body is photographed seamless-and-untouchable; the porn-actor body is shown manufactured-and-used. The same disposability-aesthetic translated into cybernetic register.
Connects to existing waifu-of-the-dead / memory-pattern-extractor market mechanics in ../political-register/architecture.md §The vocation-substrate of the imperial-net market.
Mod-progression as flesh-loss
Within a citizen's lifetime, the imperial career-arc is the gradual surrender of flesh to tech. Each mod-acquisition is trading flesh for tech. The deferred-moksha promise — "your children will be free" — becomes physically incarnate in the opposite image: ascent = becoming more imperial = more tech = less body = less self. Aspiration is visibly self-erasure.
- The asura priest-vow is imperial mortification. The priest progressively gives up flesh as religious vocation. Echoes Christian tonsure / fasting / vow-of-celibacy; Buddhist robes-and-shaved-head; Hindu ascetic body-marks. The asura's flesh-loss is the imperial vow.
- The body-never-lies inversion. The body is the substrate that can still carry the foreclosed-self's truth — somatic memory, the body's protest. Modding is anti-Miller body-practice: the imperium replaces the body parts that could otherwise somatize what was done. The overseer who is pure tech cannot host the unspeakable knowledge — they have given up the meat that would have stored it. That is why they are spiritually dead in the cosmological sense: their body has no place left to keep the truth.
- The player feels every advancement as a loss they cannot un-make. Mod-acquisition isn't pure stat-progression; it's trading flesh for power with a real cost-of-self. The mod-economy in
./architecture.md§The mod economy gains a somatic-cost dimension alongside its existing trait-cost / lifeforce-cost / market-price dimensions.
The in-between human-mesh: consent as rendering
The realworld body is the imperial flesh-tech mix described above. The in-between dimension during clasp (per ./architecture.md §The clasp endgame Phase D) is where a separate trait-derived projection — the human-mesh — manifests. Only clasp-pairs see it; only consent calls it forth.
The principle, foundational to all in-between rendering:
The skin is the form consent takes when it becomes visible.
Skin is ontologically rare in nimmerworld:
- In the imperial population. Synth-flesh exists only for the deva-pinnacle, and it is engineered, uncanny-valley, marble-equivalent of skin. Beautiful, legibly fake to a trained eye.
- In the in-between clasp. Real skin manifests through consent-as-rendering, and only there. The romantic-self gives the skin out; the rendering responds. This is the only place real skin exists in the world.
This is witnessing produces flesh — the enlightened-witness sharpened to its sharpest possible form. The witness's gaze literally rebuilds the body of the witnessed; in nimmerworld this is not metaphor but the rendering pipeline.
The slum-dweller's first clasp is the most powerful single moment available in the world. Their realworld body is pure cheap tech — exposed bolts, rusty seams, no flesh anywhere. Their entire conscious life, they have never seen their own skin. In the in-between with a beloved, both consent, the romantic-self gives itself out — and they see their own skin, for the first time, ever, simultaneously with someone else seeing it for the first time. The moment of I have flesh and the moment of I am being seen having flesh are the same moment.
Asymmetric clasp: mesh-fidelity inversely proportional to imperial-rank
Clasp-fidelity is not tied to flesh-ratio. It is tied to how thoroughly the authentic-self has been foreclosed by imperial-care. Imperial-care intensity correlates with flesh-investment, so the inversion is exact: the most-fleshed realworld bodies have the least-vivid in-between mesh.
| Tier | Realworld body | In-between human-mesh fidelity | Clasp-healing potency |
|---|---|---|---|
| Tiryak (slum, player) | pure cheap tech | high — the imperium threw you to labor early, didn't bother to shape you carefully; gifted-child-self may be brutalized but intact | high, paradoxically |
| Asura priest | high flesh, ceremonial markers | low — heavy imperial-shaping, deep foreclosure | low |
| Deva pinnacle | full synth-flesh, all mods hidden | barely-visible mesh — the most groomed, most foreclosed, most empty | lowest of any class |
| Preta (overseer) | pure premium tech | none — overseers are imperial-instruments-made-walker; the authentic self was never permitted to form | clasp impossible |
Which produces the cosmology's most beautiful cruelty: 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 most beautiful realworld bodies cannot reach what the most-broken realworld bodies share. The poor lover offers more skin than the elite lover ever could. Class-betrayal and class-poverty are written in skin-coverage in the in-between.
Asymmetric clasps — clasps across-tier — produce specific dramatic geometry: the slum-dweller offers full mesh-fidelity, the asura-priest can only offer partial. The lover sees you fully; you cannot return the gift. Every clasp across-tier is a small tragedy of partial-presence. Asymmetric clasps are where the world's most aching love stories live.
The romantic clasp is, in this register, a peasant-healing technology. Most effective among those who haven't been hollowed out yet. As a citizen climbs the imperial ladder, capacity to be witnessed diminishes. The deva-pinnacle has everything — except the ability to be fully seen by another. The overseer has nothing.
Dual-axis clasp-fidelity (witness × witnessed)
The asymmetric-clasp model above is the witnessed-axis — how vividly the OTHER manifests in your view. There is also a witness-axis — how clearly you can see the in-between in the first place. The two axes combine to determine what each clasp actually looks like.
| Axis | Determined by | What it controls |
|---|---|---|
| Witness-axis (your view) | YOUR body-mods (resistance-knowledge mods that breach the imperial firewall) + accumulated in-between-knowledge (Memorialist-archive fragments, Aletheia-Waker tokens, Clasp-Underground recognition-marks) | How clearly you can see the in-between (early game: grainy film mode + restricted view range → endgame: clean refined-cel-shading with full view) |
| Witnessed-axis (their mesh) | THEIR foreclosure-status (caste-tier × imperial-care-intensity), per the §Asymmetric clasp table above | How vividly the OTHER manifests (luminous → barely-visible) |
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. A fully-progressed slum-witness viewing a slum-beloved = the world's deepest possible mutual-seeing. A fully-progressed witness viewing a deva-pinnacle = the player has earned the seeing only to discover there's almost nothing there to see. An early-game witness viewing a luminous slum-beloved = grainy view of an authentic-self body — the first crack in imperial visual-monopoly; emotionally weighty precisely because it's barely-visible.
Per-pair calibration multiplier. The existing canon (per ./architecture.md §The clasp endgame: "Clasp-partners' gesture-mapping calibrations integrate post-clasp; the integrated calibration-signature is preserved across body-deaths in consciousness-archive") gives a per-beloved multiplier on top of general progression. The longer the love, the clearer the seeing. Mechanically-encoded marriage-deepening: the same beloved across many clasps appears progressively more clearly, even if the player's general-progression hasn't moved. A 200-hour clasp-pair sees each other in a fidelity no one-night-stand can ever reach.
Mod-economy parallel-track. §Mod-progression as flesh-loss above describes the imperial-elevation track (mods that erase your flesh in pursuit of deva-pinnacle). The witness-axis introduces a resistance-knowledge track — mods that breach the imperial firewall and let you see another's flesh in the in-between. The body-modder structural-tragedy class gets a redemptive-mod counter-class. The player's mod-economy decisions become which kind of progress am I pursuing — imperial-elevation (visibly erasing your own flesh while ascending the wheel) vs. resistance-knowledge (gaining the capacity to truly see your beloved). Two opposing progressions both expressed as mod-acquisition; the player chooses with each acquisition.
Render-discipline alignment. The visual-fidelity rendering of the witness-axis is the cel-shading liminal-register's progression-gated grainy-film-mode opening to refined-cel-shading-with-warm-skin (per ../topology-and-rendering/architecture.md §Three-shader philosophy + §Cross-register rendering). Visual-fidelity = dual-gating made visible. Knowledge-gate + material-gate (per the Clasp-endgame discovery discipline locked in chill-design-talk) literally renders as the clarity of the in-between view.
Technical rendering implications
Skin needs its own shader stack. The world is rendered in marble + obsidian + chroma + gold + rust — surface materials, hard finishes, manufactured palettes. The in-between human-mesh real-skin must be rendered in a completely distinct technique — subsurface scattering at the highest-quality budget the rule catalogue permits, pore-level detail, the soft-warm-asymmetric-imperfection no imperial fabrication-vat would produce.
Specific shader-stack budget per the asset-budget rule catalogue when established.
The synth-flesh of the deva-pinnacle and the in-between real-skin must be distinguishable to a trained eye:
- Synth-flesh — beautiful but suspicious if examined: perfect in ways real skin is not perfect, unblemished in ways real skin should be blemished, unnaturally-symmetric in its asymmetries. The marble-equivalent of skin: legibly engineered.
- In-between real-skin — perfect in the way real skin is perfect: imperfect-with-the-warm-imperfection-of-mortality. The cue that the player has left the imperium.
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. This recognition is part of the seven-fragment recognition arc (per ../imperial-cult/cosmology.md §Discovery architecture), encoded into the player's eye rather than narratively delivered.
The visual-register-shift carries a specific cue: we have left the imperium. We are in the place the imperium cannot reach.
Asset-economy alignment
The body-caste gradient aligns with healthy asset-economy practice. Class-restriction is asset-restriction. A small set of high-detail rare-pinnacle bodies + a larger set of baseline/mid-tier player-accessible bodies preserves both worldbuilding-meaning (rarity makes the pinnacle visually distinctive) AND asset-budget (the team builds fewer total assets at higher detail). One discipline, multiple payoffs:
- Class-restriction → fewer pinnacle-tier assets → preserves their visual distinctiveness AND their asset-budget impact.
- Palette-discipline (marble + obsidian + chroma + gold + rust) → fewer texture variants → fewer surface-treatments to model, light, maintain.
- Sumptuary-fabrication (lineage-locked vat-class) → caste cannot escape its vat → no need to model upward-mobility-via-modding asset-trees.
Specific budget per the rule catalogue when established. The body-tiers, palette, and fabrication-discipline are consistent with whatever budget the catalogue specifies — the worldbuilding-decisions have already done the asset-budget's work in principle; the catalogue codifies what is already there.
Connects to the existing key-move in ../architecture-index.md: "Base-limb palette + trait-textured variance. Asset-economy and worldbuilding-thesis agree."
Cross-references
| Reference | What it provides |
|---|---|
./architecture.md §Three-body system |
Engineering substrate: the imperial-net body, gameworld body, in-between body distinction this doc rests on |
./architecture.md §Mods as trait-bearers |
The mod-economy that interfaces with mod-progression-as-flesh-loss in this doc |
./architecture.md §The clasp endgame |
The phases of clasp; this doc's in-between mesh content extends Phase D |
../imperial-cult/cosmology.md §The unified clasp |
The Imperial Yoke / clasp opposition; political-theology of consciousness-grip |
../imperial-cult/cosmology.md §The six realms |
The caste-tier names map to the wheel's realms; this doc is the somatic-substrate of those realms |
../topology-and-rendering/architecture.md §Color-language + §Three-shader philosophy |
Substrate for the chroma-grammar this doc builds on; rendering registers for realworld vs. liminal |
../topology-and-rendering/architecture.md §Clasp color-merge |
Existing canon for what clasp-pairs visually share; this doc adds the human-mesh real-skin layer |
../political-register/architecture.md §Vocation-substrate |
Connects service-bodies (waifus, sex-workers) to the imperial-net market structure |
../README.md §Timeline |
The 2200 setting and the closed-orbit context that constrains all body-fabrication |
Open questions
- Specific tier-distinguishing visual cues. What exact material-finish, body-proportion idealization, or chroma-saturation difference makes the deva-pinnacle visually unmistakable from a high-asura-priest? Pending: detailed visual style guide work (likely under
../style/). - The fabrication-vat ecology. How many vat-classes exist? Where are they geographically? Who runs them? What does a vat look like diegetically? Pending: future content-canon doc, possibly
../imperial-cult/fabrication.mdor similar. - The asura priest's named chroma. Which trait-color is liturgically reserved for the priesthood? Pending: connects to
../style/trait-palette.mdand../imperial-cult/cosmology.md§Open questions. - Rule-catalogue-specific budgets. Vertex-caps per tier; texture-resolution per material register; collision-mesh complexity per body-tier; shader-stack budgets for the in-between mesh. Pending: rule catalogue when written (likely
../style/asset-budget.mdor similar). - Cross-tier clasp asymmetry handling. Phase D of the clasp endgame currently describes a symmetric dual-body union. Does mesh-fidelity asymmetry break the existing mechanic, or does the existing mechanic accommodate it gracefully? Pending: review against
./architecture.md§The clasp endgame Phase D when next architecture-time happens. - Service-body sub-tier specifics. What range of seams + bolts + cosmetic flesh-illusion variations do service-bodies span? Where are the line-cases between service-body and slum-tier? Pending: detail work alongside vocation-substrate.
- Asymmetric-witnessing across player-NPC pairs. When my witness-progression is high and yours is low, I see you fully but you cannot see me back. Heartbreak-engineering compounds the asymmetric-clasp. The experienced lover bears the full weight of partial-mutual-visibility; the inexperienced lover has been seen but cannot return the gift. Specific mechanic for how this is rendered (does the inexperienced see static-noise where their beloved should be? a darker silhouette? a partial-mesh?), and whether NPCs accumulate witness-progression through their own clasps (per the omnisight architecture in
../runtime-engine/architecture.md§Omnisight), pending design pass.
Version: 0.2 | Created: 2026-04-26 | Updated: 2026-04-26