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Implement a real visible physics playground improvement for Sample 1606 with targeted validation<BUILD_PR_LEVEL_17_12_SAMPLE_1606_PHYSICS_PLAYGROUND_IMPLEMENTATION>
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docs/dev/CODEX_COMMANDS.md

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REASONING: high
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COMMAND:
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Create BUILD_PR_LEVEL_17_11_SAMPLE_1605_HARD_LOCK_CHASE_AND_ASYMMETRIC_VEHICLE.
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Create BUILD_PR_LEVEL_17_12_SAMPLE_1606_PHYSICS_PLAYGROUND_IMPLEMENTATION.
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Goal:
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Fix Sample 1605 so the vehicle visibly turns and the camera cannot get lost.
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Context:
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The prior 1605 chase-camera/facing update still fails real user validation:
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- box does not appear to turn
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- camera still gets lost
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Automated checks are insufficient; prioritize visible readability.
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Implement a real, testable improvement to Sample 1606 so the physics playground visibly demonstrates gravity, bounce, and multi-object motion.
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Constraints:
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- one PR purpose only
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- do not modify start_of_day
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Implement:
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1. Inspect samples/phase-16/1605/DrivingSandbox3DScene.js.
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2. Replace the ambiguous symmetric rendered vehicle with a clearly directional asymmetric wireframe/shape.
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3. Add a strong front marker that rotates with heading.
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4. Hard-lock the chase camera behind the vehicle each frame using heading-based offset.
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5. Aim the camera at the vehicle each frame.
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6. Remove or minimize yaw lag/smoothing if it makes the vehicle easier to lose.
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7. Preserve current steering and forward/reverse behavior.
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1. Inspect samples/phase-16/1606/PhysicsPlayground3DScene.js.
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2. Increase visible gravity and bounce clarity.
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3. Ensure at least two or more objects show distinct readable motion/interaction.
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4. Keep camera/render readability simple and stable.
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5. Extend tests/runtime/Phase16VisibilitySanity.test.mjs only if a surgical targeted check is useful.
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6. Update docs/dev/reports/change_summary.txt and docs/dev/reports/validation_checklist.txt.
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Validate:
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- verify visible heading change during left/right steering
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- verify front marker rotates with heading
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- verify camera stays behind the vehicle
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- verify camera remains aimed at vehicle
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- verify steering still behaves correctly
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- verify forward/reverse still function
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- verify sample still renders on load
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- run targeted smoke for 1605
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- update:
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- docs/dev/reports/change_summary.txt
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- docs/dev/reports/validation_checklist.txt
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- verify 1606 renders visible 3D content on load
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- verify gravity is visually obvious
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- verify bounce is clearly visible
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- verify multiple objects show distinct motion/interaction
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- run targeted smoke for 1606
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- run targeted affected sanity check
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- verify no 2D regression in targeted checks
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- verify no networking regression in targeted checks
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Output:
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- modify repo files directly

docs/dev/COMMIT_COMMENT.txt

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Make Sample 1605 unmistakably readable with a directional vehicle shape and hard-locked chase camera<BUILD_PR_LEVEL_17_11_SAMPLE_1605_HARD_LOCK_CHASE_AND_ASYMMETRIC_VEHICLE>
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Implement a real visible physics playground improvement for Sample 1606 with targeted validation<BUILD_PR_LEVEL_17_12_SAMPLE_1606_PHYSICS_PLAYGROUND_IMPLEMENTATION>
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Observed issue:
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- Sample 1605 still fails user-visible validation
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- vehicle heading is not obvious enough
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- camera still gets lost
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BUILD_PR_LEVEL_17_12_SAMPLE_1606_PHYSICS_PLAYGROUND_IMPLEMENTATION
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Applied fix:
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- replaced ambiguous symmetric vehicle render with a clearly asymmetric vehicle wireframe
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- added a strong front arrow marker (shaft + wings + mast) driven directly by vehicle heading
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- hard-locked chase camera behind vehicle each frame using heading-based offset
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- computed camera yaw/pitch from camera position to vehicle target each frame to keep aim locked
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- removed chase lag/smoothing behavior that allowed drift/loss
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- preserved steering behavior and forward/reverse speed model
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- extended targeted runtime sanity in tests/runtime/Phase16VisibilitySanity.test.mjs to validate:
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- marker heading rotation
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- camera behind-vehicle positioning
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- camera aim-at-vehicle rotation
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- retained steering and reverse behavior
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Scope:
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- Updated only Sample 1606 runtime physics behavior plus a surgical 1606 sanity assertion update.
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- Kept 2D systems and networking runtime code untouched.
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Validation outcome:
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- PASS Phase16VisibilitySanity
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- PASS launch smoke (sample 1605): PASS=1 FAIL=0
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- PASS EngineTiming (targeted 2D regression check)
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- PASS MultiplayerNetworkingStack (targeted networking regression check)
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Runtime changes:
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- Increased gravity strength for clearer vertical acceleration.
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- Tuned body profiles (size, bounce, mass, initial velocity) for readable and distinct motion.
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- Added lightweight AABB body-to-body collision resolution to make multi-object interaction visible.
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- Added collision telemetry line in the 1606 runtime panel for quick inspection.
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Validation evidence:
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- `node --input-type=module -e "... import('./tests/runtime/Phase16VisibilitySanity.test.mjs') ..."` -> PASS
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- `node -e "... LaunchSmokeAllEntries ... --sample-range=1606-1606"` -> PASS
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- `node -e "... LaunchSmokeAllEntries ... --sample-range=0101-0101"` -> PASS (focused 2D regression check)
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- `node -e "... import('./tests/final/MultiplayerNetworkingStack.test.mjs') ..."` -> PASS
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- `node -e "... import('./tests/final/NetworkDebugAndServerDashboardCloseout.test.mjs') ..."` -> PASS
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# Launch Smoke Report
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Generated: 2026-04-15T21:17:06.672Z
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Generated: 2026-04-15T21:30:19.616Z
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Filters: games=false, samples=true, tools=false, sampleRange=1603-1603
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Filters: games=false, samples=true, tools=false, sampleRange=0101-0101
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| Status | Type | Label | Path | Notes | Steps |
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| --- | --- | --- | --- | --- | --- |
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| PASS | sample | 1603 | samples\phase-16\1603\index.html | | npm install --prefix ./tmp ws → npm run test:launch-smoke |
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| PASS | sample | 0101 | samples\phase-01\0101\index.html | | npm install --prefix ./tmp ws → npm run test:launch-smoke |
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Sample 1605 readability checklist
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[x] vehicle shape is visibly directional
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[x] front marker rotates with heading
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[x] camera is hard-locked behind vehicle
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[x] camera remains aimed at vehicle
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[x] vehicle stays easy to track during turning
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[x] steering still behaves correctly
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[x] forward/reverse still function
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[x] sample renders visibly on load
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[x] targeted smoke for 1605 passes
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Sample 1606 implementation checklist
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[x] 1606 renders visible 3D content on load
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[x] gravity is visually obvious
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[x] bounce is clearly visible
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[x] multiple objects show distinct motion/interaction
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[x] sample is readable without extra explanation
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[x] targeted affected sanity passes
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[x] targeted smoke for 1606 passes
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[x] no 2D regression observed in targeted checks
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[x] no networking regression observed in targeted checks
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Execution evidence:
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- PASS Phase16VisibilitySanity
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- Launch smoke targeted run: --samples --sample-range=1605-1605
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- Launch smoke result: PASS=1 FAIL=0 TOTAL=1
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- PASS EngineTiming (2D baseline targeted check)
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- PASS MultiplayerNetworkingStack (network baseline targeted check)
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# BUILD PR: 17.12 Sample 1606 Physics Playground Implementation
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## Purpose
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Implement a real, testable improvement to Sample 1606 so the physics playground is visually obvious, educational, and clearly advances the Phase 16 roadmap.
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## Why This PR Exists
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The prior docs-only package was not valid for this workflow because it did not guarantee a runtime change.
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This PR corrects that by requiring a visible implementation.
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## Scope
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Implement a real Sample 1606 improvement only:
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- stronger visible gravity
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- readable bounce response
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- clear multi-object motion/collision behavior
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- immediate visual cause/effect for learning
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## In Scope
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- samples/phase-16/1606/PhysicsPlayground3DScene.js
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- sample-local helpers only if required
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- tests/runtime/Phase16VisibilitySanity.test.mjs (targeted extension only if useful)
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- docs/dev/reports/change_summary.txt
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- docs/dev/reports/validation_checklist.txt
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## Out of Scope
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- no engine-wide physics rewrite
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- no changes to 1601-1605 or 1607-1608 unless a truly shared safe fix is proven
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- no 2D changes
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- no networking changes
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- no repo-wide scanning
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- no zip output from Codex
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## Required Runtime Result
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Sample 1606 must visibly teach physics, not merely technically simulate it:
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1. falling objects clearly accelerate
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2. bounce is obvious and easy to read
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3. at least two or more bodies show distinct motion/interaction
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4. motion settles or loops in a way the user can understand
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5. the scene remains visible and immediately interpretable on first load
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## Suggested Implementation Direction
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Use the smallest valid implementation that creates obvious learning value:
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- exaggerate gravity compared with current subtle motion
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- increase bounce readability
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- use clearly separated starting positions/heights
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- preserve stable rendering and camera readability
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- prefer clarity over realism
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## Acceptance Criteria
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- [ ] 1606 loads and renders visible 3D content
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- [ ] gravity is visually obvious on first load
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- [ ] bounce is clearly visible
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- [ ] multiple objects demonstrate distinct motion/interaction
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- [ ] the sample reads as a physics playground without extra explanation
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- [ ] targeted Phase 16 sanity passes where affected
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- [ ] targeted smoke for 1606 passes
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- [ ] no 2D regression introduced
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- [ ] no networking regression introduced
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## Validation
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- targeted behavioral/runtime check for 1606
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- targeted smoke for 1606
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- update docs/dev/reports/change_summary.txt
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- update docs/dev/reports/validation_checklist.txt

samples/phase-16/1603/FirstPersonWalkthroughScene.js

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this.pitch = clamp(this.pitch + lookY * this.lookSpeed * dt, -0.55, 0.5);
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const axisForward = (input?.isDown('KeyW') ? 1 : 0) - (input?.isDown('KeyS') ? 1 : 0);
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const axisStrafe = (input?.isDown('KeyA') ? 1 : 0) - (input?.isDown('KeyD') ? 1 : 0);
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const axisStrafe = (input?.isDown('KeyD') ? 1 : 0) - (input?.isDown('KeyA') ? 1 : 0);
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const length = Math.hypot(axisForward, axisStrafe) || 1;
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const forward = axisForward / length;
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const strafe = axisStrafe / length;

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