16 Commits

Author SHA1 Message Date
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
Tom Boullay 4a43083178 fix(ui): preserve site cookie on restart
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2026-05-31 21:45:55 +02:00
Tom Boullay efcbf9e972 polish(ui): refine pause settings menu 2026-05-31 21:42:59 +02:00
Tom Boullay f11ed67452 fix(model): reconnect lafabrik textures 2026-05-31 21:37:52 +02:00
Tom Boullay 3e7edcb1b7 docs(world): document map lod system
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2026-05-31 21:23:07 +02:00
Tom Boullay b9c5d0c563 feat(world): add lafabrik lod support 2026-05-31 21:22:48 +02:00
Tom Boullay ebdb72ce0d update(model): add lafabrik lod models 2026-05-31 21:22:24 +02:00
Tom Boullay 34c198ebfd feat(world): add map lod graphics presets 2026-05-31 19:03:55 +02:00
Tom Boullay 564a455520 update(model): add lod models
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2026-05-31 18:42:13 +02:00
Tom Boullay 2c2a90264d Merge branch 'develop' of https://git.fabrik.mathieu-chavanel.fr/math-pixel/La-Fabrik into develop
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2026-05-31 11:02:34 +02:00
Tom Boullay e02d06b8a5 Update hand_landmarker.task 2026-05-31 11:02:31 +02:00
math-pixel 1901075e3a Merge pull request 'Feat/polish-intro' (#11) from feat/polisth-intro into develop
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Reviewed-on: #11
2026-05-31 09:01:17 +00:00
1150 changed files with 1390 additions and 1416 deletions
+1
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@@ -152,6 +152,7 @@ WS ws://localhost:8000/ws
| `docs/technical/zustand.md` | Game, settings, and subtitle stores |
| `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals |
| `docs/technical/map-performance.md` | Map draw-call bottlenecks and optimization notes |
| `docs/technical/map-lod.md` | Runtime map LOD presets, paths, and workflow |
| `docs/technical/editor.md` | Editor implementation details |
| `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components |
| `docs/user/features.md` | Implemented feature inventory |
+119
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@@ -0,0 +1,119 @@
# Map LOD System
This document describes the runtime LOD system used by the production map.
## Goal
The map now supports two visual versions for selected models:
- the regular model in `public/models/<name>/`
- the lighter model in `public/models/<name>-LOD/`
The runtime chooses between those paths from the active graphics preset. This keeps nearby objects visually richer while reducing the cost of distant objects.
## Graphics Presets
Presets are configured in:
```txt
src/data/world/graphicsConfig.ts
```
Current behavior:
| Preset | Chunk load distance | Fog | LOD behavior |
| -------- | ------------------: | --- | ------------------------------------- |
| `low` | 10m | On | Always use `*-LOD` models |
| `medium` | 20m | On | Always use `*-LOD` models |
| `high` | Current default 50m | Off | Regular model up to 10m, then `*-LOD` |
| `ultra` | 50m | Off | Regular model up to 20m, then `*-LOD` |
The unload distance stays slightly larger than the load distance to avoid rapid mount/unmount flickering when the player stands near a boundary.
## Runtime Selection
LOD path mapping lives in:
```txt
src/data/world/mapLodConfig.ts
```
The main selector is `selectMapModelPathByDistance()`. It receives:
- the current camera distance
- the map model name
- the regular model path
- the active graphics preset
It returns either the regular path or the `*-LOD` path.
## Chunked Instanced Models
Repeated static assets are rendered through:
```txt
src/world/map-instancing/MapInstancingSystem.tsx
```
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.
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.
## Single And Generated Models
Single map nodes use:
```txt
src/hooks/world/useMapLodModelPath.ts
src/world/GameMap.tsx
```
Some named map objects are rendered through dedicated generated components instead of the generic `GameMap` path. Those components must call `useMapLodModelPath()` directly.
Current dedicated generated components with LOD support:
```txt
src/components/three/world/EcoleModel.tsx
src/components/three/world/LaFabrikMapModel.tsx
```
This matters for `lafabrik`: adding `public/models/lafabrik-LOD/` is not enough by itself. The component must also be connected to `useMapLodModelPath()`.
## Adding A New LOD Model
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.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/GLB references: buffers, textures, opacity maps, and relative paths.
## Current LOD Models
The current explicit LOD mappings are:
```txt
ebike
eolienne
pylone
boiteimmeuble
ecole
immeuble1
lafabrik
maison1
panneauaffichage
talkie
```
## Regression Risks
The most common failure modes are:
- the `*-LOD` folder exists but is missing from `mapLodConfig.ts`
- a dedicated generated component keeps a hardcoded model path
- GLTF references point to textures that were renamed during export
- a model is added to LOD config but does not spawn through `GameMap` or `MapInstancingSystem`
Before committing model changes, validate both the regular and LOD folders for missing GLTF refs.
+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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