# v2 day goals (set 2026-09-27) The theme: make v2 visible and playable. Everything built overnight runs headless; today it gets a body, a street and a camera. Work top to bottom; a goal is done when its check passes on `world-format-v2`, is pushed, and has a link on the local hub (`v2/index.html`). ## Standing rules Same as `agents/v2-overnight-goals.md`: at most 3 agents, own worktree per builder, orchestrator verifies and merges, never `main` or the live v1 checkout, one browser at a time through `flock /home/gabriel/newcastle-data/browser.lock`, `bash v2/test.sh` green before merging, Node `--test` takes files. Every visible result gets a hub link and a reference screenshot the orchestrator has looked at. Owner feedback beats the plan. **Owner steer (2026-09-27, afternoon): quality over speed, small area, empty beats bad.** Work only on Heaton Road round the spawn (one or two 250 m chunks), not the wider map. A goal lands only when it looks and feels right; anything that can't be done well is left out and listed as a gap, never shipped rough or with fake placeholder content. Work clean: builders commit small steps and push often, so nothing lives only in a worktree or a session. Goals further down may not all happen today, and that's fine. **Owner direction on characters (2026-09-27): the more we simulate, the better.** Today's walk test stays as briefed (kinematic capsule leads, animation on top, active ragdoll follows) and is left to finish on its own terms. For goal 12's next-day goals, weigh pushing further toward full simulation: the ragdoll leading position while off balance (a shove really moves you), and physics-driven locomotion (learned motion-imitation controllers of the DeepMimic/AMP kind) for the player at least, against its cost in determinism, networking and NPC budget. ## Goals 1. **Character movement stage 1: walking** (WIP on `v2-walk-test`; brief and resume state in `agents/v2-n-walk-test.md`, which also covers stages 2 and 3; `v2/tests/walk/`). Heaton collision, capsule controller (walk, run, jump, slopes, steps), follow camera that doesn't clip, MakeHuman character animated by speed with no foot sliding. **Check:** browser smoke walks the character 20 m down Heaton Road with no console errors; the owner tries it. 2. **Animation clips** (WIP on `v2-anim-clips`; brief and resume state in `agents/v2-o-anim-clips.md`). Licence-clean walk, run, idle, turn, stumble, fall and get-up from 100STYLE/CMU on our VRM skeleton, with root motion and foot contacts. **Check:** clip tests green; the walk test uses them. 3. **Stage 2: active ragdoll.** Physics body follows the animation through PD joint motors; balance from hip correction and foot placement; looks planted, not floaty. **Check:** a headless test walks 30 s on flat, slope and steps without falling; the owner judges the feel. 4. **Stage 3: reactions.** Shove to stumble and recover, harder to fall, ragdoll and get up; lean and brace on a braking van; a leg hit gives a limp. **Check:** scripted shoves at three strengths produce recover / fall / get-up; the character stays aboard the braking van. 5. **Drive the v2 car in the page.** Enter and exit the hatch; the v2 tyre model and drivetrain driving on the Heaton collision; chase camera; wet roads when it rains. **Check:** smoke drives 200 m, enters and exits; handling numbers match the headless regression. 6. **Destruction you can see.** A Teardown-style voxel proxy for one Heaton terrace: blow a hole in it (the burning car, or a tool), smoothed-voxel damage meshing, debris as physics props, the navmesh tiles rebuilt, persistent as a T2 damage row. **Check:** before/after screenshots; the hole is walkable; replay is identical. 7. **The living street in the page.** The kernel running in the page, drawing NPCs from the snapshot (walking the navmesh, sheltering, the witness and police chain), traffic, rain and wet surfaces, fire and smoke, day/night from the clock, barks as subtitles. **Check:** the Heaton slice's crime and police moment happens on screen; frame budget recorded. 8. **Edit the houses.** Forge tools for a building: swap its facade, repaint walls and roof, add or remove a door or window, stamp a porch or extension from the catalogue, saved as overlays keyed by registry id, with per-author undo. **Check:** a scripted session edits one Heaton house, the overlay validates, and the change survives a reload. 9. **gmod-inspired forge UI, built in g-system.** A spawn menu (tabbed grids of props, entities, tools and materials with thumbnails and search), a tool options panel, tool-gun actions, and a context menu; gmod-inspired, not a copy. New components go into g-system with docs cards. **Check:** g-system docs cards exist; the forge uses them; zero console errors. 10. **First texturing and street-detail pass.** Kerbs, pavements, road markings, doors, street lamps (lit at night via power), PBR materials from the library on walls and roofs, v1 facades kept (tagged v1). **Check:** before/after screenshots at the spawn and on Heaton Road; draw calls stay under 300. 11. **Play-test build.** One page that ties it together: spawn as a person on Heaton Road, walk, get in the car, drive, see people and weather, open the forge. Hub link at the top. **Check:** a 2-minute scripted play-through with no console errors; the owner plays it. 12. **Tidy.** Prune merged worktrees, refresh the roadmap and spec index with what's built, and write next-day goals from the owner's feedback. **Check:** `git worktree list` is short; the index's "what's built" matches reality. ## For the owner Try each stage from the hub as it lands and say what feels wrong; that feedback drives the tuning. The overnight "for the owner" list still stands (M3 bench, ARM check, splat pilot, legal reads, the Geordie barks).