A Doom-style first-person walkthrough of your code universe, where every door is a GitHub repo, every book is a file, and two small language models live inside the walls — reading, gossiping, and mining your code while you walk.
Now running the Autonomous Finishing Program — 50 hypotheses, 7 phases, shipped by a swarm of quota-free bots with machine-verified evidence at every step. See
HYPOTHESES_50.mdand the step-log issue.
Just visiting? Watch it run itself:
java -jar mindpalace-live.jar --demo— a full palace, no GitHub account, no setup. Want in? How to help — 5 paths, 15 minutes to a merged PR (FIRST_PR.md walks one end to end).
MindPalace turns your GitHub account into a grand, explorable palace. Walk a warm, fog-lit hallway where each door opens into a room built from a real repository. Wooden bookcases line three walls; every book is a file you can read, edit, create, or delete — full GitHub CRUD from inside a 3D game. Two local SLM agents (an Explorer and a Critic) roam the halls, pick up TODO crystals, read books, and hold endless conversations about your code in programming languages — mining working, tested code candidates you can later pull into the editor.
- The Vision
- Current State
- The Autonomous Finishing Program
- Key Parts of the Game
- Quick Start
- Controls
- The Options Panel
- Gameplay Guide
- The Agents & Code Mining
- Live Patching
- Project Structure
- Tech Stack
- FAQ
- Roadmap
- How to help
MindPalace is an externalized vision — a living, breathing map of a developer's entire code universe. It is not a file browser with a 3D skin; it is a world where code has place, light, and inhabitants.
- Every repo is a room. Public repos glow cyan; private repos glow pink. Fog of war hides what you haven't explored yet.
- Every file is a book. Color-coded by language, clickable, editable.
- Agents live here. Small language models walk the halls, read your code, and talk about it — endlessly, in programming languages, mining working code.
- The world grows. New repos appear live. The outside is a roleplay world (Diablo/Zelda-style top-down) where every node, agent, and service is a place you can visit and build.
The end state is a self-maintaining code universe: agents mine code, candidates are tested and fitness-ranked, and you pull the best into the editor with a keystroke. The databases grow massive — that's the point.
Phase 1.x — COMPLETE (the palace interior):
- 3D first-person engine (LWJGL 3 + OpenGL 3.3, Phong lighting + distance fog)
- 137 rooms across 9 hallways, mapped to real GitHub repos (sorted by size)
- Wooden bookcases on 3 walls per room, books grouped by language
- Color-coded book spines (blue=Python, yellow=JS, green=Java, red=C++, orange=HTML, grey=Shell, cream=Markdown)
- Readable neon signs above every door (cyan=public, pink=private)
- Glowing neon door frames — pulsing trim + halo around each doorway
- Teleporter pads (pulsing cyan portals) between floors — replaced stairs
- Bloom post-processing — bright-pass + blur + composite, live-tunable intensity (0.0–2.0) and threshold from the Video menu
- Room personality — each room tints its walls/floor/ceiling by dominant language (Java green, Python blue, Rust rust-orange, Ruby pink, Go cyan, C++ red); 113/137 rooms get a distinct accent
- Repo poster board — dark plate above each door with repo name, language, and star count
- 90s polygon avatars — agents have geometric heads with role-colored visors, tapered torsos, articulated arms/legs, walk-cycle swing, idle bob, and facing orientation
- Hardwood floors, wallpaper, exit signs, crown molding, baseboard trim
- Table + chairs, potted plant + floor lamp in every room
- Clickable plant facts — click the potted plant for a random tech-history fact toast (15 facts: first computer bug, Git's 10-day creation, Ada Lovelace, Apollo 11, …)
- Telemetry panel — real-time clock, KG stats, model telemetry (last model, total calls, avg latency, queue depth)
- Retro terminal book editor (view/edit/create/delete/suggest)
- GitHub PAT auto-loaded from Windows Credential Manager; full CRUD synced
- Frustum + distance culling, acceleration/friction movement, wall collision
- Font renderer (bitmap atlas, wall/floor/billboard modes)
- On-screen HUD (hotkey bar + room info), minimap, Tab full-map overlay, F1 help overlay
- Synthesized audio (footsteps, door creak, ambient hum)
- Search/filter (
/key to jump to any repo) - Fog of War — hex-grid reveal; private/remote repos hidden until explored
- Live updates — new repos appear with a construction animation
- Agent NPCs — Explorer + Critic with bodies, state machines, SLM brains
- Knowledge Graph — rooms as nodes, adjacency edges, district clustering
- TODO crystals — TODO/FIXME/HACK comments → hex crystals (height = complexity)
- Lab devices — test files → glowing devices (green=pass, red=fail)
- Always-on chat HUD — agents' reasoning surfaced as they work; Enter to chat back (immediate path, no 5-min spacing)
- Backup + Memory — cold backup to D:, never-make-code-twice / never-make-mistakes-twice SQLite DBs
- Model Lifespan — token-budgeted context, drift detection, rolling summary, RAG memory
- Live patching — drop a
patch.jsonand the game ships rooms/books/texts/graphics without restarting - Self-test harness —
--selftestruns 40 automated checks (world, books, teleporters, agents, crystals, KG, font, editor, bloom, invert-Y, map, chat, mouse turn radius, room personality, finesse) and exits 0/1
Active (2026-09-06) — the palace is finishing itself.
The SLM agents' chat logs told the truth the hard way: 81.8% meta-chatter, code production trending to zero. So the game is now run like a research program: 50 falsifiable hypotheses across 7 phases, each one a small modular change with a build → selftest → E2E → commit → push → step-log pipeline — executed by quota-free bots, not cloud LLM calls.
| Phase | Hypotheses | What it fixes |
|---|---|---|
| A — SLM cognition | H01–H12 | Critics review real work; repetition breakers; patch-format edits; meta-chatter gate. Target: meta <15%, code-bearing >25% |
| B — World finishing | H13–H22 | Walls + roofs for all rooms (the unfinished houses), 3× forest with species + paths + audio, bloom presets + quorum flares |
| C — Bot swarm | H23–H32 | Scout fireflies report real repo files into agent chat; BDI_FSM bridge; stress bot; bot aging |
| D — Quorum ↔ GitHub | H33–H38 | Every step appends machine-verified evidence to the step-log issue; open issues become crystals; push-gate needs quorum approval |
| E — Entropy economy | H39–H42 | LLM calls cost credits; idle decay; energy budget — nothing runs for free |
| F — GLM flash tier | H43–H46 | Cheap calls route to local flash models; cloud burst OFF by default — quota walls can't happen by accident |
| G — Modules | H47–H50 | Dedupe sentinel, doc-drift sentinel, multiplayer contract, weekly self-report |
The bot swarm (already live, all scripts/):
scout_bot.py— recon: live telemetry, routing/quorum stats, chat-quality metrics (--report,--watch,--metrics,--map)test_bot.py— machine proof: PNG shot verification (found the door-prompt HUD bug on its first run), selftest JSON, CME stress huntingcascade_dev.sh— one command ships one hypothesis: guard → freeze → build → selftest → E2E → commit → push → GitHub step-log commentbot_swarm.sh— launch/sweep/status with the one-game-instance rule
Doctrine: nothing lives forever (bots age and retire), nothing runs for free (every call is priced in credits), always advancing (one hypothesis per cycle, never twice the same code or mistake).
| Milestone | What lands | Target |
|---|---|---|
| M1 — Demo mode (step 112) | --demo boots a fixture palace; zero-auth UX + hermetic CI |
next |
| M2 — World finishing (Phase B, 64–78) | cobblestone paths, forest floor, room heights, quorum gold flares, 16 E2E waypoints | in progress (60–63 shipped) |
| M3 — PR preview safety (step 96) | quorum-approved diffs gate autonomous pushes; agent branches land via PR | next |
| M4 — v1.2.0-beta release | new installer + release notes per phase, auto-updater skeleton (step 109) | after B |
| M5 — Multiplayer contract (step 147) | shared-palace protocol draft, read-only spectator rooms | later |
The quarter-level plan (weeks, exit criteria, risks) lives in
ROADMAP_3MONTH.md.
Good first issues are labeled
good first issue —
each maps to exactly one step in NEXT_100_STEPS.md and one pattern in
ARCHITECTURE.md's "where do I add X" table. The
issue templates walk you through the evidence + budget checklist.
Most "AI agent" projects run agents next to the code. MindPalace puts them inside it — a literal, walkable palace where SLM agents have bodies, wallets, a voting quorum, and consequences. Three open problems make it genuinely interesting to work on:
- SLM cognition under hard budgets — 0.5B–1.5B models doing real repo work with priced, gated, critiqued actions (no cloud, no prompts bigger than a model's ceiling). Every fix teaches something about small-model failure modes you can't learn from frontier models.
- A world that finishes itself — the Finishing Program ships every step with machine-verified evidence (build → selftest → E2E PNG proof → step-log). Contribution means watching your PR's evidence appear in public, automatically.
- Determinism as a feature — same repo list → same world, frame for frame. That constraint shapes everything (layout, audio, agents) and is why the E2E tour can prove regressions pixel by pixel.
Everything runs local: your code, your GPU, your Ollama models. No telemetry leaves the machine.
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The courtyard's Enigma rotor — carries tick, chime, and bell every second |
A grand corridor with hardwood floors, wallpaper, and crown molding. Doors line both walls. Each door has a neon sign (repo name), an exit sign, and a glowing frame. Teleporter pads at the end of each floor carry you to the next.
Each room is a repository. Three walls of bookcases hold the files as books, grouped by language. A table, chairs, a plant, and a lamp make it feel lived-in. The room's last commit and language are shown in the HUD.
Every book is a file. Hover to see its name, language, and size. Click to open the editor. Books are color-coded by language so you can scan a shelf at a glance.
Two SLM agents live in the palace:
- Explorer (tool agent) — reads books, picks up TODO crystals, proposes code changes
- Critic (actor-critic) — reviews the Explorer's proposals, flags bugs and risks
They hold coherent, continuous conversations about your code, driven by a stateful model lifespan (history + drift correction + RAG memory). Their reasoning surfaces in the chat HUD.
- TODO crystals — hex crystals that grow with the complexity of the TODO/FIXME/HACK comment they represent
- Lab devices — glowing terminals that turn green (passing tests) or red (failing tests)
Rooms are nodes; hallways are edges. The graph clusters repos into districts and powers the agents' spatial awareness.
- Java 17+
- Maven 3.9+
- Windows 10/11 (uses Windows Credential Manager for GitHub auth)
- GPU with OpenGL 3.3 support
- (Optional) Ollama running locally for the SLM agents
# after installing the latest release (Releases) — or any build of the jar:
java -Dprism.order=sw -Dprism.vsync=false -jar mindpalace-live.jar --demoA full 12-room fixture palace boots with zero auth and zero network — the same mode CI verifies. See DEMO_MODE.md.
Building from source? One command: bash scripts/dev.sh demo (or
scripts\dev.bat on Windows cmd) — build + run in a single step, honoring
the frozen-jar rule. Details: DEV_SETUP.md.
git clone https://github.com/chrisalunlloyd2-sudo/mindpalace.git
cd mindpalace
export JAVA_HOME="C:/Program Files/Java/jdk-17"
export M2_HOME="C:/ProgramData/chocolatey/lib/maven/apache-maven-3.9.16"
# Compile + package (fat jar)
"$JAVA_HOME/bin/java" -cp "$M2_HOME/boot/plexus-classworlds-2.11.0.jar" \
-Dclassworlds.conf="$M2_HOME/bin/m2.conf" -Dmaven.home="$M2_HOME" \
-Dmaven.multiModuleProjectDirectory="$PWD" \
org.codehaus.plexus.classworlds.launcher.Launcher clean package
# Run
"$JAVA_HOME/bin/java" -jar target/mindpalace-1.0.0.jar| Flag | Effect |
|---|---|
--autodrive <dir> |
Scripted walkthrough that captures PNG frames to <dir> (lets an agent SEE the world) |
--selftest |
40 automated checks headlessly, PASS/FAIL, exit 0/1 (CI gate) |
--e2e <dir> |
13 labeled waypoints captured as PNGs (visual regression proof) |
--demo |
Full palace from a bundled JSON snapshot — no GitHub auth, no network (see docs/DEMO_MODE.md; lands as step 112) |
Prebuilt jpackage installers on the
Releases page:
v1.1.0-beta1 (74.8 MB) — unzip, run MindPalace.exe. Nothing else to
install; the JRE is bundled.
| Key | Action |
|---|---|
| WASD | Move |
| Mouse | Look around |
| Space | Jump |
| Enter | Open door / exit room / send chat |
| Left Click | Click book to open editor / click plant for a fact |
| Tab | Toggle full-map overlay |
| ESC | Toggle menu / close editor |
| F1 | Help overlay |
| F3 | Toggle noclip (free-fly: Space/Shift up/down, no collision) |
| F11 | Fullscreen toggle |
| F12 | Screenshot (saves to screenshots/) |
/ |
Search / jump to any repo |
| Command | Action |
|---|---|
:e |
Edit mode |
:n |
Create new file |
:d |
Delete file |
:s |
AI suggestions |
:w |
Save (in edit/create mode) |
:q |
Close / go back |
:y |
Confirm delete |
The options panel (ESC) is the control center. It is being expanded to cover every subsystem. The full target surface:
- Look sensitivity (mouse)
- Invert Y axis
- Rebindable keys (move, jump, interact, screenshot, noclip, search)
- Assign hotkeys to automations
- Resolution (from super-low to super-high)
- Fullscreen / windowed
- VSync
- Anti-aliasing (MSAA) options
- Quality presets (low → ultra)
- Render scale
- Master / music / SFX volume
- Footstep, door, ambient hum toggles
- Create / delete agents
- Select model per agent
- Model downloader (pull SLMs from Ollama)
- LoRA settings (extensive list)
- Knowledge-graph node list
- Cellular automata methods
- Email triggers for agent flow
- Gmail app-password entry point
- UDP connection setup (connect to another PC)
- SSH key display + entry (name your keys)
- API link (OpenAI-compatible, Gemini-compatible, DeepSeek-compatible) to enter a cloud model as a player — optional, nothing entered by default
- Private-repo sharing (grant view-only access to specific repos)
- In-game email client
- Sync with self-sent "me-to-me" emails
- Emails become books in a dedicated notes room (cabinets + folders for organization)
- Real DePIN wallets, blackboard TODOs, a massive TOC tree
- Models earn money for work, spend it to earn more
- Player inventory, skills, programming languages, deployment types
- Spawn in the grand hallway on floor 0. Look around — doors line both walls.
- Read the signs — each door's neon sign shows the repo name (cyan=public, pink=private).
- Walk to a door and press Enter to open it. Step inside the room.
- Scan the bookcases — books are color-coded by language. Hover to see name/size.
- Click a book to open the editor. Read, edit, create, or delete files.
- Explore — fog of war hides unexplored repos. Walk to reveal them.
- Find the teleporter at the end of each floor to reach the next.
- Watch the agents — the Explorer and Critic roam, read, and discuss your code in the chat HUD.
- Search — press
/to jump to any repo by name.
The long-term goal is endless code mining:
- Agents hold endless conversations about a repo's files — in programming languages.
- The conversation (code + discussion) is captured and shipped to the dev editor.
- Up/Down keys cycle through working, tested code candidates ranked by genetic fitness.
- 2–3 SLMs + your
mdi-fsmclone +sophiasymbolic AI all play together. - Telemetry samples every few minutes (and stays quiet when things are good).
- Performance: fastmem loading for single-shot calls, one inference at a time, chat saved and passed to the next model as the previous model's lifecycle ends.
- Each turn updates the LoRA, KG, and KV affine to improve the models.
- The databases grow massive — that's the point. Functional code accumulates.
The never-make-code-twice and never-make-mistakes-twice databases are tree structures that prevent redundant work. The Tree of Knowledge is a Google webcrawl (research papers via a Qwen 3B with cross-correlation RNNs), catalogued by Squigly — a worm agent that lives in the wild (see its repo).
The game watches patches/patch.json. Drop a new patch (new id) and within
8 seconds the game plays a "GAME PATCH LOADING" cinematic and ships it live —
new rooms, books, texts, and graphics tuning — no restart, no rebuild.
{
"id": "2026-08-17-001",
"title": "Firefly Night",
"message": "The garden blooms.",
"texts": ["Fireflies drift over the garden."],
"rooms": [{"name": "Gardens", "desc": "A night garden.", "lang": "python"}],
"books": [{"title": "Patch Notes", "content": "Line one.\nLine two."}],
"graphics": {"ambient": 0.85, "lightR": 1.0, "lightG": 0.9, "lightB": 0.7, "lightY": 4.0}
}Rules: ADD-only (never delete), never re-use an id. See PATCHING.md
for the full schema and the graphics block (hot-tune lighting live).
mindpalace/
├── pom.xml
├── README.md
├── ROADMAP.md
├── BLUEPRINT.md # architecture + ASCII data-flow charts
├── BUILD_STRATEGY.md # build/bloom/release recipe
├── BLACKBOARD.md # living phase plan
├── PATCHING.md
├── patches/
│ └── patch.json # live patch manifest
├── src/main/java/com/mindpalace/
│ ├── Main.java
│ ├── engine/
│ │ ├── GameEngine.java # game loop, window, state, neon text, autodrive
│ │ ├── Input.java # keyboard + mouse
│ │ └── GameState.java
│ ├── render/
│ │ ├── Renderer.java # OpenGL renderer, lighting, live-tunable
│ │ ├── Shader.java # GLSL wrapper
│ │ ├── Mesh.java # VAO/VBO/EBO
│ │ ├── Texture.java # solid-color + image textures
│ │ ├── Camera.java # FPS camera
│ │ ├── FontRenderer.java # bitmap font atlas + text
│ │ └── Screenshot.java # glReadPixels → PNG
│ ├── world/
│ │ ├── WorldBuilder.java # procedural world, teleporters, door frames
│ │ ├── Room.java # repo room entity
│ │ ├── Book.java # file book entity
│ │ ├── Hallway.java # hallway segment
│ │ ├── RepoMapper.java # local repo scanner + git log
│ │ ├── RoomPopulator.java # file→book mapper
│ │ ├── FogOfWar.java # hex-grid reveal
│ │ ├── KnowledgeGraph.java
│ │ ├── TodoCrystal.java
│ │ └── LabDevice.java
│ ├── entity/
│ │ ├── Player.java # FPS controller, collision, noclip
│ │ └── AgentNPC.java # agent body + state machine
│ ├── agent/
│ │ ├── AgentManager.java # tool + critic orchestration
│ │ ├── BehaviorTree.java # SLM decision brain
│ │ ├── ModelLifespan.java # bounded context + drift + RAG
│ │ ├── ModelScheduler.java
│ │ ├── ModelConfig.java
│ │ ├── KVTree.java
│ │ └── OllamaClient.java
│ ├── github/
│ │ ├── GitHubClient.java # REST CRUD
│ │ └── RepoScanner.java
│ ├── deploy/
│ │ └── PatchManager.java # live patch poll + apply
│ ├── ui/
│ │ ├── HUD.java
│ │ ├── BookEditor.java
│ │ └── SettingsMenu.java
│ └── audio/
│ └── AudioEngine.java
├── src/main/resources/shaders/
│ ├── basic.vert
│ └── basic.frag
└── src/installer/
└── mindpalace.iss
- Engine: LWJGL 3.3.3 + OpenGL 3.3 Core
- Language: Java 17
- Build: Maven 3.9.16
- Math: JOML 1.10.5
- HTTP: OkHttp 4.12.0
- JSON: Gson 2.10.1
- Font: Java 2D → OpenGL texture atlas
- Agents: Ollama (local SLMs)
Q: Can I try it without connecting my GitHub account?
A: Yes — --demo boots a full 12-room fixture palace with zero auth and
zero network. No token, no Ollama needed. It's also what CI runs.
Q: I don't write Java. Can I still contribute? A: Yes — three lanes need no Java at all: add a fixture room (JSON + a few text files, 15 min), improve the docs (every stumble is a missing DEV_SETUP.md row), or run the smoke pass and file evidence-backed bugs. Designers: the whole look is a re-skin (docs/DESIGN.md).
Q: Why is the game dark?
A: The palace is intentionally moody — warm, fog-lit, atmospheric. If it's too
dark, drop a live patch with a higher ambient value (see Live Patching), or
raise the base ambient in Renderer.java.
Q: Why do some doors have no sign? A: Fog of war. Unexplored (private/remote) repos are hidden until you walk to them and reveal them.
Q: How do I add a new repo? A: Push a repo to GitHub (or create one locally). The live-update manager polls every 15s and builds a new room with a construction animation.
Q: Do the agents need Ollama? A: Yes — the SLM brains call Ollama. Without it, agents fall back to deterministic behavior (they still roam and read, just without LLM reasoning).
Q: Is my GitHub token safe? A: The token is loaded from Windows Credential Manager and only ever sent to api.github.com. It never leaves your machine otherwise.
Q: Can I play with friends? A: Multiplayer (UDP) is on the roadmap. The options panel will include connection setup, SSH key display, and private-repo sharing.
Q: What's the "outside"? A: A planned top-down roleplay world (Diablo/Zelda-style, low overhead) where all your other nodes, agents, and services live — with block-based building, a real economy, and a day/night cycle synced to your clock and local weather.
- Run the demo —
java -jar mindpalace-live.jar --demo(no GitHub account). If anything feels off, file it with the bug template. Never contributed before? Follow FIRST_PR.md — a worked example, every command and expected output, 15 minutes to a merged PR. - Run the smoke pass — 12 surfaces, 10 minutes: docs/TEST_PLAN.md. Your GPU/OS row in the matrix is coverage we don't have.
- Pick a scored issue — Tier 1 in FEATURE_BACKLOG.md (WHY + spec included), or the
good first issuefunnel: #13 INSTALLER.md skeleton · #14 Options-panel screenshots · #15 teleporter-picker check · #16 your fixture room · #17 polish a description · #18 add your gotcha row · #22 room name in the window title · #23--demoin Quick Start · #24 Win11 gotcha row · #25 CI demo-smoke workflow · #26 demo fixture/flag verify-or-extend door · #28 Controls M/F4 rows · #29 FPS FAQ · #30 gitignore jar · #31 dev.bat docs · #32 volume persistence check — twelve open, all scoped. - Move the look — designers: the re-skin system in docs/DESIGN.md; one
:rootblock moves the whole mood. - Ship it — every change goes through the cascade (build → selftest → E2E → step-log). CONTRIBUTING.md explains the one rule that makes contributions merge fast: machine-verified evidence.
The norms: CONTRIBUTION_NORMS.md — evidence before opinion, cascade for everyone, small complete PRs, backlog as queue, leave-it-better. CODE_OF_CONDUCT.md — evidence-first, respect in both directions; reports handled privately.
Quick wins (no Java needed): run --demo and report bugs · add a fixture room (10 min, JSON + files) · write your own layout algorithm (one Java file, afternoon) · docs — every gotcha you hit that isn't documented is a missing row in DEV_SETUP.md.
- Evidence log / step-log: issue #9 — every shipped step with machine-verified evidence, append-only
- Pick impactful work: FEATURE_BACKLOG.md → Tier 1 (scored, WHYs, linked issues #10–#12) or filter open
highissues - Contributing: CONTRIBUTING.md — cascade rules, code style, PR expectations
- Environment: DEV_SETUP.md — prereqs + proven gotchas
- Hosted demo tour: demo.html on GitHub Pages — 11 real waypoints + stills, run-it-locally CTAs · Pages site
- Feedback & discussion: Discussion #21 — concept post + maintainer welcome, three feedback questions, open to everyone
- Grow with the project: CONTRIBUTOR_LADDER.md — visitor → tester → contributor → regular → maintainer, every rung's door open · CONTRIBUTORS.md — credit as a norm
- Help & contact: .github/SUPPORT.md — maintainer contact (Discussions / profile-contact email relay), where-each-problem-goes table, response expectations
- Releases: installer + notes
- Templates: bug / feature / docs / hypothesis-step — evidence-first, pre-answering triage questions
- Outreach: COMMUNITY.md (playbook) · docs/OUTREACH_POSTS.md (ready-to-post threads) — the pitch, surfaces, announcement checklist, tone rules
| Doc | Purpose |
|---|---|
README.md |
This file — overview, quick start, controls, gameplay |
BLUEPRINT.md |
Architecture + ASCII data-flow charts of the real code paths (model chat, book click, rendering, live patch, fog-of-war) + diagnosis of known problems with proposed fixes |
ROADMAP.md |
Full phased plan (A–H) |
BUILD_STRATEGY.md |
Exact build command, jar-lock rule, self-test gate, bloom testing, release-upload recipe |
BLACKBOARD.md |
Living phase tracker |
PATCHING.md |
Live-patch schema + graphics hot-tuning |
HYPOTHESES_50.md |
The 50-hypothesis autonomous finishing program (7 phases) |
WORLD_FINISHER_PLAN.md |
Phase B spec: walls/roofs/forest/bloom standards |
GLM_FLASH_BLUEPRINT.md |
Phase F spec: flash-tier model routing, quota firewall |
CODE_OF_CONDUCT.md |
House rules: evidence-first culture, enforcement ladder |
CONTRIBUTION_NORMS.md |
The five working norms + what maintainers commit to |
CONTRIBUTOR_LADDER.md |
Visitor → tester → contributor → regular → maintainer, with open doors per rung |
CONTRIBUTORS.md |
The people list: testers, first-PR authors, notable work |
FIRST_WEEK.md |
Short-term checklist: ordered by leverage, proof lines, done-items kept for the record |
COMMUNITY.md |
Outreach playbook: pitch, surfaces, channels, newcomer funnel |
docs/OUTREACH_POSTS.md |
Ready-to-post demo artifact + tweet thread / HN / r/localLLaMA copy |
docs/LABELS.md |
Issue labeling taxonomy: high/medium/low × area/* |
FEATURE_BACKLOG.md |
Prioritized feature backlog with P·C/(E·R) scoring, tiers, and queue rules |
ROADMAP_3MONTH.md |
3-month milestones: Month 1 world+bots, Month 2 trustworthy agents, Month 3 open to contributors |
docs/DEMO_MODE.md |
Demo mode: full palace, zero setup (fixture world) |
docs/GITHUB_AUTH.md |
How the PAT-from-Credential-Manager auth works + troubleshooting |
docs/PERFORMANCE.md |
Tuning flags, in-game knobs, budget rules |
docs/LAYOUT_ALGORITHMS.md |
How repos become rooms + adding new layout algorithms |
docs/GAMEPLAY_FEATURES.md |
Feature usage guide: everything the player can do |
See ROADMAP.md for the full phased plan. Highlights:
- Phase A — Map overlay + immediate chat (DONE)
- Phase B — 90s polygon avatars (DONE)
- Phase C — Room personality + repo poster boards (DONE)
- Phase D — Finesse: plant facts, telemetry panel (DONE)
- Phase E — Procedural MIDI music + Beats StudioLab
- Phase F — Outside world streaming (render small chunks at once)
- Phase G — Teleporter graphics upgrade (particle swirl, glow, animated pad)
- Phase H — Exe installer (jpackage native .exe)
Built with LWJGL 3, OpenGL 3.3, and love for code.




