ADR 0123 — The central aisle
Status: accepted · Date: 2026-11-09
Continues ADR 0122: with the deep room, the centre needs a guide so it does not read as a void.
Context
Section titled “Context”Moving cabinets to the back left a long aisle between the front shelf and the cabinet grid. The floor was continuous and the view had no line to order the route.
Decision
Section titled “Decision”1. Two floor lines
Section titled “1. Two floor lines”The central aisle gets two thin light lines, not a solid slab:
- they start after the front shelf;
- they end before the back cabinets;
- they are centred in X and hide no sheet.
They are not furniture: they are a reading guide for the space and let the tiles show between them.
2. Stable scale
Section titled “2. Stable scale”Runner width depends on room width, with a minimum and a maximum. It does not disappear in small rooms and does not become a landing strip in large ones.
3. No model changes
Section titled “3. No model changes”Everything derives from the RenderModel and current focus. There are no new lenses, .codarch/ is
untouched and the checksum does not change.
Consequences
Section titled “Consequences”- The aisle reads as a route, not as a hole.
- The front view has a line leading from shelf to back.
- The guide does not replace LOD or camera; it only orders the floor.
- Lighting polish and angle distribution remain open.
Discarded alternatives
Section titled “Discarded alternatives”- Leaving the floor flat. The deep aisle becomes a void.
- Filling the centre with furniture. It hides the back cabinets.
- Painting the guide in the shader. It mixes composition with the map metric; an explicit piece is better.
Roadmap
Section titled “Roadmap”Phase M77 · The front-facing Atlas.
- ✅ Central aisle with a floor guide.
- 🟡 Angle LOD and lighting polish.
- ⬜ The animated entrance door, if decided.
- ⬜ The full editor.
The record of what is done lives in the guide feed.