tinyworld-cctv-truman
DevelopmentUse when changing the in-world CCTV / "Truman Show" surveillance cameras in Tiny World Builder — render-to-texture security feeds, the black-and-white CRT/VHS monitor shader, camera placement (lobby side-cams, pumpkincam, treecams), subject tracking, or the lobby screen cutting to live feeds.
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Tiny World CCTV / Truman Cameras
Low-res black-and-white security cameras that watch the lobby and feed both physical monitors and the big lobby presentation screen. They idle-sweep, then pan to look at whoever is MOVING nearby — like the hidden cameras in The Truman Show. Do not mount CCTV or the big screen in non-lobby worlds.
Files
engine/world/62-cctv-truman.js— the core system. IIFE exposingwindow.__tinyworldCCTV. 4-space body indent on purpose so the duplicate-declaration guard intools/check.js(which only scans 2-space top-level decls) ignores its locals.engine/world/63-cctv-placement.js— mounts cams + monitors on lobby roomenter, tears down on non-lobbyenterorleave. Exposeswindow.__tinyworldCCTVPlacement. Lobby detection iswindow.__TW_LOBBY_WORLD_SLUG || 'tidewater-bay'.engine/world/58-lobby-presentation.js— the lobby-only big screen; itstick()cuts between slides and the hottest live feed.scripts/landing-feed.js+styles/landing.css— the public landing-page live-worlds panel. World rows are buttons: click once to expand an island CCTV preview (2D canvas from/api/worlds.preview.cells), click again to collapse. This is a lightweight marketing/front-door CCTV treatment, not a Three.js render target.- Tick wiring:
engine/world/25-animation-loop-schema.jscallswindow.__tinyworldCCTV.tick(t,dt)thenwindow.__tinyworldLobby.tick(t,dt)beforerenderScene()so feeds captured this frame appear this frame.
How it works
- Each camera owns a
PerspectiveCamera+ a smallWebGLRenderTarget(FEED_W×FEED_H, 4:3).tick()round-robins captures (CAPTURES_PER_FRAME, capped atFEED_FPS) usingrenderer.setRenderTarget(rt); renderer.render(scene, cam)— always save/restore the previous render target (getRenderTarget()), and bail ifrenderer/scenearen't ready. - The monitor material is a
ShaderMaterial(CRT_FRAG): luminance B&W, scanlines, a rolling interference bar, hash static, vignette, anduSignaldropout that dissolves toward static. A second canvas texture (tCaption) bakes the camera name + live date/time + blinking REC and is composited in the shader. The material is taggeduserData.windowLightEffect = true+lightVisual = truesoprepareFadeable()does NOT swap it for a fade material (skill: tinyworld-render-performance). - Must end the fragment with
#include <colorspace_fragment>(r185 output color space), like every other ShaderMaterial here. - Subjects:
setSubjectsProvider(() => [{pos:Vector3, name}]). The room feedsWS.subjects()(self + peer avatar sprite positions). Cameras + monitors live underWS.avatarParent()— the SAME local frame as the avatars and lobby screen — so subject positions need no conversion. - Truman tracking:
aim()scores each in-range subject byprox*0.6 + moved*1.0(movement dominates) using per-feed last-position memory; it lerpscurLooktoward the winner (TRACK_LERP) or idle-sweeps (IDLE_LERP). A per-feedactivityscore spikes on motion and decays (ACTIVITY_DECAY). - Hot feed:
activeFeed(minActivity)/feedsByActivity()let the lobby screen auto-cut to whichever camera has something happening.glitch(id,amt)dropsuSignalbriefly to sell a cut.
Placement (63)
On lobby enter only (after a 350ms delay so cells + lobby screen exist) it
mounts:
lobby-l/lobby-r— flank both sides of the presentation screen, angled at the crowd (toward +z).pumpkincam— over the biggestkind:'pumpkin'cell (scansworld[][], sorts by floors).treecam-1/2— over the tallestkind:'tree'cells. Monitors stack up the sides of the lobby screen.window.__tinyworldCCTVFeedslists mounted feed ids. On non-lobbyenterorleave, clear feeds, disable capture, and remove monitors.
Lobby cutting (58)
build() stashes screenMesh + slideMat. The screen is shown only in the
configured lobby world, not every island. The state machine auto-advances slides
(AUTO_ADVANCE), then after SLIDE_DWELL swaps the screen material to a
monitorMaterialFor(hotFeed) for FEED_DWELL, then back. Manual presenter
go() and hide() snap back to slides. New API: tick, setCycle, showSlides, showFeed, liveFeed.
QA
?cctv=demo(or=1) drops 4 monitors around origin watching a bobbing test subject and self-drives the tick — verifies the CRT look + tracking without a multiplayer room.- Landing page QA for
scripts/landing-feed.js: if local/api/worldsis not available, mockwindow.fetch('/api/worlds'), append a fresh copy of the script, click.hero-feed-link, and assert.hero-feed.is-expanded, one.hero-feed-cctv-canvas, and the.hero-feed-cctv-metastatus/link render. The panel should anchor below the nav (.hero-feed.is-expanded) and scroll internally instead of overflowing the hero. - Headless sanity: eval module 62 under a THREE stub,
addCamera+ticka few frames with a moving subject, assertactiveFeed()returns the feed andactivity > 0. npm run check(duplicate-decl + i18n),npm run smoke,./publish.sh.
Pitfalls
- Don't capture every feed every frame — round-robin, or the extra
renderer.renderpasses tank FPS (the renderer contract is single-pass per feed; this is the only sanctioned extra-RT path here besides pixelation). - Don't forget to restore the render target after capturing, or the main scene renders into the last feed's RT (black screen).
- Keep monitor materials off the fade pipeline via the
windowLightEffecttag. - Cameras + monitors MUST be added under
avatarParent(), notscene, or they won't inherit the tinyverse scale/offset and subject tracking will be wrong.