Commit Graph

2 Commits

Author SHA1 Message Date
Dejvino
1ca9fa2f1f Let scenes layer on each other, and give the camera somewhere to look
Two devices that were built, wired up, and doing nothing.

OVERLAYS. buildStack gated layering on `surfaceOf(m) === 'composable'`, and
no scene in the library declared `surface` — so the only thing that could ever
sit on top was the one scene declaring `role: 'accent'`, and the overlay roster
excluded accents by construction. Empty intersection, every time: 0/144 stacks
carried an overlay. Every layered frame in every song was the same particle
field.

Labelled the library from the phase 12 coverage gate rather than by eye: the
37 scenes painting under 30% of the frame are composable. Particle Field loses
its privileged slot and becomes one of them, keeping only `background: false`,
which is the honest part — points in empty space cannot carry a section alone.
The reserved accent slot is gone; one roster, two passes at it. 1 distinct
overlay scene becomes 27, and the rate lands at 34% of stacks after trimming a
base chance that had been tuned while the branch was dead.

THE CAMERA. framing.shift moved the frame by a median of 0.029 of a half-frame
at a fresh random angle every shot, so successive offsets cancelled and the
median jump at a cut was 0.014. Present in every frame, visible in none.

look/Camera.js is the director's camera department: the story says tension,
order and which act a section is in, and this turns that into where the frame
looks and how it travels there. Each director names a camera. Jump distance
follows tension and act, speed follows energy, and the curve is one of four.
Cuts choose between reframing and matching, so two scenes can still read as one
place. Median offset 0.190, median reframe 0.135, and 94% of shots now move
during the shot rather than only at the cut.

Four new gates, each with a FLOOR — the device this replaces passed every
existing check while doing nothing, because the only bound was a ceiling.

Also lands the in-progress Epic 4 story layer it builds on: Story.js, phase 13,
and the direction statistic.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 06:48:13 +02:00
Dejvino
d14d473974 Epic 2.2: cast a director per track
FAMILY_BY_KIND was a module constant, identical for every track ever
generated: an intro was always minimal/flow/organic, a drop always
geometric/glitch/structural, and intro and outro were literally the same
list. Every video made the same genre decisions before a single seeded draw
happened — cross-track sameness hiding inside something that looked like
configuration. Measured, twenty-nine of forty-two scenes were cast in none of
twelve tracks: the library was not too small, most of it was unreachable.

There are now five directors, each a coherent point of view about what a song
looks like — ambient, brutalist, organicist, corrupt, geometer — and a track
casts one, seeded, with the audio tilting the odds and never deciding. Twelve
tracks now reach 25 of 41 scenes, up from 13 of 42.

The first draft of this got a real thing wrong, and the existing gates caught
it. Applying a point of view to every kind meant `corrupt` opened on glitch
and `geometer` answered a breakdown with a dense pattern — which broke a
Phase 7 invariant that has held since the minimal family existed. That
invariant is right: an intro that opens strobing is not bold, it is the exact
mistake the family coupling was introduced to prevent, and the viewer meets
it fifteen seconds in. So intro, breakdown and outro are restricted to
minimal/flow/organic for every director, and the identity lives in build,
drop and sustain plus which restful family a director leads with. The
constraint is now asserted against the mappings directly, so a sixth director
cannot reintroduce it without tripping a gate that names the reason.

Four new Phase 11 checks: every scene reachable, no kind starved, no loud
family in a quiet section, every director castable.

Unrelated pre-existing flake worth recording: Phase 7's "every scene is
deterministic" reports Horizon Lines at 2/255 against a 1/255 tolerance when
phase 7 runs in isolation, and passes in a full run. Verified present on the
previous commit, so it is load-dependent GPU precision rather than anything
in this change.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 07:36:51 +02:00