Merge branch 'develop' into feat/polish-mission1
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@@ -152,6 +152,7 @@ WS ws://localhost:8000/ws
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| `docs/technical/zustand.md` | Game, settings, and subtitle stores |
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| `docs/technical/zustand.md` | Game, settings, and subtitle stores |
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| `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals |
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| `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals |
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| `docs/technical/map-performance.md` | Map draw-call bottlenecks and optimization notes |
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| `docs/technical/map-performance.md` | Map draw-call bottlenecks and optimization notes |
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| `docs/technical/map-lod.md` | Runtime map LOD presets, paths, and workflow |
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| `docs/technical/editor.md` | Editor implementation details |
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| `docs/technical/editor.md` | Editor implementation details |
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| `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components |
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| `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components |
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| `docs/user/features.md` | Implemented feature inventory |
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| `docs/user/features.md` | Implemented feature inventory |
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@@ -0,0 +1,119 @@
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# Map LOD System
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This document describes the runtime LOD system used by the production map.
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## Goal
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The map now supports two visual versions for selected models:
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- the regular model in `public/models/<name>/`
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- the lighter model in `public/models/<name>-LOD/`
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The runtime chooses between those paths from the active graphics preset. This keeps nearby objects visually richer while reducing the cost of distant objects.
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## Graphics Presets
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Presets are configured in:
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```txt
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src/data/world/graphicsConfig.ts
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```
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Current behavior:
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| Preset | Chunk load distance | Fog | LOD behavior |
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| -------- | ------------------: | --- | ------------------------------------- |
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| `low` | 10m | On | Always use `*-LOD` models |
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| `medium` | 20m | On | Always use `*-LOD` models |
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| `high` | Current default 50m | Off | Regular model up to 10m, then `*-LOD` |
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| `ultra` | 50m | Off | Regular model up to 20m, then `*-LOD` |
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The unload distance stays slightly larger than the load distance to avoid rapid mount/unmount flickering when the player stands near a boundary.
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## Runtime Selection
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LOD path mapping lives in:
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```txt
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src/data/world/mapLodConfig.ts
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```
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The main selector is `selectMapModelPathByDistance()`. It receives:
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- the current camera distance
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- the map model name
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- the regular model path
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- the active graphics preset
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It returns either the regular path or the `*-LOD` path.
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## Chunked Instanced Models
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Repeated static assets are rendered through:
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```txt
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src/world/map-instancing/MapInstancingSystem.tsx
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```
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For each visible chunk, the system checks the nearest instance in that chunk. If the nearest instance is inside the high-detail threshold, the whole chunk uses the regular model. Otherwise, it uses the `*-LOD` model.
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This is intentionally chunk-level LOD instead of per-instance LOD. It matches the existing chunk streaming architecture and avoids splitting every object into many tiny batches.
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## Single And Generated Models
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Single map nodes use:
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```txt
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src/hooks/world/useMapLodModelPath.ts
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src/world/GameMap.tsx
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```
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Some named map objects are rendered through dedicated generated components instead of the generic `GameMap` path. Those components must call `useMapLodModelPath()` directly.
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Current dedicated generated components with LOD support:
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```txt
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src/components/three/world/EcoleModel.tsx
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src/components/three/world/LaFabrikMapModel.tsx
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```
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This matters for `lafabrik`: adding `public/models/lafabrik-LOD/` is not enough by itself. The component must also be connected to `useMapLodModelPath()`.
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## Adding A New LOD Model
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To add LOD support for a model:
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1. Add the light model in `public/models/<name>-LOD/model.gltf`.
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2. Keep the regular model in `public/models/<name>/model.glb` or `public/models/<name>/model.gltf`.
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3. Add the mapping in `src/data/world/mapLodConfig.ts`.
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4. If the model uses a dedicated component, call `useMapLodModelPath()` in that component.
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5. Preload both paths when the component is dedicated and uses `useGLTF.preload()`.
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6. Verify the GLTF/GLB references: buffers, textures, opacity maps, and relative paths.
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## Current LOD Models
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The current explicit LOD mappings are:
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```txt
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ebike
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eolienne
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pylone
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boiteimmeuble
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ecole
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immeuble1
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lafabrik
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maison1
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panneauaffichage
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talkie
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```
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## Regression Risks
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The most common failure modes are:
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- the `*-LOD` folder exists but is missing from `mapLodConfig.ts`
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- a dedicated generated component keeps a hardcoded model path
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- GLTF references point to textures that were renamed during export
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- a model is added to LOD config but does not spawn through `GameMap` or `MapInstancingSystem`
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Before committing model changes, validate both the regular and LOD folders for missing GLTF refs.
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@@ -14,12 +14,12 @@ This document tracks the current map-rendering performance pass.
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The first performance bottleneck was draw calls. Some assets were exported as many small GLTF primitives even when they used only a few materials.
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The first performance bottleneck was draw calls. Some assets were exported as many small GLTF primitives even when they used only a few materials.
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| Model | Instances | Meshes / primitives | Notes |
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| Model | Instances | Meshes / primitives | Notes |
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| ---------------- | --------: | ------------------: | ---------------------------------------------------------------- |
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| ---------------- | --------: | ------------------: | ------------------------------------------------------------------------------------ |
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| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
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| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
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| `lafabrik` | 4 | 56 | Moderate draw calls, heavy 2048 texture set. |
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| `lafabrik` | 4 | 474 | High primitive count; current HD GLB has embedded geometry and no external textures. |
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| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
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| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
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| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
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| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
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`generateur` was especially expensive because three visible instances could multiply thousands of primitives into thousands of draw calls. Instancing reduces repeated instance cost, but the source asset still needs a cleaner export.
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`generateur` was especially expensive because three visible instances could multiply thousands of primitives into thousands of draw calls. Instancing reduces repeated instance cost, but the source asset still needs a cleaner export.
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@@ -34,7 +34,7 @@ Estimated source primitive count versus runtime merged groups:
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| `generateur` | 3152 | 8 |
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| `generateur` | 3152 | 8 |
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| `ecole` | 107 | 2 |
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| `ecole` | 107 | 2 |
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| `eolienne` | 118 | 8 |
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| `eolienne` | 118 | 8 |
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| `lafabrik` | 56 | 14 |
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| `lafabrik` | 474 | ~77 |
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This is a code-side safety net, not a replacement for clean asset exports. Clean GLB exports with merged meshes and fewer textures remain the preferred long-term path.
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This is a code-side safety net, not a replacement for clean asset exports. Clean GLB exports with merged meshes and fewer textures remain the preferred long-term path.
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@@ -255,7 +255,7 @@ Design/export should prioritize:
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1. Produce lower-poly `buisson`, `arbre`, `sapin`, and crop assets.
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1. Produce lower-poly `buisson`, `arbre`, `sapin`, and crop assets.
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2. Add LOD or billboard variants for far vegetation.
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2. Add LOD or billboard variants for far vegetation.
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3. Merge `generateur` meshes from 3152 primitives to a small number of material groups.
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3. Merge `generateur` meshes from 3152 primitives to a small number of material groups.
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4. Reduce `lafabrik` texture count and downscale flat/low-detail maps.
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4. Keep `lafabrik` exports texture-light, and merge repeated material primitives where possible.
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5. Merge `ecole` primitives because it uses a single material.
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5. Merge `ecole` primitives because it uses a single material.
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6. Prefer runtime `.glb` or compressed runtime textures when the pipeline supports it.
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6. Prefer runtime `.glb` or compressed runtime textures when the pipeline supports it.
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@@ -32,6 +32,8 @@ The loading progress in `HomePage` is monotonic:
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This prevents the overlay from jumping backward when nested loaders finish in a slightly different order.
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This prevents the overlay from jumping backward when nested loaders finish in a slightly different order.
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After the initial map boot is complete, late loading signals no longer reopen the full-screen loading overlay. Instead, `HomePage` shows the compact `AppLoadingIndicator` while the game remains visible. This is reserved for explicit runtime reload signals such as graphics preset changes, repair-state transitions, or late world loading events; chunk streaming intentionally does not drive this indicator.
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## World Composition
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## World Composition
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`src/world/World.tsx` is the main scene composer.
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`src/world/World.tsx` is the main scene composer.
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