FORK

Minecraft revision 3 · 13 September 2026 · All times SGT

Your own Singapore.
Two possible futures.

Enter the clinic, choose which facility gets power, then rewind and compare. Aim for Singapore-wide scenery if generation, compatibility and delivery pass.

The expanded five-hour scope. Finish the six-round game, a walk-in clinic and matching film. Protect a compact world by 11:35. One isolated wider-world candidate may replace it only after full acceptance by noon. Show the actual geographic and interior coverage.

Updated 13 September 2026 with SSH-launched Codex workers. The eight-audit baseline includes nine expansion reviews. Subsequent software preparation and codec checks have passed. Game launch, FORK integration, generation and full delivery checks remain. Lucas reports host confirmation that GitHub plus video is accepted. Repository/video access and the live game checks still need verification. Film revision 2: fast, cinematic, precise and fun.

11:10Installed game + new scenario action
12:00Complete fixture A/B + human check
12:30Accepted mode + full rehearsal
15:10Human submission acknowledged

Copy the complete build brief · Revised Unreal alternative

The game we can finish

The clinic needs uninterrupted power. The workshop can restore the grid, but needs three powered repair rounds. Two single-charge clinic batteries cannot cover that whole delay. The player chooses immediate service or faster repair, then tries the other future.

ChooseRoute one generator to the clinic or workshop.
ObserveFollow the medic, engineer and courier through six rounds.
RewindRestore the initial checkpoint and compare equal-round outcomes.
RequiredBoundary
Singapore settingAn attributed island overview and the largest accepted streetscape. Start near Chinatown / Tanjong Pagar; 256 by 256 blocks is an initial target. Singapore-wide scenery is conditional. Mark accepted visitable coverage and omitted or overview-only areas.
Playable courtOne fixed 16 by 16 by 16 plain-block/air volume, defined by 10:45 independently of Arnis. Add a furnished, walk-in fictional clinic around the existing medic/delivery anchors. Freeze its open doorway, headroom and route by 11:35. A similarly simple workshop room is polish.
Three rolesMedic requests the spare; courier delivers it to a fixed socket; engineer repairs. Fixed bodies, short presentation movement, one daylight setting. No general survival economy.
ControlsKeep power, advance, cancel, rewind, inspect, compare and the existing console/camera controls. Reuse the locator. Add at most Visit selected place and Return to court. Travel moves only the player at round 0 or 6 with no pending role/controller work. Local inspection remains available between rounds.
DestructionOne controlled facade effect removes a small known mask and plays particles/sound. It creates no primed TNT, fire, drops or entity damage. Demonstrate while paused at the initial checkpoint, then restore before scored play.
DeliveryA pinned mod/world package and 90-second film from the same accepted code, pristine world checkpoint and runtime mode. Judges need an accepted legitimate Minecraft Java access route.

The three inhabitants remain at court. Sightseeing spends no charge, advances no round and preserves the result. The clinic shows existing service/battery state without patients or added medical outcomes. Generated interiors are a separate contained option. Keep native TNT, free editing, traffic, population and new rendering/provider pipelines outside this build.

The exact power rules and reference results

Six committed rounds. B0 starts at clinic socket 0 with one charge; B1 starts with the courier with one charge. Both retain their IDs and holders when empty. Batteries only power the clinic and never recharge. The player gets an initial generator allocation and one reroute before rounds 2 to 6.

RoleAllowed proposalEffect
Medic at clinicrequest_spare / waitVisible nonbinding request.
Engineer at workshoprepair / waitOne increment when powered, up to three.
Courier at spare waypointdeliver_spare / waitOnce, install B1 logically in clinic socket 1 and move its logical waypoint to clinic.

Freeze the round state and collect all proposals against one revision. Stage delivery first. Derive power, apply repair, count downtime and consume only a battery that supplied the clinic. Commit the whole round once. Body movement follows as presentation, not a rollbackable inventory transaction.

Clinic priority is grid active at round start, allocated generator, then first charged installed battery by ID. Workshop uses grid or generator only. Three repairs activate grid next round, powering both facilities. Generator/grid consume no battery. All-wait or rejected-intent rounds still advance and consume normal clinic power.

Fixture, spare delivered round 2Clinic service, rounds 1 to 6Final outcome
A: generator clinic throughoutOn, on, on, on, on, onDowntime 0; repair 0/3; grid inactive; charge 2.
B: generator workshop; repair rounds 1 to 3B0, B1, outage, grid, grid, gridDowntime 1; repair 3/3; grid active round 4; charge 0.

Show the six-cell clinic timeline, allocation/reroute history, downtime, repair, grid activation round and charge. No invented combined score. These arithmetic-checked fixtures are not playtests or guaranteed live behavior. The complete contract and court-relative anchors are in the execution brief.

A small state system inside Minecraft

The server owns scenario state. Gameplay implements one new FORK adapter from observations and role proposals to a single staged round. Reuse the approved Agent Arena provider transport, bodies and console. Existing character movement is not proof that the new power actions work.

Round requests, failures and visible modes

Identify each batch by branch, non-rewindable epoch, round, base revision and request ID; identify each role action separately. Stage all roles against one frozen revision and commit once. The server deduplicates effects and reconciles a lost acknowledgement from its receipt.

Valid waits and illegal role intents recorded as rejected waits still advance the round with normal clinic consumption. A malformed/incomplete batch, transport error or timeout commits nothing. Begin with a 20-second total attempt budget, measured at the runtime gate. Allow one explicit retry, reset or a Lucas-approved whole-run fixture reduction. Cancel stays responsive. Failed body movement reports a presentation error and settles to the committed anchor without changing resources.

Use one proposal batch where supported, otherwise collect three calls within the same 20-second whole-round attempt budget, including provider queues. Inspectors show each role's proposal, validation, effect and actual mode. Live, fixture and recorded labels remain consistent; recorded replay calls no provider. Never switch modes silently mid-run.

Record development/runtime authentication, model/effort/Fast and limits separately. Use the offered Astra capacity for useful work; verify runtime access and queue limits. Reduce development load if it delays runtime. Fast guarantees no latency. Live inhabitants are preferred product scope; the event listing does not explicitly require in-app inference. A fixture submission remains Lucas's scope choice.

Restore one known checkpoint, including knowledge

The baseline court uses plain solid blocks and air, fixed weather/time, no autonomous mobs, invulnerable fixed-roster characters and known visual inventory. Scenario batteries are abstract records. General survival inventory, death, fluids, redstone, containers and block entities are outside the restore contract.

  1. Pause input, increment the epoch and stop every old-epoch provider turn, script and visual controller job. The server checks the epoch before every deferred mutation. Confirm no old writer remains before restore.
  2. Restore every cell in the explicit 16 by 16 by 16 cuboid, including expected air, and the fixed actor anchors and complete initial scenario state. Protect ground, controls and scenery. Do not use a reset that clears columns to world maximum height as a bounded restore.
  3. Create a fresh branch context and provider session. Namespace or replace branch-owned notebooks, observed memory, receipts, recovery summaries and provider workspaces. Preserve credentials separately. A fresh chat alone does not erase durable memory. Keep branch A's diagnostics and result archive read-only and outside B's context.
  4. Verify full cuboid state, outside sentinel blocks, three identities and resource totals before resuming. B gets a new branch ID. Restore the initial allocation allowance and compare at the same round.

The demolition mask contains at most 64 plain facade cells, is wholly inside the cuboid and excludes all functional stations and ground. A server command removes that mask and plays an effect without native explosion physics or entity damage. Allow it only while paused at the initial checkpoint; disable scored advance until the court has been restored.

A checkpoint manifest joins the pristine world snapshot, scenario snapshot, role-context seed, code/schema versions and hashes. Keep epoch and immutable branch results outside that rewindable bundle. If fast restore fails, a clean stopped-world reload of this complete bundle is a measured, labelled reduction. Never copy an active world as a verified backup. If even that fails, report the missing core feature.

Reuse the foundation, identify the new work

Inspected reuse candidates include bodies, lifecycle, console, saved groups, camera paths and provider transport. They have not passed a current live launch. Pin the actual source/manifests privately; the inspected stack uses Minecraft Java 26.1.2, Fabric/Carpet and Java 25. New FORK work is the court, rules, adapter, restoration and comparison. Keep a short old/new ledger for the pitch.

Choose one launch topology by 10:45: a dedicated FORK profile with its bundled coordinator supervisor, or a dedicated copied server with one manually managed coordinator. The installed supervisor and a manual coordinator must never run together. Give FORK its own profile and world destination. Preserve original installations and worlds.

The minimum client/server mod allowlist is the FORK derivative JAR, pinned Fabric API and pinned Carpet. Use their compatible Fabric Loader and Java. Include only required coordinator files, its locked production dependencies and permitted runtime distribution. Check the actual ZIP, because documentation and package tasks can differ. Voice add-ons, Simple Voice Chat, new resource packs and additional mods are excluded.

Distribute permitted authored mod/world content, manifests and notices. Minecraft client/server binaries, account/session files and credential directories do not belong in the release. The legitimate client comes through official installation. Preserve dependency licences, font notices and any required source/data offer; private application code and open map data have separate obligations. Minecraft EULA · Fabric API licence · Carpet licence.

Grow the world when the evidence fits

Aim for Singapore's mapped land and islands. Record four claims separately: overview extent, generated scenery, checked enterable interiors and the single scored court. A country bounding box or successful generator exit does not establish them.

The compact world and one early expansion
  1. Pin official Arnis v3.2.0 as a candidate until its executable passes. Check hash and --help. Keep Earth/Java, local projection, scale 1, rotation 0, normal height and flat geo-only. Disable optional Overture, canopy, external 3D, photo facades, extended height, lighting bake and LOD. Record actual bundled sources.
  2. Use one complete local OSM XML or Overpass JSON input. A regional PBF needs an already working extraction and conversion route preserving referenced objects. Raw PBF and shoreline GeoJSON are not Arnis inputs. One owner acquires data; failed queries do not trigger parallel country requests.
  3. A 64 by 64 disposable sample checks conversion, save/stop/reopen, blocks, dependencies and one character action. Before proposing country scale, inspect representative dense/high-rise and sparse/coastal output, including a multi-region sample with intended settings. Record phase times, peak memory/paging, scratch/output bytes and transfer cost. Samples screen candidates; they do not prove linear scaling.
  4. The compact path shares 20 minutes across fetches, probes, retries and acceptance. Default start follows the 11:10 fixture proof. Deadline is the earliest of start plus 20 minutes, 11:35 and the next required device lease. Reserve at least five minutes or longer measured conversion/reconciliation time before it. One half-size retry fits only inside that allowance. 256 by 256 is the initial target; accept the largest completed compatible world or retain the fictional court.
  5. One additional fresh candidate may start after action proof, ready input and measured spare capacity, without waiting until 11:35. Protect the compact world by 11:35. Stop wider generation by 11:45 or earlier for complete conversion, stopped reopen, court placement, fixed transform, absolute camera binding and fixture acceptance by noon. Miss that gate and the compact world ships. Freeze geography, interiors and bindings before the 12:30 chosen-mode rehearsal. No later country jobs or world replacement.

Use Arnis's own region processing in one job. Record its actual generated child directory. Place the court last through a proven interface and one fixed transform per release. Never append independent runs, merge region files or route district bounds through the arena structure importer. Wider scenery does not enlarge reset or tool bounds.

Record named latitude/longitude fields in degrees, source CRS, bbox order min_lat,min_lng,max_lat,max_lng, scale, vertical units, rotation, local origin and safe spawn height. At zero rotation, X is east and Z is south. Use the pinned generator's transform including its quantization; do not invent another formula. The district centre and two visible features must agree within one block plus source uncertainty. Keep the court's own relative anchors stable.

The generator writes an older Java chunk version. The accepted saved-and-reopened snapshot is the release input. Arguments · World writer · Acquisition · Fabric conversion context.

Scale, interiors and honest coverage

Keep the human-scale court at 1.0. Arnis scale 0.3 is a compressed object-bearing candidate; 0.05 to 0.1 is terrain overview, not a full city. Compression can remove useful small-building interiors. For the reviewed administrative rectangle, initial region-template writes are about 72 GiB at 1.0 and 6.7 GiB at 0.3 if every rectangle region is emitted. These are not final world, ZIP, storage or timing estimates. Its capped preprocessing grid remains about 102.5 million cells at both scales. Source calculations do not establish machine capacity.

Arnis interiors use a global --interior true switch and templates; some types and small footprints are skipped. They can add loot and block entities. Enable only on the one isolated bounded candidate with server-verified containment. Generated state stays outside scored restoration. Count an interior only after a street-to-room-to-exit walk with headroom and collision checks. Spectator views are labelled views. Court furnishings remain plain blocks with open entrances.

Travel uses a validated destination allowlist in the existing command/console flow. Check world/dimension, loaded terrain and safe arrival; keep Return to court available during loading. Stop pending role jobs first. Fence generic role primitives and director placement to bounded committed presentation. Reject use, pickup/drop, crafting, breaking/placement and persistent-state transfer across the scenery/court boundary. Off-court exploration is read-only: block persistent interactions throughout that area, as well as transfers into the court. Game mode alone is insufficient. Failed containment excludes generated interiors.

Record actual bounds, holes, source date and named offshore scope. A national-land claim includes Pedra Branca or labels its inset overview-only. Administrative sea bounds are not coastline. Distinguish source heights, floor-count estimates and defaults; imported counts do not measure all real buildings. No authentic floorplans are verified.

Keep the attributed Natural Earth Admin 0 v5.1.1 generalized locator. The SLA National Map Polygon, dated June 2025, is a detailed locator option only if early layer selection/rendering pass. It adds no coastline-import requirement. Arnis's 2021 land-cover source and missing map data limit coastal claims. Two small audit Overpass queries failed; national counts remain unknown.

World delivers CREDITS.txt, a public-safe source manifest, the locator and accepted world hash. Include acquisition date, actual sources/settings, transformations and manual edits. Keep the bounded geographic extract and any applicable underlying-data offer accessible with the release, separately from private game code. Put readable OSM credit beside relevant map views and full notices in the game, package and film. OSM licence · Attribution guidance · Arnis notices.

Include the Singapore Open Data Licence and dataset/date credit if those sources are used. Existing blocks/assets supply the look. No new texture, image or video generation, provider or mod stack is part of this expansion.

What must be true before execution

Lucas confirmed on 12 September that the hosts accept a GitHub repository plus video. Proceed with that submission format. Keep the existing conservative preparation assumption: disclose reused code and create new FORK work during 10:30 to 15:30; the reported format approval does not separately settle reuse or prebuilding. The event listing specifies pairs, a deployed working prototype and a 90-second video.

Software preparation, 12 September. Java 25, Gradle 9.5.1 and Arnis 3.2.0 command-line checks passed on all three machines. Desktop and Laptop have separate FORK prep 26.1.2 profiles, pinned Fabric dependencies and official client/server files. Desktop was woken at Lucas's request; SSH now works between all three devices, including a repaired Laptop alias. Its RTX 4070 Ti SUPER hardware encoder and the Laptop's software encoder passed synthetic 1080p/30 checks. Media transfer passed matching hashes. Resolve startup on Laptop is confirmed by its application log. Live game capture and editor playback remain unverified. Lucas deferred AnyDesk/sign-in, so preparation continues over SSH. Hidden jobs completed after their launch SSH sessions ended on both machines. A synthetic 90-second 1080p/30 clip encoded in 5.55 seconds, transferred directly to Laptop in 53.26 seconds and decoded fully in 16.55 seconds, with a matching hash. These are codec/transfer measurements, not a live game or editor gate. No game was launched or world generated. Read the setup record and remaining interactive checks.

ConditionEvidence to record
Submission and accessGitHub plus video is host-confirmed through Lucas. Record the real repository and video URLs and ensure judge access. Keep a clear reuse ledger and runnable package instructions, including legitimate client and runtime requirements for anyone who launches it.
Event screeningClarify public projection and promotional use under the applicable Minecraft guidelines. Use neutral skins, FORK as the main title and development-credit cards between gameplay shots. Host acceptance does not itself grant third-party rights.
Runtime readinessPinned Java, Gradle, Node, Fabric/Carpet and source version; fresh FORK install; one real new fixture action roundtrip; existing provider login/access probed separately. Inspect available tools instead of assuming task creation or Fast mode.
Two humansLucas owns product choices and play/capture operation. Partner owns narration/editing, accounts and submission. Reserve the operator for the full capture block. With one human, use static shots, early narration and recomputed delivery budgets.
Tomorrow's choiceChoose one route after the available readiness evidence. No automatic late engine switch. A failed 11:10 gate gets at most 15 minutes for an identified repair. Without a launchable package completing one fixture FORK action by 11:25, report the five-hour scope as infeasible and select a smaller approved deliverable.

Keep live provider access available for the actual judging period, including demos after 15:30. Development credits do not establish later access or API billing. Do not distribute a developer login or silently purchase capacity. If the accepted live mode cannot continue, disclose that and use only a separately approved labelled reduction.

One game runtime, three useful machines

DeviceAssignment
Mini PC
6900HX · 24 GB
Main, canonical Git, integration, source checks and local development agents. Main may also launch and supervise Codex workers on Desktop and Laptop over SSH. Model inference is hosted.
Desktop
7800X3D · 32 GB · RTX 4070 Ti SUPER confirmed
May host World/Gameplay Codex workers over SSH in their own worktrees. Runtime proof takes the 10:45 to 11:10 lease; default generation follows it. One authoritative game/coordinator pair and world writer. Generation, conversion and bulk copying yield to required tests and local 1080p/30 capture.
Laptop
Core Ultra 9 285H · 32 GB · Arc 140T
May host Cinematic Codex workers over SSH in their own worktrees. Human play and clean install tests precede narration/editing/export/submission. Package tests finish before the final editing reservation. Target measured 1080p/30 playback and 20 server ticks per second; record a lower preset if required.
Remote jobs and artifact transfer

Default to one heavy job per device. Concurrent expansion requires measured CPU, RAM/paging, scratch/copy/archive disk, network and thermal headroom. Reserve the operator and Laptop editor. Extra hosted model capacity creates no extra machine lease. Never remove an accepted package or film to make a candidate fit.

Keep one logical project with a root on each device. Mini PC holds canonical source. Desktop uses a small fixed pool of reusable, exclusively leased checkouts and caches. Each job records device, absolute paths privately, input commit, world/profile hash, job ID, PID plus start time, logs and a completion record written after exit.

Use a proven machine-local persistent runner. At the opening gate, test one harmless job through a deliberate SSH disconnect/reconnect. A PID or successful SSH login alone does not prove persistence or GPU capture. If that cannot be proven promptly, humans launch the long game/capture processes while agents deliver files. Build no general remote scheduler.

One process owns a world. Import immutable snapshots into stopped instances. Stop the development server/coordinator before starting the capture copy; resume after its lease. Keep ports private and the bridge loopback-only. Camera paths are absolute-coordinate client-local files. Bind world hash, dimension, fixed court transform and player arrival anchor; verify the exact capture profile. Warm chunks with the operator nearby. Stop playback before travel/rewind. Camera stop does not return the player. Keep the Minecraft clock running for cameras while FORK rounds pause.

Reserve one active human game-client session. Disconnect Laptop play before Desktop capture unless a second legitimate account is available. Include client switching and login readiness in C.

Main transports committed source through the new private origin, or accepts a verified Git bundle over existing SSH when origin is unavailable. Required worlds/media and any LFS content travel separately with size and checksums. A handoff is received only when its exact commit and artifacts exist locally. Keep an accepted package and matching footage on Laptop. Never synchronize open worlds, credential directories or account state.

Reconcile task IDs, process start times and completion files after disconnect before retrying. A time-expired lease does not authorize takeover of an unknown writer. Use hidden job routes; visible play/capture is human-operated unless Lucas grants an explicit device/scope. No power changes or exposed agent bridge.

Four owners to start

Main coordinates three hands-on leads: FORK / World, FORK / Gameplay and FORK / Cinematic. It may use local subagents, a callable peer-task API, or Codex CLI threads launched on Desktop and Laptop through SSH. Choose one execution route for each owner and report the actual IDs. If none works, prepare the exact private worker briefs for human launch while Main continues independent setup.

Start with Main plus three leads. Add at most one Gameplay fixture helper, one World acquisition/credits helper and one read-only reviewer when inputs are ready, within actual caps. That is seven build sessions across all devices and launch methods; the earlier nine reviewers are a separate phase. Helpers own isolated subtrees, never another world generator. Leaves cannot spawn descendants. Record actual model, reasoning and Fast settings; task names prove none.

OwnerExclusive default paths and responsibilityFirst result
MainBuild/root manifests, src/main/java/dev/fork/core/** contracts, thin entry wiring, coordination/**, release/install tooling and unassigned paths. Sole GitHub push/publication owner.10:45 contract, actual upstream leases, source base and judge route.
Gameplaysrc/main/java/dev/fork/gameplay/**, src/client/java/dev/fork/gameplay/**, src/main/java/dev/fork/integration/**, coordinator/src/fork/**, corresponding tests and docs/fork-gameplay/**. Exact existing server/provider/session/console files needed for the complete adapter receive exclusive leases before dispatch.11:10 fixture action traverses the actual adapter and updates a visible value; noon complete A/B.
Worldtools/fork-world/**, data/fork-world/**, assets/fork-world/**, docs/fork-world/**, source/locator work and leased immutable world artifacts. Explicit existing import/config files by lease.10:45 court definition; 11:35 accepted scenery or labelled fallback, coordinates and credits.
Cinematictools/fork-cinematic/**, media/source/**, media/edit/**, media/output/**, docs/fork-cinematic/**, release/checksum/notice drafts in its outbox and exclusively leased camera-path artifacts. Owns the finished film; Main publishes.11:35 proven edit route; noon cards/script; 12:30 accepted voice, rough edit and full capture estimate.

These new namespaces are a dispatch map, not a claim that they already exist. Main resolves exact upstream paths before work starts. Gameplay owns the end-to-end runtime/provider integration, so Main is not the mandatory author of every dependency. Substantial new interface design still needs one A/B/C HTML mock and Lucas's choice before real UI edits. Reuse the existing console layout where possible.

Launch Codex threads on Desktop and Laptop through SSH

Authorised by Lucas, 13 September. During execution, Main may start, monitor and resume headless Codex CLI threads through ssh desktop and ssh laptop. This is an available worker route alongside local subagents and callable peer-task tools. Main stays on Mini PC and owns canonical integration, GitHub pushes and publication.

Read-only checks on 13 September found Desktop CLI 0.153.4 and Laptop CLI 0.154.0, both reporting an existing ChatGPT login. Both support exec, stdin prompts, JSON events and exec resume. No remote Codex task or model inference was started for this plan edit. A CLI session is tracked by its actual thread ID; appearing automatically in the app sidebar is not a requirement.

  1. Place the work. Main can place World or Gameplay workers on Desktop and Cinematic workers on Laptop, or retain any worker on Mini PC. Count all local sessions, remote CLI roots and their children together: four owners initially, up to seven planned build sessions. Replace an owner's placement rather than creating a second active owner. Only Main launches remote root sessions; leads request further placements and may use their allocated local subagents. Leaves spawn neither subagents nor CLI workers.
  2. Prepare before dispatch. Create a distinct branch/worktree for each writer under the chosen device's scoped project root, with the exact base commit present locally. Supply the current user instructions, accepted plan/contract, role, device, absolute worktree, exclusive writable paths, permitted Git metadata/outbox paths, dependencies and SGT cutoff in its first private prompt. Ban canonical/root writes and unleased game/world changes. Main's conversation, plugins, permissions and model settings do not automatically transfer across SSH.
  3. Use existing access. Resolve the installed CLI and its already authenticated Windows user/profile. Keep credentials on that machine. Verify actual model, Ultra/Fast availability, effective tools and scoped write permissions in the runner's user context. Reuse the proven Java/toolchain helper when required. Desktop's version lacks the newer automatic --worktree option, so Main prepares Git worktrees explicitly on both machines.
  4. Launch a persistent job. SSH starts the existing hidden, machine-local runner. The runner feeds a private UTF-8 prompt file into Codex stdin and records JSON stdout, separate stderr and the final answer in a private job directory. Use the approved scoped permission settings; an implementation worker needs write access to its leased files. Before its first implementation assignment, a bounded read-only Codex turn must survive the launcher SSH disconnect, finish, and resume by its exact ID. Fit this into the opening gate; otherwise keep that work on Mini PC and preserve the 11:10 game gate.
  5. Track and resume. Record owner, device/user, worktree/branch/base SHA, prompt hash, runner job ID, PID plus start time, Codex thread.started ID, logs, deadline and exit completion. Keep session files. After disconnect, inspect that job before retrying. Resume only after the prior process is confirmed stopped, on the same machine/user and worktree, with the recorded ID and a new follow-up file. A dropped SSH connection is not permission to launch a duplicate writer.
  6. Receive and integrate. Workers commit only their assigned branches and return the exact commit, checks and artifact hashes through their outbox. Main retrieves verified Git bundles or read-only fetches, plus required media/world files separately, and accepts a delivery only after it exists locally. Main controls publication. Remote jobs and any children obey the same 13:10/13:20/13:25 cutoffs or earlier measured stops; reconcile known process trees before releasing their leases.

The runner uses these command forms inside the selected worktree, with actual model/profile choices and scoped permissions resolved before launch. Feed the private prompt through stdin; write logs to separate private files. OpenAI non-interactive CLI documentation.

codex exec -C "<leased-worktree>" --sandbox workspace-write --json -o "<job-folder>/final.txt" -

# After the prior process has stopped, in the same worktree/user:
codex exec resume "<recorded-thread-id>" --json -o "<new-job-folder>/final.txt" -

Every process must fit the existing machine reservations. Multiple light Codex sessions can coexist only with measured headroom; builds, generation, game capture and editing/export retain their leases and one-heavy-job default. All devices share the actual account/service limits. This authorises headless worker execution, not power changes, visible app control, credential copying or earlier game implementation.

Worktree, handoff and restart contract

Every concurrent committing writer, including receiving leads, gets its own branch/worktree. First prompts contain resolved absolute paths, base SHA, plan/contract hash, exact existing-file leases, inputs, acceptance and current absolute deadlines. Main derives each owner's packet from this self-contained brief. Worktrees do not isolate shared worlds/caches: lease those separately, with job ID, PID plus start time, input/settings hashes, output/cache paths, stop time, log and observed completion or NONE. World alone owns generation jobs: at most one optional candidate and one heavy job per device under measured leases. Main alone admits candidates and changes accepted release.

Main alone writes the canonical manifest. Each team gets a named ignored .work/fork/<team>/ status/evidence/outbox directory in its worktree. Escalate a blocker after five minutes or two failed repairs; access/ownership problems immediately. Keep at most one pending immutable delivery per team. Stop adding leaves when two team deliveries wait or a required runtime job queues.

Handoffs contain ID, exact base/result SHA, contract version, changed paths, world/camera hashes, focused checks, limitations, stopped-writer and remote-job status. Main inspects and integrates the exact received result. No binary/world merge by guesswork. On restart reuse actual task IDs, reconcile jobs and preserve unknown writer leases. Deadline stops return useful verified partial output.

All 300 minutes

Arrive 09:30; kickoff 10:15; build 10:30 to 15:30 on Sunday 13 September 2026. Use only host-permitted preparation before the window. Every time below is an SGT deadline, not permission to consume the whole block. Earlier measured delivery reservations take priority.

10:30 to 10:45Fix the court and dispatch four owners

Main

Freeze rules/route status, source base, worktrees, contract and exact upstream leases.

Teams

Gameplay starts reducer/adapter. World fixes court anchors. Cinematic assigns the operator/narrator and owns the finished MP4.

Gate

Court definition ready independently of Arnis; each owner has one acceptance.

10:45 to 11:10Install and prove the new action path

Main

Accept dedicated install and one topology. Runtime proof owns Desktop.

Teams

Gameplay proves the fixture adapter; provider probe is separate. World prepares source/settings without an unreserved heavy job.

Gate

Laptop sees one scenario effect; one coordinator. Identified repair gets at most 15 extra minutes.

11:10 to 11:35Protect the compact world

Main

Accept compact world/locator/credits or fictional fallback; measure B/C/E/U and expansion admission.

Teams

World freezes clinic layout and proves placement/camera interfaces within its lease. Cinematic proves the existing edit route by 11:35 around required tests.

Gate

Compact world protected by 11:35. Failed 11:25 action gate stops expansion. Three seconds tests codecs only.

11:35 to 12:00Accept the final geography and complete fork

Main

Choose the fully accepted candidate or compact world by Dgeo. Preserve time to recover the compact fixture.

Teams

Generation stops by Dgen, at latest 11:45. Finish placement, camera, interior, fixture and restore checks. Cinematic freezes the script, cards, soundtrack and edit structure at noon.

Gate

After 20 seconds of explanation, a human explains choice, consequence, next attempt and actual visitable coverage.

12:00 to 12:30Qualify the mode and rehearse the whole demo

Main

Agree minimum mode with Lucas; register accepted core.

Teams

Gameplay checks full mode, stale work and three restores. Cinematic times the full route, voice and rough film.

Gate

Full rehearsal and mode fixed by 12:30. Recompute deadlines. State explicitly if no core passes.

12:30 to 12:50Record the accepted baseline

Main

Reserve all measured C for Desktop and operator, earlier if needed.

Teams

Cinematic records, checks, transfers and assembles accepted footage. Partner handles required capture/voice or proven Resolve fallback. Other source work stays isolated.

Gate

No extras or competing runtime tests. Footage references the accepted package/world/mode.

12:50 to 13:10Close fixes and preserve the fallback

Main

Review accepted revision; reserve final delivery. Preserve Laptop fallback.

Teams

Finish bounded fixes and readability. Cinematic edits. Implementation leaves stop by 13:10.

Gate

Exact commits, evidence and stopped writers; no unfinished release dependency.

13:10 to 13:25Accept team deliveries

Main

Integrate received results and close leases. Honor earlier S.

Teams

Leads accept by 13:20 and hand off by 13:25. Film editing continues.

Gate

Receiver possesses commits/artifacts and can name the real fallback.

13:25 to 13:35Pin the candidate

Main

Pin code, minimal mods, pristine world, mode and camera bundle.

Teams

Read-only review; prepare only necessary film replacements.

Gate

Candidate by 13:35 or earlier S. If delivery cannot fit, retain accepted baseline.

13:35 to 14:00Validate the actual download

Main

Bundle/upload/download/clean-install through actual judge route; complete A/B and restore.

Teams

Cinematic captures after runtime lease releases. Laptop editing remains independent.

Gate

Game/world frozen by 14:00; final footage reaches Laptop by M.

14:00 to 14:20Finish and play the film locally

Main

Keep release stable. Evaluate critical repairs against full delivery chain.

Teams

Laptop finishes required replacements, export and full local playback by X.

Gate

X no later than 14:20; 14:15 repair cap creates no extra time.

14:20 to 14:40Verify the hosted video

Main

Verify prototype, notices and judging-period provider access.

Teams

Upload early enough for U, wait for processing, play the complete hosted video.

Gate

Both links work by 14:40. Upload completion alone does not pass.

14:40 to 15:00Prepare the submission

Main

Provide actual new/reused work, mode, limitations and URLs.

Teams

Humans verify submission fields; agents give read-only access support.

Gate

Fields ready by 15:00. No new implementation.

15:00 to 15:10Submit and retain acknowledgement

Main

Record release and link evidence.

Teams

Named human submits and saves receipt.

Gate

Acknowledgement by 15:10; filled form is not receipt.

15:10 to 15:30Protect delivery

Main

Resolve access using already verified artifacts.

Teams

Keep accepted game ready and rehearse explanation.

Gate

Final 20 minutes are delivery recovery; no new code/world changes or recapture.

The complete deadline calculation

Record conservative first estimates by 11:35 and replace them with full-route measurements by 12:30. A three-second clip estimates codec/bitrate behavior only. The synthetic codec/transfer measurements do not establish the real capture, editing or upload budgets.

  • B: bundle/build, hashes/notices, upload, recipient download, actual clean install and prerequisites, full chosen-mode A/B with restore, plus margin. Distinguish a cached update from first-time judge setup.
  • C: stop/save, world/profile switch, launch, role/provider readiness, camera setup, complete real demonstration, checkpoint reset and one retake, local capture check, verified transfer and any required development restart.
  • E: remaining editing, audio/title replacements, final encode and full local playback, plus margin. Narration and the rough edit already exist.
  • U: video upload, host processing, evaluator-access check, full hosted playback and a bounded retry margin.

X = min(14:20, 14:40 - U) is the export deadline.
M = min(14:05, X - E) is final media arrival.
S = min(13:35, 14:00 - B, M - B - C) is the latest start of the serial final delivery path.

W = min(13:10, S - 25 minutes), L = min(13:20, S - 15 minutes) and H = min(13:25, S - 10 minutes) are worker stop, lead acceptance and handoff. They move earlier together and do not reopen geography. Reserve all C on Desktop/operator. A protected delivery backup is a recipient-tested package plus its complete matching 90-second film, played locally on Laptop, with U reserved or complete. Raw clips do not qualify. Keep a tested smaller export and approved alternate upload route.

For the single early candidate, set Dmode = min(12:30, L), also respecting earlier runtime/media reservations; Dgeo = min(12:00, W, Dmode - Rmode); Dgen = min(11:45, Dgeo - P - V - R0 - K, Q - K). Start only by Dgen - G. G is bounded acquisition/generation; P is conversion, stopped reopen, immutable preparation and transfer; V is court/camera/coverage/interior and full fixture acceptance; K is stop/reconciliation plus margin; R0 reserves compact-world recovery and remaining acceptance; Rmode reserves chosen-mode checks, three restores and full rehearsal; Q is the next conflicting required lease. Unknown durations deny expansion. Failure uses R0, quarantines output and ends heavy expansion for the event.

Accept a critical repair only when its repair, affected validation, repackaging/reupload, required recapture/transfer and audio/title changes fit the recalculated M/X chain. Repair and verification never run after 14:15. If a duration is unknown, retain the prior accepted release with its actual ID. Never relabel an 11:10 launch shell as that fallback.

If Desktop remains unreachable, first preserve the files already on Laptop. A local Laptop runtime/capture route may replace it only after a measured launch, provider and capture check and a recomputed editing reservation. No automatic engine switch or last-minute installation is hidden inside the schedule.

Fast, cinematic, precise and fun

A finished 90-second game promo. Open on the fork, meet the inhabitants in quick cuts, feel the first choice, then make rewind the turning point. Use the completed prototype for every feature shot. Give the two outcomes enough time to read.

Film revision 2 · 1920 × 1080 · 30 fps · 2700 frames. GitHub plus video is accepted, as confirmed by the hosts through Lucas on 12 September. This production brief is prepared; game footage, recorded voice, graphics, edit template and the finished film remain build-window work.

What “everything done” means. Cinematic delivers the complete exported film, timed captions, sound mix, credits and editable sources. Main publishes and verifies the actual links. The final video contains completed features, final narration and real destinations. A shot list or a timeline full of placeholders is an intermediate artifact.

The feel

Two to four seconds per montage shot, a 120 BPM editorial grid, clean match cuts and sparse impact sounds. One friendly, energetic narrator delivers short lines and leaves room for game sound. The rewind gets a brief musical stop, then the second future starts with momentum.

The precision

Keep actual round, mode and resource values readable. Hold each result for four seconds and the comparison for ten. The final six comparison seconds stay visually still; the last two have no narration. Trim waits with a clear cue. Let the soundtrack supply energy while viewers read.

The exact 90-second cut
SecondsShotPicture and editSound and timing
0 to 2The forkOpen on the accepted fork-shaped junction. If no junction passes, use the two power routes at court.One clean impact. Start on picture; no opening logo delay.
2 to 4Welcome to FORKSeparate title card, one quick type reveal.Title lands on the beat.
4 to 7Your own SingaporeShort pullout through loaded scenery, then a title with the actual playable-area subtitle.Two concise camera views if the existing path is unreliable.
7 to 10Find our neighbourhoodExplicit cut to the attributed static Singapore locator and accepted court marker.Keep source credit readable. The map is an overview, not generated coverage.
10 to 13Meet the medicEnter the real clinic and end on the medic.Doorstep and room sound from the game.
13 to 16Meet the engineerCut to the engineer and workshop repair indicator.Match the camera direction; no new character animation.
16 to 19Meet the courierCourier and spare battery; one short role label.Small percussive accent.
19 to 23The dilemmaShow the initial checkpoint, two total charges, and the clinic/workshop power choice.Duck the track for the choice. Keep all relevant values legible.
23 to 27Choose clinicReal clinic allocation input and acknowledgement. Retain the actual runtime-mode label.Use the actual click and response.
27 to 31Branch A movesCondense the committed rounds in order. Show round numbers and a waits-trimmed label.Cut on round commits; never animate an invented result.
31 to 35Branch A resultHold the real round-six result: clinic service and repair progress.Four seconds without a transition over the values.
35 to 38RewindActual rewind control, then its forward-playing restore footage.Brief reverse sound and music stop. The effect punctuates the real action.
38 to 42Same starting pointHold the verified initial round, both charges and restored court. Label a checkpoint reload if that is the accepted method.Music returns. Trim a long wait with a clear elapsed-time cue.
42 to 46Choose workshopReal workshop allocation and the beginning of branch B.Return to the same camera angle as the first choice.
46 to 50The spare arrivesReal committed courier delivery and repair progress, in their actual round order.If live actions differ, show the accepted run and use the alternative narration.
50 to 53The costHold the real clinic outage if it occurs. Otherwise show the actual round-three status.Brief musical dip; the consequence gets a clear beat.
53 to 56Grid onlineShow the actual grid activation and powered buildings, if the accepted run achieves it.One satisfying rise. A different live outcome gets its real status instead.
56 to 60Branch B resultHold the real round-six result.Four seconds to read the outcome.
60 to 70Two futuresUse the real equal-round comparison for all ten seconds. Keep the final six seconds visually still and the final two seconds without narration.Music lowers. Let the viewer read the tradeoff.
70 to 74Inspect a decisionShow one real committed role proposal and effect in the inspector.A precise crop is allowed; preserve the meaning and mode label.
74 to 80PlayThree two-second shots of accepted features: clinic interior, visit/return if proven, and courier or workshop. Default to existing court views when extras are absent.A separately captured paused facade effect plus restore may replace this whole block only if already accepted. Never add a feature for this shot.
80 to 86How Astra helpedTwo separate three-second cards: actual new Astra-authored work with a readable evidence excerpt, then the reused Agent Arena foundation. Remove private information.Credit the actual development model and contributions. Keep the distinction readable.
86 to 90Choose a futureFORK, the real GitHub route, Minecraft Java requirement, and compact unofficial notice. Put full notices in the repository and video description.Resolve the music and hold the final card. The judge must be able to access the linked repository.
Word-for-word narration, 120 words

Record by section, with two seconds of clean room tone before and after each take. Speak briskly and naturally; fit each line within its slot without stretching the full interval. The numerical base script requires the accepted labelled fixture or a captured live run with those exact outcomes. Keep one runtime mode throughout.

SecondsNarration
0 to 10A fork in the road. Welcome to FORK. Your own Singapore.
10 to 19One neighbourhood. A medic, an engineer, a courier. And one generator.
19 to 23Two batteries. Two choices. Let's go.
23 to 35Power the clinic. Six rounds of service. The lights stay on. Repairs remain zero.
35 to 42Rewind. Same starting point. Same two charges. Try again.
42 to 50Power the workshop. The courier delivers the spare. Repairs progress.
50 to 60One round without clinic power. Then the grid comes online. Both buildings powered.
60 to 70Same start. Six rounds. Two different futures. Keep the clinic on, or restore the grid with a cost.
70 to 74See what each role actually changed.
74 to 80Explore. Experiment. Choose again.
80 to 86Built with Astra. New rules, rewind and comparison. Agent Arena underneath.
86 to 90FORK. Choose a future. Code on GitHub.

Record the needed alternatives in the same session

ConditionReplacement
Different live B outcome, 42 to 60Power the workshop. Follow the courier and engineer. Watch clinic service, remaining charge and repair progress change. Six rounds later, this is the result.
Different comparison, 60 to 70Same start. Six rounds. Two different futures. Compare clinic downtime, repairs and remaining charge. These are the results of this run.
Checkpoint reload, 35 to 42Reload the original checkpoint. Same two charges. Try again.
No accepted geography, 0 to 10A choice with consequences. Welcome to FORK. Two futures for one neighbourhood.
No sightseeing or facade effect, 74 to 80One neighbourhood. Another choice. Another future.
Development credit differs, 80 to 86Replace the line with the actual model, authored work and reused foundation. Keep the same six-second slot.

Final captions follow the recorded take. Use at most two short lines, reserve a clear caption area and keep them off the comparison values. Put map/data credit beside the corresponding shot and full asset notices in credits.txt and the publication description.

Production ownership and work already decided
  1. Prepare now: this script, the exact cut, fallback lines, card copy, sound direction and acceptance. Create new project media and the edit template within the event window unless further host guidance permits it earlier.
  2. By 10:45: Main leases Cinematic's edit/output folders, names the capture operator and narrator, and records the final MP4 as Cinematic's responsibility. Mini PC coordinates; Desktop records the game locally with OBS; Laptop assembles and exports.
  3. By 11:35: prove one 15-second edit on the actual Laptop route using existing tools: trim/join, a title, narration over music, export and local playback. Use existing FFmpeg for agent assembly if it passes. Otherwise the partner uses existing Resolve while the lead owns shot selection, timings, assets and final acceptance. End tool experiments at this gate. Reserve this work around required game tests. Choose a suitably licensed instrumental with its credits, or commit to game sound and sparse accents.
  4. By noon: lock the accepted-scope script, title and scope cards, locator, mode labels, credit layout, soundtrack and the complete 90-second edit structure. Internal temporary footage stays clearly marked. Bind camera cues to the accepted world using existing controls.
  5. By 12:30: accept the timed narration, full capture rehearsal and rough edit, then recalculate the existing capture/edit/upload budgets. Capture the complete causal A/rewind/B sequence first. Record scenic and optional play shots only after it is safe.
  6. Finish the film: insert checked footage, replace every temporary asset, fit the mix and captions, export, play the whole local film, then hand the finished package to Main for publication and complete hosted playback by 14:40. Earlier measured X/M deadlines still apply. No editing is left for Lucas at submission.

A human still supplies narration and operates capture when existing access requires it. The lead packages the complete video rather than stopping after production instructions. If Desktop screen access remains unavailable, prove Laptop-local game/capture performance early and reserve capture and editing serially. Resume no deferred sign-in workflow automatically.

Finished-film acceptance
  • fork-demo-1080p30.mp4: exactly 90 seconds and 2700 frames, H.264 with AAC 48 kHz; measured local and hosted full playback, clear sound, readable UI and no temporary cards, missing media or private information.
  • fork-demo.srt, final voice WAV, asset/data/Agent Arena credits, and an editable project or edit manifest with the exact render command. Captions are also visible in the submitted film.
  • film-manifest.json: accepted code/world/mode, input clip IDs and hashes, actual source in/out points, output hash, repository/video URLs, music/asset source and licence, and local/hosted review status. The submitted repository must be accessible to judges; Main manages its approved visibility/access.
  • Use a restrained grade, consistent audio and a legible title/end card. Target −16 LUFS integrated and at most −1 dBTP. Voice stays clearly above music. Rewind effects support real forward-playing reset footage; the locator is an explicit static-map cut.
  • The ten-second comparison remains legible at intended viewing size. If optional footage is unavailable, fill its reserved block with accepted court views. Keep the complete film at 90 seconds. No new game feature, rendering stack or generated in-between footage is needed for this cut.

Headless codec and transfer checks are useful preparation. Actual OBS gameplay capture, narration quality, Laptop edit/playback and the final film have not passed yet. The existing measured deadline calculation governs all later changes.

Evidence that earns a release

During those same checks, walk the clinic and each advertised interior; visit and return at rounds 0/6, including one cancelled/failed load. Verify unchanged actors/resources, safe arrival and rejected out-of-court or stale actions. The human identifies what is actually visitable. Watch the final film once at intended size for readable comparison and truthful coverage.

Mark passed, failed or unrun. Distinguish diagnostic shells, accepted cores, raw footage and a protected recipient-tested package with its complete locally played matching film. No qualified baseline means no invented fallback.

What revision 3 changes

The eight-audit core keeps its battery tradeoff, bounded restoration, branch isolation and delivery checks. Nine expansion reviews add a required clinic interior, one early wider-world attempt, honest coverage and scale, contained sightseeing and the fork-road film. The compact world freezes by 11:35 and any replacement passes by noon. Extra model capacity does not add machine or editing time. Film revision 2 adds the exact fast cut, short narration, final-artifact ownership and confirmed GitHub/video format.

The revised Unreal alternative remains separate. Neither plan has passed a live game gate or supports a near-certain completion claim.

The complete execution brief

Fill private inputs when this route is chosen. Copy the entire field into Main. On Windows, click inside, then Ctrl+A and Ctrl+C. Record the accepted page/brief hash privately. Later page edits do not silently change an active execution.