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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/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-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/animation.md` | Animated, explodable, and reusable 3D model components |
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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` | 35m | 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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| Model | Instances | Meshes / primitives | Notes |
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| ---------------- | --------: | ------------------: | ---------------------------------------------------------------- |
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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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| `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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| Model | Instances | Meshes / primitives | Notes |
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| ---------------- | --------: | ------------------: | ------------------------------------------------------------------------------------ |
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| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
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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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| `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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@@ -34,7 +34,7 @@ Estimated source primitive count versus runtime merged groups:
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| `generateur` | 3152 | 8 |
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| `ecole` | 107 | 2 |
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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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@@ -158,9 +158,11 @@ Current runtime values:
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```txt
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chunkSize: 35
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loadRadius: 45
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unloadRadius: 45
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updateInterval: 350ms
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low load/unload radius: 10m / 18m
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medium load/unload radius: 20m / 30m
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high load/unload radius: 35m / 45m
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ultra load/unload radius: 50m / 65m
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updateInterval: 250ms
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fog near: 30
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fog far: 45
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```
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@@ -255,7 +257,7 @@ Design/export should prioritize:
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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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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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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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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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`src/world/World.tsx` is the main scene composer.
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@@ -72,22 +74,32 @@ It tracks:
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- `gameMapLoaded`: map data and visible map nodes settled
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- `gameStageLoaded`: Rapier gameplay stage mounted
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- `showGameStage`: true when the map is ready enough to mount gameplay content
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- `shadowsReady`: renderer, shadow lights, and scene matrices have been forced once after the scene is mounted
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- `gameplayReady`: true when map, stage, octree, and the shadow warmup are all ready
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- `gameplayReady`: true when map, stage, and octree are all ready
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The base game-scene readiness condition before the shadow warmup is:
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The game-scene readiness condition is:
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```ts
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showGameStage && gameStageLoaded && octree !== null;
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```
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After that condition is met, `SceneShadowWarmup` runs one final loading step:
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Shadows are configured once when `Lighting` mounts (renderer `shadowMap.enabled`, sun
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`shadow.autoUpdate = true`, bias and frustum from `SHADOW_CONFIG` in
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`src/data/world/lightingConfig.ts`). The shadow map then refreshes every frame and
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follows the player camera through the sun's `target`. The earlier `SceneShadowWarmup`
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step has been removed — the visible loading overlay no longer waits for a forced
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shadow refresh because `autoUpdate` covers steady-state rendering.
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```txt
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Activation des ombres -> Ombres prêtes -> Gameplay prêt
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```
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### Avoiding global scene remounts
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This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
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Heavy stage components (`GameStageContent`, `Player`, dialogues) load assets via
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`useGLTF`/`useTexture` without preload (e.g. `EbikeSpeedometer` calls `useTexture`
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when the bike mounts). To prevent any late suspension from bubbling up to the
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root `<Suspense>` boundary in `src/pages/page.tsx` and unmounting the entire
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world (which would trigger a redundant octree rebuild and shadow re-config), the
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game stage block and the spawn-player block are wrapped in their own
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`<Suspense fallback={null}>` boundaries inside `src/world/World.tsx`. Any new
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sibling that suspends late should be added inside one of these boundaries or get
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its own.
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The debug physics scene is ready when:
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@@ -20,3 +20,63 @@ If DevTools still opens a bundled file, stop the dev server, clear Vite's cached
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rm -rf node_modules/.vite
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npm run dev:three-debug
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```
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## Visual debug toggles
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The `Debug` folder of the runtime debug GUI exposes inspection toggles backed by
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`src/managers/stores/useDebugVisualsStore.ts`:
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- **Show Player Model** — renders the main character GLTF in front of the
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current camera (`src/components/debug/DebugPlayerModel.tsx`). The model is
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positioned in camera-local space so it stays visible regardless of pitch.
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- **Show Octree** — overlays the collision octree as colored line segments,
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one wireframe per spatial cell (`src/components/debug/DebugOctreeVisualization.tsx`).
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Cells are colored by depth. Use it to inspect collision precision around
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doorways or passages.
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- **Octree Max Depth** — caps how deep the octree visualization recurses
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(default 6). Increase to see leaf-level subdivisions; decrease to keep the
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scene readable when the tree is large.
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The octree visualization reads the live `Octree` instance from `World`. The
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mesh uses `depthTest: false` and a high `renderOrder`, so cells stay visible
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through opaque geometry.
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## Shadow rendering intermittence
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Shadows occasionally failed to render on initial load and could disappear
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mid-session even though the `Lighting` configuration ran to completion. The
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fix has two layers:
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### Per-frame refresh (steady state)
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The sun follows the camera, so its world matrix is dirty every frame. With
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`shadow.autoUpdate` alone, three.js can skip the shadow map re-render on a
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frame where the matrix update has happened but the renderer's internal dirty
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tracking does not pick it up. To prevent that, `Lighting.useFrame` sets
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`sun.shadow.needsUpdate = true` after the per-frame matrix updates. Shadow
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config is centralized in `src/data/world/lightingConfig.ts` (`bias=0`,
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`normalBias=0`, `cameraSize=95`).
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### Mount-time shadow map reallocation (`useShadowMapWarmup`)
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The merged static map and other GLTFs mount imperatively after `Lighting`,
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so the shadow render target ends up linked to a renderer state that pre-dates
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the final scene. Materials compiled at that point bake a "no shadow map"
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permutation into their shader program and silently fail to render shadows
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until a WebGL context-restore cycle (the kind triggered by Chrome DevTools
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in `?debug` runs) reallocates everything.
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`src/hooks/three/useShadowMapWarmup.ts` replays that cycle programmatically
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without the cost of a full context loss. It runs a `useFrame` watchdog that
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samples the scene mesh count every 6 frames; once the count has been stable
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for ~1 s (or after a 5 s safety cap), it:
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1. Disposes the directional light shadow map and nulls it. three.js
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reallocates the render target on the next render at the configured
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`mapSize`.
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2. Marks every material's `needsUpdate = true`, forcing a shader recompile
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that rebinds every program to the freshly created shadow sampler.
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3. Forces a single shadow pass and invalidates the renderer.
|
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|
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The watchdog runs once per mount and adds a single traversal every 6 frames
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during the warmup window, after which it self-terminates.
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Block a user