12 Commits

Author SHA1 Message Date
Tom Boullay 7dff4a1238 feat(characters): populate residential zones
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2026-06-01 00:09:39 +02:00
Tom Boullay a8cd66dcaa fix(model): sync animated character textures 2026-05-31 23:59:36 +02:00
Tom Boullay 116746f838 fix(model): sync animated gerant textures 2026-05-31 23:45:36 +02:00
Tom Boullay a388c02ab3 fix(model): repair gerant materials 2026-05-31 23:36:54 +02:00
Tom Boullay 4b4162b7d2 tune(characters): adjust npc placement 2026-05-31 23:35:39 +02:00
Tom Boullay 4415faa1f1 chore(models): remove lafabrik old assets 2026-05-31 23:35:17 +02:00
Tom Boullay 4c5f08d772 fix(model): restore lafabrik window transparency 2026-05-31 23:07:24 +02:00
Tom Boullay 51569af7b8 feat(ui): add transient loading indicator
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2026-05-31 22:43:48 +02:00
Tom Boullay d26c676edf polish(ui): compact pause menu backdrop 2026-05-31 22:22:29 +02:00
Tom Boullay d3b4a55e71 fix(model): load lafabrik glb 2026-05-31 22:14:13 +02:00
Tom Boullay e212e4bbd5 update(model): use a glb
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2026-05-31 22:08:08 +02:00
Tom Boullay 39ec9feb0e fix(model): externalize lafabrik geometry buffer 2026-05-31 21:58:13 +02:00
197 changed files with 325 additions and 648 deletions
+2 -2
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@@ -84,11 +84,11 @@ This matters for `lafabrik`: adding `public/models/lafabrik-LOD/` is not enough
To add LOD support for a model:
1. Add the light model in `public/models/<name>-LOD/model.gltf`.
2. Keep the regular model in `public/models/<name>/model.gltf`.
2. Keep the regular model in `public/models/<name>/model.glb` or `public/models/<name>/model.gltf`.
3. Add the mapping in `src/data/world/mapLodConfig.ts`.
4. If the model uses a dedicated component, call `useMapLodModelPath()` in that component.
5. Preload both paths when the component is dedicated and uses `useGLTF.preload()`.
6. Verify the GLTF references: buffers, textures, opacity maps, and relative paths.
6. Verify the GLTF/GLB references: buffers, textures, opacity maps, and relative paths.
## Current LOD Models
+8 -8
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@@ -14,12 +14,12 @@ This document tracks the current map-rendering performance pass.
The first performance bottleneck was draw calls. Some assets were exported as many small GLTF primitives even when they used only a few materials.
| Model | Instances | Meshes / primitives | Notes |
| ---------------- | --------: | ------------------: | ---------------------------------------------------------------- |
| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
| `lafabrik` | 4 | 56 | Moderate draw calls, heavy 2048 texture set. |
| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
| Model | Instances | Meshes / primitives | Notes |
| ---------------- | --------: | ------------------: | ------------------------------------------------------------------------------------ |
| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
| `lafabrik` | 4 | 474 | High primitive count; current HD GLB has embedded geometry and no external textures. |
| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
`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.
@@ -34,7 +34,7 @@ Estimated source primitive count versus runtime merged groups:
| `generateur` | 3152 | 8 |
| `ecole` | 107 | 2 |
| `eolienne` | 118 | 8 |
| `lafabrik` | 56 | 14 |
| `lafabrik` | 474 | ~77 |
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.
@@ -255,7 +255,7 @@ Design/export should prioritize:
1. Produce lower-poly `buisson`, `arbre`, `sapin`, and crop assets.
2. Add LOD or billboard variants for far vegetation.
3. Merge `generateur` meshes from 3152 primitives to a small number of material groups.
4. Reduce `lafabrik` texture count and downscale flat/low-detail maps.
4. Keep `lafabrik` exports texture-light, and merge repeated material primitives where possible.
5. Merge `ecole` primitives because it uses a single material.
6. Prefer runtime `.glb` or compressed runtime textures when the pipeline supports it.
+2
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@@ -32,6 +32,8 @@ The loading progress in `HomePage` is monotonic:
This prevents the overlay from jumping backward when nested loaders finish in a slightly different order.
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.
## World Composition
`src/world/World.tsx` is the main scene composer.
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