diff --git a/TODO.md b/TODO.md index 47243bf..435bcc9 100644 --- a/TODO.md +++ b/TODO.md @@ -441,12 +441,17 @@ pass. The current `_build_comedy_store_building()` stays as the fallback.* real (3.2:1 vs ~6:1) — the main shape-language deviation; canopy pitch, blade-sign diameter, entrance and roofline all match closely. Curtain-bay count is crop-dependent (3–7), so 7 is accepted as a readable stylization. -- [ ] Rank the shape-language gaps between the current procedural building and the four scene - pairs: canopy fascia depth, blade-sign shape/position, curtain-bay rhythm, entrance recess, - hillside silhouette and the neighbouring hotel/parking mass. Write the top-five fix list - with measurements. (First finding from the proportions pass: the 8.4 m facade wall is the - biggest deviation — the real hall is a low ~5.5–6 m single-storey front, so a facade-height - reduction plus a rounded west corner would bring the silhouette closest to the reference.) +- [x] Rank the shape-language gaps and write the top-five fix list (measurements from the + proportions pass, §`docs/joke-shop-map.md`): + 1. **Facade height** — game 8.4 m vs real ~5.5–6 m (≈3.2:1 vs ~6:1 ratio); the tallest + read deviation. + 2. **Rounded west corner** — the real building has a ~3–4 m radius corner; the game uses a + hard 90° corner, and the entrance sits at the rounded corner. + 3. **Canopy depth/slope** — game 4.9 m at 11° vs real ~4–4.5 m with a shallower pitch. + 4. **Neighbouring hotel/parking mass** — absent; the hotel reference frame shows a low + blocker mass east of the club. + 5. **Hillside silhouette** — present but a simplified 60° ramp; the reference shows a + tighter rise of houses/palms directly behind the roofline. - [ ] Rebuild the canopy + blade sign as library props or procedural geometry through the assisted pipeline (`blender_assets.py inspect` → scripted edits → `audit`/`fit`), keeping the 4,000 prop-triangle budget; verify against the street/strip concept pairs before committing.