Design: two views of one world; building through actuators master
Third design sitting of 2026-07-07. Cameron's dual-view riff, captured: - New DESIGN.md section "Two views of one world: digital-native and physical": one sim, one knowledge state, two renders. The digital view (the reach graph as navigable space — networked nodes/links, signal, compute; you move by reach spreading; air-gaps are islands) is home; the physical canvas (people, hardware, gore, traps, seen through cameras under strict fog) is the deliberate flip. The terminal conveys the split without 3D. Supersedes the local Tron-space portal (deferred bullet amended); a global async operations map stays deferred and distinct. - New section "Building: intent and actuators": you declare an intent, an actuator realizes it (favor spends trust; deceive forges a work order an unwitting human builds; robots later). No new subsystem — intents route through social/messages/reach. Network links are the canonical B1 build (they grow the digital view, bridge air-gaps); the signature follows the actuator. - New specs views.md, building.md (both READY). reach.md enriched (navigable-space framing, air-gap islands, built links add edges, criterion 8). ROADMAP #21 (views, mostly-frontend) and #22 (building). Decisions-log entry. Defense: the dual view unifies the two halves of the presence law already adopted ("Presence: the cursor and the senses" = physical render; "No disembodied hands" + reach.md = digital render) as two projections of one state — justification-and-legibility binds both renders (no unearned facts either way). Building is added under "No disembodied hands": an effect that named no actuator did not exist, and construction was such an effect; this supplies its actuator law rather than a bespoke build system (self-similar scale, no new systems). The Tron-space amendment is argued in the decisions entry: a re-render is simpler and truer to "the protagonist is software" than a separate portal map. Docs only.