update Tue 07/14/2026 16:45:47.62

This commit is contained in:
2026-07-14 16:45:49 +10:00
parent ac1bb7121a
commit 1814125243
9 changed files with 432 additions and 99 deletions
+7
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@@ -31,6 +31,13 @@ positions and sizes, wander radius, calibration readouts. Marker print size stay
- **Playlist engine** (server-driven, all viewers in sync): N concurrent ghosts,
per-ghost dwell time then rotate through the whole roster, shuffle/roster order,
color/rarity filters, optional time-of-day windows, crossfade in/out.
- **Paths**: waypoint routes (loop or pingpong) drawn in the 3D editor — ghosts walk them
at constant speed and turn to face each new direction, like they live there. Waypoints are
full 3D so paths can climb. Path motion is deterministic (pure function of time), same as wander.
- **Rarity system**: `weighted` order makes Commons appear often and Legendaries rarely
(per-rarity appearance weights), and `movementScale` shrinks how much rarer ghosts move.
- **Residents**: pin any ghost permanently to a spawn or path (`residents` in the playlist);
they never rotate out and their spot is excluded from rotation.
- **Behaviors**: static float (bob + idle sway) or wander (deterministic orbit-drift —
a pure function of server spawn record + wall clock, so every phone computes the
same motion with zero position streaming). Wander is 3D: horizontal radius plus a