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  • flight: the toy 767 flies, breaks and answers every device The airframe slice, end to end. Launcher: steer x trims the heading, steer y trims the launch elevation, and Launch throws the toy along the nose it is pointing. Every sign was read back off the running airframe rather than assumed. Flight: a force-driven arcade model. The nose follows the stick, the velocity is pulled onto the nose over followTime, the wings hand back the share of gravity they carry, Boost adds speed and Dive spoils the lift. The speed the model asks for is clamped to the Rules.PHYS envelope before a Newton is spent, and anything above the cap is taken back the same frame. Bounded authority, so a block still knocks the toy off its line. Once it has been scraping the table for a moment the model stands down and lets friction end the round. Damage: contacts past impactThreshold raise impact on the bus and fill a damage pool; each whole point sheds the part the hit landed nearest, hiding the art slice's child and dropping a bounded loose copy with partLost. A missing wing costs lift, authority, and rolls the toy toward the hole; a missing engine costs half the thrust; a missing tail costs the pitch damper. Loose parts are speed- and spin-clamped every frame and culled below the playroom floor. Pause freezes this airframe where it hangs and hands its speed back on resume. Controls carry keyboard, gamepad and touch on every action: Boost moved to the right trigger, the stick got a radial deadzone and smoothing, and the touch column reads Launch (large) / Boost / Dive / Menu down the right edge. The map still suppresses the engine's walking scheme. Verified in play at 1080x1440, with each input family alone: aim, launch, climb, bank, boost, dive and pause on keyboard, on a simulated pad and on the on-screen controls; a run into the city shed a wing and an engine and the toy visibly spiralled after; Physics.bodyState never read past Rules.PHYS.planeBoostSpeed over a boosted run; every round ended in wreck with the next plane back on the launcher; 150 rigid bodies, none with ccd = true. --- playroom-set: the window is lit and the table is not in its shadow Model carries a castsShadows field. It is not in the Model component README's list of public fields, and reading the render-layer documentation - which says a layer hides an entity from a camera 'while it still exists for lighting, shadows and physics' - had settled the question the other way. So the emissive pane outside the window had been removed: it stands between the low sun and the only opening in the room, and it shadowed the whole table, opaque or transparent. With castsShadows = false on that one mesh the window is the brightest thing in the game again and the sun still rakes the full length of the table. The sky itself drops to a dim warm fill, which is what it should have been all along - its image-based light reaches an enclosed room as though the room were not there, so it was the sky's brightness, not the window's, that was flooding every painted surface. Luma spread at the launcher station goes from 75 to 113, with nothing crushed and nothing clipped. The grade still costs 0.16 ms of GPU per frame.

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1SF9E6K2N8S6NGPC0XBRM8524e9b2ab0aBrowse filesPicked
  • plan: BLOCKBUSTER 767 — spec, scene, rules/game modules, slice skeletons

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1SD2SKQX7JAH4C6G1HJXAS87b745c69c7Browse filesCompare with this version