Imagination probe of the operator's sketch: the bodies as Voronoi sites, the distance metric varied
(power, additive, multiplicative, equal potential, flow-stretched, Minkowski), the lattice web pulled
toward the edges. Images, logs and scripts in docs/research/2026-10-14-body-voronoi-probe/.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Applies rulings habitat-trophic-dag and voronoi-primitive and the operator's
correction that CultMath owns shader/C# parity. The target's Placement law
becomes a layered, donor-controlled DAG (environment, the Skein, producers,
grazers, predators and ambushers) with pointwise and stencil operators only,
nodes in CultMath and compositions in Aetheria; invariants trophic-dag-acyclic,
-pointwise, trophic-nodes-in-cultmath and skein-gate-continuous are added. The
map gains r4 body facts B28-B36 (CultMath's node and parity surface, the tape,
the probe), decisions, two questions and the r4 cut sequence. The probe renders
filament candidates and trophic layers on the orbiting B20 zone and measures
popping and turnover.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Moves the closed-form habitat probe scripts and the images each habitat
question option names into docs/research/2026-10-14-fauna-habitat-probe/,
points the map there, and adds the option renders under the spec's law and
the probe that shows the convergence lattice is FlowField's own structure.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Imagination pass (imagination-aeth-fauna, self-2026-10-13-ag2). Target: fauna are
simulated props seen through the one gain rule, each class with a legible motion
law (ruling disguise-held-by-flying). Map: body facts B1-B14 with a cost probe on
Yggdrasil, nine draft questions, first cut fauna-krill-swarms as a draft spec,
later cuts one line each. Docs only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The committed font is not rebuilt yet, so test_fe0f_twins.py's first test is red against it; the font lands next. Builds nothing in Unity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Map R2/R3 rewritten after Soul failed paint-modes h1: the pinging sensor
keeps a per-ping reached set and posts PingReturn to allies through the
zone inbox; ally credit gated by the bistatic oval (R_t * R_r < range^2).
Research section 7: bistatic radar, cooperative engagement, game gaps.
Serves cut_spec paint-modes r3.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Map: hull layout and aim point (V15, V16), model rows for layout, located
item and the scan, rules R8-R11, and cuts layout-aim and inspection-scanner,
for ruling quiet-gear-identifiable-hull-layout-known. Research section 6:
game scanners and identification of non-emitting equipment, serving
questions scanner-reveals-its-user and scanner-held-or-pulse.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Eyes pass for the operator's lock and visibility rethink: how Aetheria
represents visibility today, LOBL/LOAL and loitering munitions, warning
receivers, provocation, graded contacts in games, and the novella passages.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Serves follow-ups vectored-thruster-rows and gimballed-thrusters: virtual
actuators, nonlinear and cascaded allocation, rate and gimbal limits as
per-tick bounds, the zero-thrust singularity, games, shared-angle rows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Eyes pass before the hull shader fork: DECALmachine 2.17 export paths,
forward-renderer decal practice, parallax for panel lines, layered wear
on the built-in pipeline, and this project's rendering constraints.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>