refactor: prepare main feature gameplay object and use GLB sky model
This commit is contained in:
@@ -14,7 +14,7 @@ This document describes the code that exists today in the repository.
|
||||
- either the map scene or the debug physics test scene
|
||||
- the player rig when the active camera mode is `player`
|
||||
- `src/world/GameMap.tsx` loads map nodes from `public/map.json`, resolves available models, and builds the collision octree.
|
||||
- `src/world/debug/TestScene.tsx` provides a debug-oriented interaction and physics scene.
|
||||
- `src/world/debug/TestMap.tsx` provides a debug-oriented interaction and physics map.
|
||||
- `src/world/player/PlayerComponent.tsx` mounts the camera and controller.
|
||||
- `src/world/player/PlayerController.tsx` owns pointer lock movement, jump handling, and interaction input.
|
||||
|
||||
@@ -64,7 +64,7 @@ This document describes the code that exists today in the repository.
|
||||
## Current Limitations
|
||||
|
||||
- The repository is a prototype, not the full intended game runtime.
|
||||
- `src/world/debug/TestScene.tsx` is part of the active scene composition.
|
||||
- `src/world/debug/TestMap.tsx` is part of the active scene composition.
|
||||
- There is no central gameplay orchestrator such as `GameManager`.
|
||||
- Missions, zones, cinematics, and dialogue systems are not implemented.
|
||||
- The player uses octree collision and simple movement rules, not a complete gameplay physics stack.
|
||||
|
||||
Reference in New Issue
Block a user