chore: scaffold project files
IDEA.md, SESSION.md, DECISIONS.md, CLAUDE.md, .gitignore. Next session: invoke writing-plans skill against design spec. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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__pycache__/
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*.pyc
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.pytest_cache/
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*.egg-info/
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venv/
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.env
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assets/
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samples/
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.backup/
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# AI Hell — Project Instructions
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## What This Is
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Passive horror webapp — AI-generated hellscape with infinite escalation. No avatar, no interaction. Server generates assets + controls escalation, frontend composites at 60fps via WebGL. XTTS voices cloned from random non-voice samples for emergent creepiness.
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## Stack
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- **Container:** LXC on pve197 (V100 32GB, ~6.5GB VRAM)
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- **Backend:** Python 3.11+, FastAPI, uvicorn
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- **Image gen:** SDXL Turbo (~5GB VRAM)
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- **Voice gen:** XTTS v2 (~1.5GB VRAM)
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- **Frontend:** Fullscreen WebGL shader compositor, Web Audio API
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- **Reverse proxy:** Caddy at hell.sethpc.xyz
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## Key Files
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- `docs/superpowers/specs/2026-04-10-ai-hell-design.md` — full design spec (START HERE)
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- `IDEA.md` — project brief
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- `DECISIONS.md` — decision log
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- `SESSION.md` — session memory
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## Next Step
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Run the `writing-plans` skill against the design spec to create an implementation plan, then execute.
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# DECISIONS.md — AI Hell Decision Log
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Project-specific decisions. For global/cross-cutting decisions, see `~/bin/DECISIONS.md`.
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Format: `YYYY-MM-DD: <decision> — <why>`
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## Architecture
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2026-04-10: Hybrid architecture (server brain + client rendering) — server generates assets + controls escalation, frontend composites at 60fps via WebGL. Best of both: smooth visuals, server-controlled pacing, GPU gen hidden behind asset pool
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2026-04-10: No avatar/3D model — pure environmental horror. Dropped Three.js 3D scene, GLB models, morph targets from claude-avatar
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2026-04-10: WebGL 2D shader compositor, not Three.js 3D scene — no 3D environment needed, shader effects on AI images is cheaper and more dynamic
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2026-04-10: Based on claude-avatar infra — reuse FastAPI skeleton, WebSocket, SDXL/XTTS loading, config pattern, systemd/Caddy patterns
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## Implementation
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2026-04-10: Logarithmic escalation curve (rate=0.05) with randomized delivery timing — predictable timing kills horror, stochastic expression prevents habituation
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2026-04-10: Three-layer audio (ambient drone + whisper pool + direct address) — builds dread foundation, mid-layer unease, and genuine scare moments
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2026-04-10: XTTS fed non-voice audio samples as cloning source — emergent creepiness from the model trying to "speak" as machinery, animals, static. The AI is creepy without being told to be
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2026-04-10: Pre-generated asset pool with continuous background generation — bridges GPU latency gap (SDXL 1-2s per image), no dead air in the horror experience
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2026-04-10: Liminal imagery (coherent <-> abstract) — things emerge from and dissolve back into chaos, more unsettling than purely recognizable or purely abstract
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## Deferred / Rejected
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2026-04-10: Deferred webcam integration — detect viewer's face, use it in horror. V2 feature
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2026-04-10: Deferred viewer voice cloning — mic input -> XTTS clones them back at them. V2 feature
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2026-04-10: Rejected interactive elements — passive viewing is scarier, you can't control it
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2026-04-10: Rejected server-streamed frames — GPU-bound 1-2fps too slow, client-side compositing at 60fps is better
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Symlink
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../GITEA_API.md
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# IDEA.md — AI Hell
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## What is this?
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Passive horror webapp. You open it, it slowly destroys your comfort. AI-generated imagery shifts between abstract hellscape and recognizable-but-wrong forms. Audio: ambient dread soundscape with AI-voiced whispers cloned from random non-voice samples. Escalation is infinite — never peaks, always worse, with randomized timing. No avatar, no interaction, no UI. You just watch.
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## Problem it solves
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Proof of concept for AI-driven horror experience. Explores emergent creepiness from feeding XTTS non-voice samples, SDXL horror imagery, and WebGL shader distortion. Based on claude-avatar infrastructure.
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## Constraints / preferences
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- Runs on pve197 V100 32GB (~6.5GB VRAM: SDXL 5GB + XTTS 1.5GB)
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- LXC container on pve197 (reuse CT 167 or new CT)
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- Python + FastAPI, single process
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- LAN accessible, reverse proxied via Caddy at hell.sethpc.xyz
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- Hybrid architecture: server generates assets + controls escalation, frontend composites at 60fps via WebGL
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Symlink
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../SESSION.default.md
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# SESSION.md — AI Hell
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## Project Summary
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Passive horror webapp. AI-generated hellscape with infinite escalation, randomized timing, WebGL shader compositor, XTTS voices cloned from non-voice samples. Based on claude-avatar infra.
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## Context Files
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- `~/bin/CLAUDE.md` — global homelab instructions
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- `./IDEA.md` — project brief
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- `./DECISIONS.md` — decision log
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- `./docs/superpowers/specs/2026-04-10-ai-hell-design.md` — design spec (START HERE)
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## Infrastructure
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- **Target container:** CT on pve197, V100 32GB GPU passthrough
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- **Caddy:** hell.sethpc.xyz -> CT_IP:8400
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- **Repo:** git.sethpc.xyz/Seth/ai-hell
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## Session Notes
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### Design (2026-04-10)
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- Brainstormed from claude-avatar baseline
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- Key decisions: no avatar (pure environmental horror), hybrid arch (server brain + client rendering), infinite asymptotic escalation with randomized timing, XTTS fed non-voice samples for emergent creepiness
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- Stack: SDXL Turbo (images) + XTTS v2 (voices) + WebGL shaders (distortion) + Web Audio (3-layer mixer)
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- Design spec written and approved
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## Next Steps
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- [ ] Write implementation plan (invoke writing-plans skill against design spec)
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- [ ] Execute plan
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