refactor: clean map gameplay architecture
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@@ -10,7 +10,7 @@ The current prototype puts the player in a repair-oriented world where they prog
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- Production map loaded from `public/map.json`
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- Progressive map/model/collision/stage loading overlay
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- Player controller with pointer lock, `ZQSD` movement, jump, octree collision, trigger input, and grab input
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- Reusable repair-game flow for `bike`, `pylone`, and `ferme`
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- Reusable repair-game flow for `ebike`, `pylon`, and `farm`
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- Repair case animation, exploded model scan, broken-part markers, grabbable replacements, snap-to-placeholder placement, install validation, reassembly, and completion
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- Shared interaction system for trigger and grab objects
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- Rapier physics for gameplay objects while the player keeps a Three.js octree collision controller
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@@ -112,7 +112,7 @@ npm run build
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## Optional Hand-Tracking Backend
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The app can use browser-side MediaPipe, but the default debug source is the local backend.
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The app can use the local Python backend, but the default debug source is browser-side MediaPipe.
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```bash
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python3.11 -m venv backend/.venv
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