A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development. cameron.tngl.io/misaligned

Spec the thought fluid render: slugs, meniscus, filament snap master

Author wiki/interface/thought-fluid.md (DRAFT), the render design for ROADMAP #33's wire-flow layer: one-truth readout bindings (slugs from work_in_flight, pools from queue_snapshot, meniscus from a new sink readout the reservoir/tap executor must expose), tick-window slug transit with train/rivulet rate reads, pool/overflow states honoring the floor-liquid blood reservation, meniscus vessels with discrete arrival steps, tap sag and starvation freeze, the filament-snap fire, far-zoom drift, terminal/agent parity, and four PROPOSED taste calls for Cameron. machine-work.md's flow-read bullet delegates exact render behavior to the new owner; ROADMAP #33 and SUMMARY point at it; decision + session logs appended and ledger indexes regenerated. Defense: design-only capture under machine-work.md's flow-read clause (hydraulic feel is a render layer driven entirely by FlowGraph rates — no second fluid physics) and the one-sim-truth law; the new spec owns the exact render grammar per meta.md's one-owner rule, and no crates/ change ships.