Build Lucent tether habitat study
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@ -46,17 +46,20 @@ footholds. Blockers are repeat-zone feedback, repeat `Top` outputs, foreach
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zones, gizmo nodes, and rejected empty-output `WindowBeams` harness. IRCSS maps
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live in `docs/research/translations/ircss-french-houses-*.md`.
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First from-scratch build test: `examples/geometry_script/aetheria_bloom_habitat.py`
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generates an Aetheria Bloom whole-habitat study. It now carries the key spatial
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lessons: define the lore coordinate frame before ornament, use cylindrical and
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endcap helpers for attachment, use golden-angle curves for transfer networks,
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use deterministic noise for organic settlement pressure, batch dense detail by
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material/class, and render inspection cameras that face the domain being judged.
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The hubward terrace slums are noise-driven endcap shelves around the docking hub
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office complex, stepping inward toward the Spire as "up" and outward into a
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classier high-gravity urban crown. Build notes live at
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`docs/research/builds/aetheria-bloom-habitat.md`; verification lives at
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`tools/verify_aetheria_bloom_habitat.py`.
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From-scratch story-bound builds:
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- `examples/geometry_script/aetheria_bloom_habitat.py` generates the Aetheria
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Bloom whole-habitat study. It carries the key spatial lessons: explicit lore
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coordinate frames, cylindrical/endcap attachment, golden-angle transfer
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curves, deterministic settlement noise, batched dense detail, and inspection
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cameras. Build notes: `docs/research/builds/aetheria-bloom-habitat.md`;
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verifier: `tools/verify_aetheria_bloom_habitat.py`.
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- `examples/geometry_script/lucent_tether_habitat.py` generates the Lucent
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tether habitat from Ghostlight `Lucent Hostage Feed`: tether axis, city bubble
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below, media-eye lounge, elevator threshold, glass rail, white safe-line,
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overlays, control rail, side panels, risk/heat surfaces, and security doors.
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Build notes: `docs/research/builds/lucent-tether-habitat.md`; verifier:
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`tools/verify_lucent_tether_habitat.py`.
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Current authoring prior: use the full Python stack. Python structures intent,
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tables, loops, variants, cleanup, validation, docs, and scene/render
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@ -82,9 +85,10 @@ The GameCult fork is intentionally pruned to `main` plus VibeGeometry-owned
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tooling branches. Do not copy upstream branch soup forward unless a future patch
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actually needs it.
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The current next action is to grow `vibegeometry/` from helper primitives into a
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small reusable builder seam, starting with either endcap terrace slums or spiral
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transfer arteries, then bind that seam to scene-brief, manifest,
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The current next action is to extract the first higher-level reusable builder
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seam from the completed story-bound builds: either threshold/control-rail
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interface kits from the Lucent habitat or endcap terrace/spiral artery kits
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from the Bloom, then bind that seam to scene-brief, manifest,
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inspection-render, and verifier contract drafts.
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## Important Invariants
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