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5.6 KiB
Session 0007.0 — Transcript
App: human-experience-filter-art Date: 2026-06-06 (PST) · 14:12 → 17:57 Type: coding Goal: continue the roadmap; reframed by the operator to simulator-first — bring the slice-1 alteration engine into the simulator so the experience can be tuned before any hardware. Outcome: design spec written, committed, and pushed on branch
feature/simulator-alteration-preview. No code changes. Implementation deferred to the next session (design + implementation to ship as one PR).
Plan
Bring the alteration engine into the simulator (scope: tune the look), per
docs/superpowers/specs/2026-06-06-simulator-alteration-preview-design.md:
- Python-canonical engine, thin browser renderer.
- Dark/Light = live runtime color grade; Left/Right = 5×5 grid of pre-baked authored variant clips selected by coordinate (24 videos/base clip).
- Revises design §4.3/§10: HUD baked into variant videos (authorial precision) rather than runtime overlay — trades away near-free i18n.
- Engine reconciliation: parameterize
Calibration, addVariantRef, slimRenderPlan(drop runtimeAnalyticalOverlay/Restyle);state.pycrossfade on variant change. - Simulator: retire selection X-ray +
/api/select; add/api/alteration+/api/clips+ variant manifest; placeholder-variant generator.
Pre-session state
mainat5290785, clean and pushed. Sub-projects 1 & 2 done; sub-project 3 (Player Runtime) in progress — slice 1 (pure-logicplayer/core) merged via PR #5 (session 0006).- A stale nested worktree (
.worktrees/feature-BuildSimulator11, branchfeature/player-alteration-core, already merged) was present and breaking the session resolver ("ambiguous app.json"), exactly as the session-0006 memory gotcha predicted.
Turn-by-turn arc
- Session gate. Opened with "What's next?" → classified as a coding session;
ran
wgl-session-coding-init. - Baseline cleanup. Claim dry-run failed on the resolver ambiguity. Verified
the stale worktree's branch was fully merged + clean, removed the worktree and
branch, and deleted the empty
.worktrees/dir. Tree back to cleanmain. - Claimed session 0007 (no other sessions in flight).
- Operator steer: "only design things that will run in the simulator; get
everything working the way we like in the simulator before hardware." Saved as
a
feedbackmemory (simulator-first-before-hardware). - Discovered the simulator (
simulator/, built session 0004) is fully decoupled fromplayer/— it exercises the OLD selection model and has no alteration surface. That gap became the work. - Brainstorming (with the visual companion). Decisions, one at a time: scope = tune the alteration look; medium = short looping video; Right restyle = labeled stand-in shader (swappable for real variants); calibration = live-adjustable curves; architecture = A, Python-canonical; integration = new view, retire the selection X-ray.
- Interactive look mockup (browser): a real nature image with the 4 knobs as live sliders. Operator confirmed Dark/Light read well, but said for Left/Right they'll author videos with the overlay baked in for precise HUD control.
- Surfaced the tradeoff: baking the HUD reverses design §4.3/§10's near-free i18n. Operator chose precision wins. Confirmed the variant grid as full 5×5 = 24 authored clips per base (shown as a grid mockup).
- Revised model presented and approved: base clip + variant manifest;
RenderPlan = {grade, variant}; runtime overlay/restyle layers retired; placeholder-variant bootstrapping via ffmpeg. - Wrote the spec, self-reviewed, committed on a feature branch.
- Operator: "do [implementation] next session. finalize this one." →
wgl-session-finalize.
Cut state (end of session)
| Repo | Branch | Commit | State |
|---|---|---|---|
| human-experience-filter-art | feature/simulator-alteration-preview |
3ef21fb |
pushed to origin, not merged |
docs/superpowers/specs/2026-06-06-simulator-alteration-preview-design.md— new, committed.mainunchanged at5290785.- Working tree clean. Visual-companion server stopped;
.superpowers/gitignored. - No tests run (no code changed).
What lands on the operator's plate
- Author the 24 variant videos per base clip (the Left×Right grid), with HUD baked in. The simulator will consume them via the manifest; placeholder variants cover the gap until then.
- Deferred decisions (also surfaced in chat):
- knob→strength calibration — unresolved since session 0006; will be settled
by eye in the simulator's calibration panel next session, then baked into
DEFAULT_CALIBRATION. - grade tints baked HUD — accepted under "precision wins"; revisit only if it reads badly once real authored clips exist.
- knob→strength calibration — unresolved since session 0006; will be settled
by eye in the simulator's calibration panel next session, then baked into
Prompt the operator can paste into the next session
/goal Implement the simulator alteration preview on branch feature/simulator-alteration-preview, per docs/superpowers/specs/2026-06-06-simulator-alteration-preview-design.md — begin with the writing-plans skill, then build: parameterize Calibration + add VariantRef and slim RenderPlan in player/, add /api/alteration + /api/clips + simulator/clips.py variant manifest, rewrite the simulator UI as the player preview, retire the selection X-ray + /api/select, add the placeholder-variant generator, and update tests + USER_GUIDE + ROADMAP §3 + the parent design §4.3/§10 pointer.
(Or resume with /goal next — the Next /goal: field is stored in memory
sub-project-3-player-progress.md.)