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Game: hands-on crafting, reliable controls, and discovery expeditions - #130
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mikecreation wants to merge 39 commits into
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mikecreation wants to merge 39 commits into
mikecreation wants to merge 39 commits into
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New tab beside the unchanged Classic lab: predict -> fire single photons -> reveal top-down wave view aligned with the face-on detector and count histogram -> which-path twist -> single slit. Paraxial wavefronts are scaled so the drawn screen line equals the model intensity exactly. Adds tests/slit-guided.mjs (screen line = model, histogram vs |psi1+psi2|^2, measured spacing = lambda*L/d, which-path marker removes fringes).
…bian foam, Beer-Lambert) WebGL2 three r160: JONSWAP wind sea + swell spectrum, swell/waves/ripples cascades with a GPU Stockham butterfly IFFT (height, choppy displacement, derivatives), Jacobian crest foam in a decaying ping-pong texture plus depth-driven shore foam, exact Fresnel n=1.33, sky-cube reflection of the existing Sky, GGX sun/moon/fire glints, crest SSS, per-channel Beer-Lambert over the terrain, camera-following geomorphed clipmap with distance-faded detail. Rafts and floating drops ride a CPU sum of the same spectrum. Quality follows the graphics preset (Low/Medium default/High). Adds tests/ocean-spectrum.mjs.
…stages, helm sailing galleon.js: code-generated 28 m galleon (no external assets). ship-physics.js: buoyancy/pitch/roll from ocean samples, point-of-sail polar, rudder, grounding, deck walking. ship-progression.js: planks/rope/trenails/pitch/sailcloth/mast spars + shipyard with 6 build stages. World: shipyard placement at the shore, staged build via E, launch, boarding, helm (W/S sails, A/D rudder), wind HUD, wake, discoveries. Tests: tests/ship.mjs. Docs: SHIP.md.
… MB proxy limit 502s atlas-display/knowledge)
…ilds (10 MB proxy limit 502s atlas-display/knowledge)" This reverts commit 2d5b7d5.
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The survival game needs clearer interactions and playable ways to explore atlas concepts. This adds two-hand selection, contextual crafting, cursor-targeted pickup with cancellable walking, and Backpack manufacturing from stone tools and nail-free workbenches through metal tools and climbing gloves. It fixes persistent walk animation and makes visible flower stems gatherable for fiber. Existing saves remain compatible.
Discovery Expeditions provides 42 illustrated games and 126 contracts. Literal concept titles, an alphabetic catalog, an 18-step foundations path and direct atlas-node links help players find experiments. Saved trials compare outcomes; mastery reveals existing atlas context once. L / HUD / Backpack opens the sandbox and pauses world time.
The raft experiment now offers 100 kg default cargo, large −/+ controls, editable tap increments, exact numeric entry and kg/lb switching. Each log can be selected and independently resized or given a mass override. Exact cylindrical submerged-volume calculations determine equilibrium; vertical release integrates buoyancy, gravity and approximate drag. The level raft excludes waves and capsizing. Error correction now visibly changes individual 0/1 copies and demonstrates correct or incorrect majority decoding, with touch controls for corrupting or repairing copies. Exact probability remains separate from the editable example. Other numeric experiment sliders also get −/+ and exact-entry controls.
Fire upgrades include connected burning-log piles beyond 1,000 pieces, fuel-responsive flame/light, gradual rain extinction and collectible remains. The branch includes birds, lightning, varied nature ambience, both temperature units, a separate-save crafting showcase, recognizable spears/tally sticks, and context notifications that expire in the left feed.
Validation: latest checks pass 47 original model cases, 50 second-batch model cases, 75 foundations cases, 22 buoyancy regressions, 33 hydrostatic/editing/unit/integration checks, and 16 desktop/mobile interaction checks with no runtime errors. Earlier branch checks include all expedition contracts, save compatibility, cancellation safety, atlas links and primitive crafting. Canonical graph is unchanged; prior full validation passed at 6,360 discoverable nodes. Scientific scope and research/library assessment are documented in game/RAFT_PHYSICS.md, game/EXPEDITIONS.md and game/CRAFTING_PROGRESSION.md.
Direct raft clicks now open a modal editor for the specific log, with explicit Apply/Cancel. Clicking the pictured cargo number edits cargo; clicking its unit switches kg/lb. Rendering retains the main panel scroll position. Thirteen additional browser checks cover per-log independence, cancel, direct hit targets, scroll preservation and mobile dialog fit.
Double slit adds the 43rd experiment (129 contracts): single-photon detections, interference/diffraction, ideal path marking, independent human viewing, phase probe, geometry controls and comparison overlays. Phone screen close-up and large controls included. 67 model checks and 16 browser checks pass. See game/DOUBLE_SLIT.md for assumptions. Raft release is now directly below reset.
Apparatus follow-up: finite single-photon sequence stops a running stream; matched edge/front sensor highlights explain each dot. Recognizable source/herald/polarization/sensor hardware diagrams added. Clickable mask supports arbitrary additional nonoverlapping slits with summed-amplitude physics; multi-path marking assumptions are explicit. Fullscreen below Minimize; log weight/diameter inputs have persistent unit suffixes and cm/inches conversion. 17 additional browser checks and 4 multi-slit model checks pass.
Stream synchronization: individual source events own timestamped animated packets and one later detection each. Removed independent wave-loop/dot-rate generators. Pause freezes the shared virtual clock; counters expose emitted/in-flight/detected/discarded. Verified with 655 event accounting checks and 7 browser checks at 1/60/500 photons per second.
Incoming amplitude correction removes the pre-slit moving particle dot: a broad coherent amplitude wavepacket illuminates the openings before diffracting. Only detection is drawn as a localized dot. Verified incoming/transmitted/detection rendering; event timing remains unchanged.
Slit-mask click coordinates now use the SVG inverse screen transform, fixing centering offsets in letterboxed layouts. Seven targeted pointer checks pass at phone/desktop/fullscreen sizes.
Double-slit teaching correction: replace outgoing geometric arcs with a sensor probability ribbon calculated from the same distribution used to sample detections. Tapping either sensor view selects a coordinate; the always-open phase probe displays individual slit phases, their coherent sum and relative intensity including the diffraction envelope. All aperture counts use the shared amplitude model, with incoherent probabilities for perfect path marking. Preparation and event timing remain explicitly schematic. Added 99 probe/sampler and three-slit cancellation/reinforcement checks; desktop/mobile browser checks pass for sensor selection, visible probe and one-event/one-dot accounting.
Restored moving wave visualization after feedback: finite slit phase fronts now overlay a calculated coherent amplitude layer (cyan/amber phase signs), retaining the probability ribbon and probe. Far-field spatial phase and detector intensities share the amplitude function, including the signed aperture sinc factor. Carrier spacing and the propagation envelope remain explicitly illustrative; crest contact is not used to determine absorption. The front-view dot panel gains a toggleable gold line built from actual accumulated dot-count bins, with three-bin smoothing, to show the observed interference profile on the same sensor. Added 56 field/probability and count-profile checks; single-event timing, desktop/mobile and trace-toggle checks pass.
The sensor count curve now appears once automatically after a stable-pattern readiness check, rather than redrawing from the first few dots. Requires at least 2,000 detections and two successive 250-dot CDF comparisons within documented stability/fit tolerances. The fixed observed curve is independent of subsequent arrivals and resets with geometry/Clear. No draw/redraw button. Added 24 readiness checks and a browser test proving automatic appearance, pixel-stable curve despite new dots, and geometry reset.
Sunken raft trials now automatically return the raft to its editable preview as soon as raft and cargo leave the view, with a playback-deadline fallback. Preserve log/cargo settings and the failed result; cancel remaining animation/timer callbacks so each release records once. Floating rafts retain their simulated final position. Browser checks pass for two consecutive sinking releases, unchanged settings, unlocked controls, single records and a floating trial.