SYNDICATE PROTOCOL
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Entry 0016 October 202629 Aug – 6 Oct

From the first commit to today.

Eight projects and 447 commits, replayed day by day. Each project lights up on the day of its first commit.

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Aim at a project · Click a day to replay from it

The first entry covers every project from its first commit. Each line is one fact: something shipped, changed, fixed or measured. Every number comes from the project's own test records, with the hardware it was measured on.

This studio works with AI agents (Claude). A human directs every change and signs off every release.

8Projects
447Commits
39Days
S3

Orographic Survey

A map of generated mountain terrain in the browser, with planning tools on top.

Active
11 Sep – 3 Oct
Commits
68 on 6 days
  1. Shipped

    First version: one web page that generates a mountain landscape you can look around in 3D.

  2. Measured

    The code was split into modules with automated tests. A default world builds its rivers and lakes in 74 ms and its towns in 64 ms.

  3. Shipped

    A night look: the survey area glows over mountains drawn as dotted contour lines, with a tilt-shift blur (a miniature-photo effect).

  4. Shipped

    Six planning tools: radio masts, measure, route by slope (go, slow-go, no-go), ground profile, line of sight and area editing. Line of sight agrees with a full check on 98.4% of cells.

  5. Fixed

    The camera no longer drifts after a zoom. The picture comes to rest and stays in focus.

  6. Measured

    Automatic quality settings, tuned on a laptop with integrated graphics: 42.4 fps while moving, and full quality 1.26 s after the camera stops.

  7. Shipped

    A day display of the same scene. The switch between day and night takes 45 ms.

  8. Changed

    Two polish rounds after an independent review: labels kept off lines, level lakes, smooth map edges, and a slow pulse of light through the height lines.

S4

Sightline

A lab where a four-person team clears rooms on its own. Every trial can be replayed exactly. The project arrived here as an existing build.

Active
11 Sep – 1 Oct
Commits
22 on 6 days

Team alive, by tactic

Team members alive: one room, 3 defenders, 200 trials per setup No tactics: 48.6 %; + closed doors: 49.1 %; + flashbang: 81.9 %; + under-door camera: 85.5 %; + entry plan from camera: 98.0 % 0 25 50 75 100 % No tactics 48.6 + closed doors 49.1 + flashbang 81.9 + under-door camera 85.5 + entry plan from camera 98.0
  1. Shipped

    Doors that block sight until breached, a flashbang, and a camera slid under the door.

  2. Measured

    Over 200 trials per setup, the share of the team alive rose from 48.6% with no tactics to 98.0% when the team plans its entry around the camera picture.

  3. Shipped

    Standing orders: one member holds the hallway, and some defenders leave their posts to respond.

  4. Fixed

    A stuck team no longer freezes for ever. On one hallway layout, wins rose from 175 to 190 of 200 trials.

  5. Shipped

    Spoken squad orders. A fixed phrase table turns speech into orders, with no AI model in that path.

  6. Shipped

    A radio analyst calls out only key events: 28 of 2,368 events in one four-room trial.

  7. Changed

    The spoken after-action briefing can be read in English or Simplified Chinese.

  8. Shipped

    A real-time 3D view of the same simulation: about 7 ms of GPU time per frame at 1920×1080 on integrated graphics.

TS

The Sailors

A ship-building game about debt. You take a loan for one huge twin-hull ship, build it, run it, and are scored on what it is worth.

Active
16 Sep – 26 Sep
Commits
66 on 4 days

Renderer test: why WebGL2

Ship redraw time, 95% of redraws, about 9,500 sprites 2D canvas: 13.0 to 24.0 ms; WebGL2 (chosen): 0.8 ms; 10 ms budget 0 6.2 12.5 18.8 25 ms 2D canvas 13.0–24.0 WebGL2 (chosen) 0.8 10 ms budget
  1. Changed

    The design documents were rewritten. The game is desktop first; mobile waits for player feedback.

  2. Shipped

    Your interview answers decide where your ship is posted, and the campaign remembers it.

  3. Shipped

    A new game core: one ship in three sizes, the loan, the score and one game clock.

  4. Measured

    Renderer test on the target desktop GPU with about 9,500 sprites: 95% of WebGL2 redraws took 0.8 ms or less, against 13–24 ms for a 2D canvas and a 10 ms budget. WebGL2 became the default.

  5. Shipped

    Sign-up: pick a size, sign the loan, and answer twelve questions while the hull is laid, then launch.

  6. Shipped

    The builder: place modules on the deck plan and watch the yard build them. If the loan goes bad, the lender takes the ship.

  7. Changed

    Loan payments now start at launch, not while the ship is still in the yard.

  8. Shipped

    The ship is drawn in 3D, with an exploded view, x-ray, labels and a parts list.

S6

Kestrel Field

Helicopter operations in a thermal view. Four light helicopters each carry a team. You give the orders, and the autopilot flies. The project arrived here as an existing build.

Active
20 Sep – 28 Sep
Commits
108 on 8 days

Air spacing in the town sweep

Closest pass between two aircraft, 250 random towns per mission Ground raid: 22.15 m; Rooftop rappel: 19.37 m; Two-storey house: 17.89 m; 17 m hard limit 0 6.2 12.5 18.8 25 m Ground raid 22.15 Rooftop rappel 19.37 Two-storey house 17.89 17 m hard limit
  1. Changed

    Orders by place: Shift-click the ground for a menu of what each team can do there. Greyed rows say why not.

  2. Shipped

    Formation flight: two helicopters sent to one objective form up and fly in as one.

  3. Shipped

    A two-storey house. The team moves up and down the stairs.

  4. Shipped

    A new random town on every load. A seed in the address brings the same town back.

  5. Changed

    Air spacing: 20 m sideways or 10 m in height. From 27 September, a pass under 17 m counts as a failure.

  6. Shipped

    Aircraft can crash. The wreck stays on the field, and missions continue around it.

  7. Measured

    1,004 of 1,004 missions completed over 250 random towns and one fixed map, with 0 crashes. Two passes came closer than 20 m but stayed above the 17 m limit. 330 of 330 automated tests pass.

S7

Overwatch

The S3 map, unchanged, with a playable air layer on top: drones, a helicopter, a gunship and a carrier.

Active
3 Oct – 5 Oct
Commits
113 on 3 days

Speed in the slowest scenes, before the polish rounds

Frame rate in the four slowest scenes, 1920×1200, laptop GPU Control panel open: 104 fps; Deck operations: 126 fps; Gunship tracking: 130 fps; Drone tracking: 138 fps; 70 fps floor 0 40 80 120 160 fps Control panel open 104 Deck operations 126 Gunship tracking 130 Drone tracking 138 70 fps floor
  1. Measured

    On the new target laptop GPU, the unchanged S3 map runs at 265.7 fps at night: about 3.8 times the 70 fps floor.

  2. Shipped

    The game skeleton: five aircraft, four hotspots, and gunship guns with real shell flight time and limited ammunition.

  3. Changed

    The world was rebuilt to match the original map pixel for pixel, in 10 of 10 test views.

  4. Shipped

    Ground targets: a six-vehicle convoy and town traffic. Hold the sensor on a vehicle for 1.5 s to lock it.

  5. Shipped

    A carrier with a fleet of 30 aircraft. Relief aircraft launch on their own.

  6. Shipped

    An air traffic control panel: a board of every aircraft, a live top-down view of the ship, and a preview of each order.

  7. Measured

    Before the polish rounds, the slowest scene ran at 104 fps against the 70 fps floor, at 1920×1200.

  8. Changed

    Two visual polish rounds after an independent review: ship wake, deck crew, muzzle flash and label layout.

S8

Theatre Sim

A war sandbox on 4 km of desert coast that runs by itself. Convoys drive, an AI attack jet hunts them, and AI helicopters fly rescues from a robotic carrier. Player control comes later.

Active
5 Oct – 6 Oct
Commits
59 on 2 days

What the autopilot tuning did

Time per flight leg, on maps the autopilot never saw Before tuning: 101.1 s; Tuned: 64.8 s; Tuned, arcs at corners: 63.8 s 0 30 60 90 120 s Before tuning 101.1 Tuned 64.8 Tuned, arcs at corners 63.8
  1. Shipped

    The first world runs by itself: a coast, a road, convoys and an AI attack jet that hunts them.

  2. Measured

    In four unattended runs of one game hour each, all 40 safety and behaviour checks passed.

  3. Measured

    Even the slowest 5% of frames run at 769 to 1,000 fps with the basic graphics, at 1920×1200 on a laptop GPU.

  4. Shipped

    AI helicopters plan their own routes through a city and land on roof and street pads.

  5. Changed

    An automatic tuner trained the helicopter autopilot. On maps it never saw, a flight leg now takes 64.8 s instead of 101.1 s, with 0 crashes and 0 near-misses. Smooth arcs at the corners brought it to 63.8 s.

  6. Shipped

    Six robotic helicopter docks on the carrier deck. As the ship pitches, each dock stays within 0.371 m of level (the limit is 0.4 m).

  7. Shipped

    The rescue loop: after a convoy is hit, helicopters fly a team to the wreck and bring survivors and supplies back to the carrier. 56 rescues completed end to end in 20 test runs.

  8. Changed

    Sun shadows (in testing), clearer people, a visible dock arm and tapering smoke, after playtest feedback and an independent review. With shadows on, the slowest 5% of frames still run at 526 to 769 fps.

NO

Nightfall Ops

A pixel-art tactical mini-game for the phone browser. Nothing to install.

Active
6 Oct
Commits
1
  1. Shipped

    One playable mission in three phases: drop three soldiers in, knock out two missile sites and a radar, then call in a drone, a gunship and helicopters to capture three targets.

  2. Shipped

    A four-minute clock, a team-health meter and a saved best time.

  3. Shipped

    Automated tests play the game logic through a win, a loss and a restart. It is not yet tested on real phones.

IN

Economy monitor

Internal tooling: a live dashboard in the terminal that watches the game's economy simulation and never changes it.

Active
29 Aug – 31 Aug
Commits
9, and 1 housekeeping on 6 Oct
  1. Shipped

    First version, on stand-in data, with a check that no money appears or disappears.

  2. Changed

    Finer charts, drawn with braille dot characters (8 dots in each character).

  3. Shipped

    Connected to the real economy simulation, read-only: all 193 of its files are unchanged after any run.

  4. Fixed

    A lost connection no longer sets off a storm of retries.

How this entry was made. From the pushed git history of each project and the numbers in each project's own test records. Dates are UTC. A number is shown with the hardware it was measured on. Where a later change replaced earlier work, only the result is listed.

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