clay-borg/INTENT.md
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CB-WP-0017: legible interaction, and the chaos window's verdict
Provenance (tier M, structural S, chaos d4=4 -> OVERRIDE drawn M):
the maintainer could drag after CB-WP-0016 but could not tell what was
pickable, held, or droppable. Underneath that, the page was WRONG about
which moves exist: 9 legal commands rendered as 5 cards each claiming
all three target kinds, from a const string in the emitter. Investigate
is legal on problems 2 and 3 but not 1; Solve on 1 but not 2 or 3. The
live page now says 'Solve onto problem 1'.

ADR-0010 restates control 5, which this work would otherwise have
outgrown in silence: every game fact the page acts on must arrive from
Rust as data; the script may read, match and render it, never compute,
infer, filter or default one. The survey's real finding is that the
permitted and forbidden designs are indistinguishable from outside, so
the vocabulary grep is demoted to a cheap first line and two behavioural
properties become the controls -- the highlighted set EQUALS the set
Rust emitted, and anything the page marks legal must resolve. Both
mutation-proven; the derive-legality mutation produces a plausible
highlight (seat-0,1,2 where only seat-1 is legal) and is caught.

Visible now: .pick resting shadow, .held on the grabbed element, .dropok
on every legal target including BOTH drawings of a seat, and a ghost
following the pointer. Nothing perceptual is verified and ADR-0010 D5
says so.

The DOM stub now models classList/querySelectorAll/createElement and
builds its node set from the real emitted page. Trap recorded: QuickJS
fixes its stack limit at Context creation relative to that frame, so a
helper returning a Context makes every later eval report
'SyntaxError: stack overflow'.

CHAOS WINDOW CLOSED, 12 declarations, 2 overrides, one each way. Both
changed the outcome, so the retirement condition is not met. Verdict:
keep, and recommend d4 -> d8 with a second window of 12 -- that is a
change to the loop's own constraints and is owed to the next declaration
as tier-M work, not made here.

CB-EV-0014 corrected: it quoted CB-WP-0015 at $15.14/136 and called it
the first settled figure quoted. Now $22.70/166. The number had been
read during CB-WP-0015 itself, so there are two defects -- the boundary,
and quoting from memory instead of re-running the instrument.

make all exits 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 22:42:45 +02:00

5.2 KiB
Raw Blame History

Intent

Clay-Borg is a rebuild-from-scratch simulation and games engine framework: it assimilates and optimizes techniques and implementations useful for games, simulations, and robotics.

It is not another monolithic game engine. It is a capability-assimilating development engine with three distinct properties:

  1. Clay — its canonical models, contracts, rules, and tools remain malleable.
  2. Borg — mature, optimized libraries are assimilated behind controlled interfaces rather than copied or exposed directly.
  3. Product-driven evolution — abstractions are extracted from working games, beginning with GROUND — A Game of Bonds and Rivalry: DARVO Edition, rather than invented in isolation.

The central rule:

Own the semantics; assimilate the implementation.

Clay-Borg owns what an entity, object, command, event, card, zone, relationship, game, simulation, asset, plugin, and capability mean. External libraries (wgpu, Rapier, Bevy ECS, Wasmtime, Quinn, egui, Serde, tracing, …) provide optimized implementations of rendering, physics, networking, serialization, and similar functions behind canonical ports. No external library type should leak across a canonical interface.

Why GROUND first

GROUND requires modest physics but sophisticated social state, simultaneous decisions, and constrained sequences (a binding DARVO deny/attack/reverse state machine, a typed relationship graph, commit/reveal simultaneous resolution). It must stay playable headless — no rendering, no rigid-body simulation required to run or test the rules. The 3D tabletop is a projection and interaction surface for the game, not the definition of the game.

The most important design decisions

  1. Build GROUND first, not a general engine first.
  2. Keep rules independent from rendering and physics.
  3. Use commands and events as the authoritative mutation mechanism.
  4. Provide null, reference, and optimized implementations of important capabilities.
  5. Never leak assimilated-library types into canonical interfaces.
  6. Use server-authoritative physics and deterministic semantic rules.
  7. Treat player visibility as a projection, not a UI afterthought.
  8. Make every defect reproducible as a scenario and replay.
  9. Give coding agents bounded work packets and stable commands.
  10. Attach TargetRevenue phases to versioned improvements and evidence bundles.

First product

A headless, replayable, and agent-readable GROUND rules engine that can be projected onto an increasingly physical virtual tabletop, while every new capability remains replaceable, measurable, and financeable through TargetRevenue.

Implementation order

  1. Headless GROUND — full authoritative state, 26 players, commit/reveal, relationships, DARVO, GROUND practice, CLI player, replay and scenario tests, simple bots. No rendering, no physics.
  2. Inspectable 2D table — card/token/hand/relationship-graph visualization, drag-to-propose, debug inspector, hot-seat play. Open on one human verification, and every run of it so far has found something no test could. 2026-08-02, run 1: the drag was broken — drop targets were ids, which must be unique, so the graph circle held seat-0 and the seat card had none (CB-WP-0016). Run 2: the drag worked but the page was wrong about which moves exist, showing 5 cards each claiming all three target kinds where 9 specific commands were legal, with no way to see what was pickable, held, or droppable (CB-WP-0017). Both fixed. What remains is perceptual and unreachable from here by construction (ADR-0010 D5): run cb-play --serve 0 and confirm you can see what can be picked up, what you are holding, and where it may go.
  3. Physical 3D tabletop — wgpu renderer, Rapier-backed physics, camera and pointer controls, snap zones, asset importer.
  4. Networked sessions — authoritative host, private projections, commit/reveal protocol, reconnection, replay verification, spectator mode.
  5. Game creation framework — object prototypes, scene/zone editors, card/deck importer, package validation, Wasm game components.
  6. Prove generality — implement one deliberately different fixture game; only then promote duplicated GROUND abstractions into the stable Clay Canon.

No concept becomes canonical merely because it looks general. It becomes canonical after surviving a second concrete use.

Sister repositories

  • ground-game — the authoritative home of the GROUND boardgame itself (rules, editions, content). Clay-Borg implements the engine that simulates it; game-semantics questions defer to that repo.
  • target-revenue — the canonical home of the Target Revenue Framework and the TRSL license text this repo is released under.

Provenance

This intent is distilled from the fuller architectural exploration in history/260730-InitialExploration.md, which also covers the runtime substrate, simulation kernel, physics subsystem, world-building layer, tabletop domain framework, networking architecture, the agentic inner loop (work packets, CLI surface, quality gates), and the TargetRevenue business-control model in full detail.