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Andy Dixon 3680bde18f Doors, door-to-door routes and street furniture in the city
Doors: every building gets one door, centred on a wall where possible
and kept clear of the corners. Buildings with street frontage face the
nearest open street; buildings in the middle of a folder get a back
door with a path along the alleys, found by following a precomputed
distance-to-street field on a half-metre grid (alleys widened from
1.2 m to 2.4 m so they are walkable). 1,608 of Prometheus's 1,676
buildings get a door; the rest are slivers too thin for one.

Routes: dependency routes now start and end inside buildings, go
straight out through the door and along the alley (drawn narrower and
single-file) to the street, and the street grid keeps 2 m from walls so
a ribbon in its lane can no longer clip a building. A test checks every
ribbon vertex between the door frames stays outside all buildings.

Street furniture: streetlights on every folder boundary, at corners and
about every 20 m, with warm pools of light, and bins, benches, trees,
fire hydrants and post boxes between them. Everything sits on a
folder's pavement inside its edge, never on the dark road, and nothing
blocks a building, a door's approach, an alley path or a nested folder.
Furniture is seeded per repository, collides with walkers, and is only
drawn within a few hundred metres of the camera, from a separate shader
variant so buildings don't pay for its branches; frame cost in the
software-GL profile matches the previous build from the default view.
2026-09-12 13:25:20 +01:00
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