A growing building keeps its style and grows taller in place #149

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agra merged 29 commits from task/3561-a-growing-building-keeps-its-style-and-g into main 2026-10-26 02:24:48 +02:00
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Tracker: #3561

A city building keeps its style as it grows, and grows taller where it stands. This branch gathers the plan's steps, each merged here through Lone star. It reaches main after the plan's acceptance walk and final review.

What changes

  • Families. Boomtown's 159 hand-built looks give way to 8 families of 20 versions each, one per rank 1–20: Brick gable, Plaster balconies, Glass curtain, Round, Stepped terraces, Pagoda, Wind tower and Art deco.
    • A family's versions share their ground plan, massing, roof, materials and palette. Each stands at least 1.05× as tall as the one below, within main's height band, and grows fuller above its base.
    • A plot's family is a function of the plot alone, so a plot keeps its family through every rank.
  • Growing in place. A rank-up grows the building from the old version's height to the new one's over the whole rise, climbing for 0.68 s as a rise from the base does. It never grows from the ground.
    • The rise program scales a building from a grow-from fraction carried in its instance texel's slot channel, so no program is added.
    • A building on an empty or ruined plot still rises from its base.
    • Under reduced motion a rank-up cross-fades from the old building to the new, through the fade program.
  • The monument's tower keeps its steps. A step up grows the tower in place on the same curve. A step down, which ordinary growth makes when new rank-1 buildings lower the median, cross-fades in place, and the step up that follows grows from the lower tower's height. A monument first shown stands built at once, as on main.
  • Classic keeps a plot's Kenney model kind where the kit holds a taller model of that kind at the new rank. It grows such a rank-up in place as its own mesh, on the same curve and within the shared mesh budget. The kit's height by rank is not monotonic, so some rank-ups still draw shorter, and the water tower leaves Classic's draw because every rank-6 plot keeps windmill-low's kind.
  • Render only. The server's ranks, the wire and the save do not change, and MAP_VERSION stays.

Steps

  1. Eight building families, each with a version at every rank on one ground plan, shown in the Cities Yard.
  2. Boomtown draws each plot's family at its rank, and main's 159 looks leave. This step runs the Map Yard bench at default and full growth.
  3. A Boomtown rank-up and a tower's step up grow in place from the old height. This step adds the Wreck Yard's rankup scene and runs the Map Yard bench.
  4. A Boomtown model swaps in place through a cross-fade under reduced motion and on a tower's step down. This step adds the Wreck Yard's tower scene.
  5. Classic keeps a plot's Kenney kind where the kit holds a taller one. This step runs the Classic bench arms.
  6. A Classic rank-up that draws taller grows in place. This step writes the changelog and the in-game help.

Checks

  • Every city model stays within CITY_BUDGETS, and no program is added.
  • Before any bench, the families draw main's calls and at most 1.02× main's triangles in the Map Yard and the layer test's reference cities.
  • The Map Yard bench holds main's calls + 2 and the paired median frame time within +0.05 ms per view (a phone estimate of +0.375 ms), at 1×, 0.5× and 0.25×, at default and full growth.
  • Renders show each family through ranks 1–20 in every finish, and ?mode=frames through a rank-up.

The plan's decisions (D1–D11), each overridable, are in the task's note.

Tracker: [#3561](https://sak.swipelab.com/tasks/3561) A city building keeps its style as it grows, and grows taller where it stands. This branch gathers the plan's steps, each merged here through Lone star. It reaches main after the plan's acceptance walk and final review. ## What changes - **Families.** Boomtown's 159 hand-built looks give way to 8 families of 20 versions each, one per rank 1–20: Brick gable, Plaster balconies, Glass curtain, Round, Stepped terraces, Pagoda, Wind tower and Art deco. - A family's versions share their ground plan, massing, roof, materials and palette. Each stands at least 1.05× as tall as the one below, within main's height band, and grows fuller above its base. - A plot's family is a function of the plot alone, so a plot keeps its family through every rank. - **Growing in place.** A rank-up grows the building from the old version's height to the new one's over the whole rise, climbing for 0.68 s as a rise from the base does. It never grows from the ground. - The rise program scales a building from a grow-from fraction carried in its instance texel's slot channel, so no program is added. - A building on an empty or ruined plot still rises from its base. - Under reduced motion a rank-up cross-fades from the old building to the new, through the fade program. - **The monument's tower** keeps its steps. A step up grows the tower in place on the same curve. A step down, which ordinary growth makes when new rank-1 buildings lower the median, cross-fades in place, and the step up that follows grows from the lower tower's height. A monument first shown stands built at once, as on main. - **Classic** keeps a plot's Kenney model kind where the kit holds a taller model of that kind at the new rank. It grows such a rank-up in place as its own mesh, on the same curve and within the shared mesh budget. The kit's height by rank is not monotonic, so some rank-ups still draw shorter, and the water tower leaves Classic's draw because every rank-6 plot keeps windmill-low's kind. - **Render only.** The server's ranks, the wire and the save do not change, and MAP_VERSION stays. ## Steps 1. Eight building families, each with a version at every rank on one ground plan, shown in the Cities Yard. 2. Boomtown draws each plot's family at its rank, and main's 159 looks leave. This step runs the Map Yard bench at default and full growth. 3. A Boomtown rank-up and a tower's step up grow in place from the old height. This step adds the Wreck Yard's `rankup` scene and runs the Map Yard bench. 4. A Boomtown model swaps in place through a cross-fade under reduced motion and on a tower's step down. This step adds the Wreck Yard's `tower` scene. 5. Classic keeps a plot's Kenney kind where the kit holds a taller one. This step runs the Classic bench arms. 6. A Classic rank-up that draws taller grows in place. This step writes the changelog and the in-game help. ## Checks - Every city model stays within CITY_BUDGETS, and no program is added. - Before any bench, the families draw main's calls and at most 1.02× main's triangles in the Map Yard and the layer test's reference cities. - The Map Yard bench holds main's calls + 2 and the paired median frame time within +0.05 ms per view (a phone estimate of +0.375 ms), at 1×, 0.5× and 0.25×, at default and full growth. - Renders show each family through ranks 1–20 in every finish, and `?mode=frames` through a rank-up. The plan's decisions (D1–D11), each overridable, are in the task's note.
agra added 29 commits 2026-10-25 18:02:16 +02:00
lookOf(rank, x, y) returns the plot's family, hash(x, y, 11) % 8, and palette at every rank; looksOf(rank) lists each family's version at that rank. Keys, heights, extents and footprints come from the families, and bodyColor takes the largest body part at rest of any shape. The layer, the Cities Yard, the Wreck Yard, the towns bench and the tests that walk the looks migrate.
agra merged commit 91bde3712e into main 2026-10-26 02:24:48 +02:00
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