Tom Boullay 134c0aecb7
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fix(world): reallocate shadow map after Suspense + clear LaFabrik doorway
Shadows occasionally failed to render on initial load and the Fabrik
doorway sometimes blocked the player. Both issues are tracked down to
geometry that mounts after Lighting:

- Shadows: GLTFs and the merged static map mount imperatively after
  Lighting, so materials get compiled against a renderer state that
  pre-dates the final scene and bake a 'no shadow map' permutation,
  silently dropping shadows. A WebGL context-restore cycle fixes it,
  but is too invasive. New 'useShadowMapWarmup' hook replays it
  cheaply: once the scene mesh count has been stable for ~1s, it
  disposes the directional shadow map (three.js reallocates it on
  the next render) and marks every material 'needsUpdate' so shaders
  rebind to the freshly created shadow sampler.
- Doorway: the door slab + its Solidify-modifier frame (children of
  the 'Thicken' parent in the LaFabrik GLTF) sat inside the doorway
  AABB and prevented the player from walking through. Stripped from
  the collision octree alongside the existing 'porte' slab; visual
  rendering is unaffected.

Also: extract sun-relative-to-camera placement into a small helper,
remove the temporary diagnostic logs, and document the shadow warmup
in three-debugging.md.
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La-Fabrik

La-Fabrik is an interactive 3D web experience built with React, Vite, Three.js, React Three Fiber, Rapier, GSAP, MediaPipe, and Zustand.

The current prototype puts the player in a repair-oriented world where they progress through a short mission chain: intro, e-bike repair, power pylon repair, vertical farm repair, then outro. The project also includes a local editor for map, dialogue, subtitle, and cinematic data.

Current Scope

  • Playable fullscreen 3D scene at /
  • Production map loaded from public/map.json
  • Progressive map/model/collision/stage loading overlay
  • Player controller with pointer lock, ZQSD movement, jump, octree collision, trigger input, and grab input
  • Reusable repair-game flow for ebike, pylon, and farm
  • Repair case animation, exploded model scan, broken-part markers, grabbable replacements, snap-to-placeholder placement, install validation, reassembly, and completion
  • Shared interaction system for trigger and grab objects
  • Rapier physics for gameplay objects while the player keeps a Three.js octree collision controller
  • Hand tracking through either a local Python WebSocket backend or browser-side MediaPipe
  • Category-based audio manager for music, SFX, and dialogue
  • Dialogue manifest, SRT subtitles, subtitle overlay, and dialogue queueing
  • Cinematic manifest with GSAP camera keyframes and optional dialogue cues
  • In-game settings menu for volumes, subtitles, and subtitle language
  • Debug mode with ?debug, lil-gui controls, game-state panel, hand-tracking panel, debug camera, physics playground, and R3F perf
  • /editor route for map transforms, SRT editing, dialogue manifest editing, cinematic manifest editing, preview, validation, export, and dev-server saves
  • /docs route that renders the repository documentation inside the app

Routes

Route Purpose
/ Playable 3D experience
/?debug Playable scene with debug GUI and overlays
/editor Local map, dialogue, subtitle, and cinematic editor
/gallery 3D model gallery for browsing project assets
/docs In-app documentation index

Tech Stack

Area Packages
App React 19, TypeScript, Vite, TanStack Router
3D Three.js, React Three Fiber, drei
Physics and animation @react-three/rapier, GSAP, Three.js AnimationMixer
State Zustand, custom singleton managers where imperative runtime objects are needed
Hand tracking @mediapipe/tasks-vision, optional FastAPI backend
Docs react-markdown, remark-gfm
Quality ESLint, Prettier, TypeScript project build

Project Structure

.
|-- backend/                         # Optional Python hand-tracking backend
|-- docs/
|   +-- technical/                   # Architecture and implementation notes
|   +-- user/                        # Feature and user-facing guides
|-- public/
|   +-- assets/                      # UI videos, PDFs, logos, world videos
|   +-- cinematics.json              # Runtime cinematic manifest
|   +-- map.json                     # Runtime/editor map data
|   +-- models/                      # GLTF/GLB assets resolved by model folder name
|   +-- sounds/                      # Music, SFX, dialogue audio, SRT subtitles
|-- src/
|   +-- components/
|   |   +-- docs/                    # In-app docs layout and renderer
|   |   +-- editor/                  # Editor panels and editor scene
|   |   +-- three/                   # R3F components by domain
|   |   +-- ui/                      # HTML game/debug overlays
|   +-- controls/                    # Editor fly/player-style controls
|   +-- data/                        # Static tuning/config per domain
|   +-- hooks/                       # React hooks by domain
|   +-- lib/                         # Browser hand-tracking helpers
|   +-- managers/                    # Audio, interaction, and Zustand stores
|   +-- pages/                       # Route-level pages
|   +-- providers/                   # Docs and hand-tracking providers
|   +-- routes/                      # Lazy route wrappers
|   +-- types/                       # Shared domain types
|   +-- utils/                       # Core, map, editor, dialogue, subtitle, Three helpers
|   +-- world/                       # Production/debug world composition and player
`-- vite.config.ts                   # Vite config plus local editor save endpoints

Getting Started

Install and run the frontend:

npm install
npm run dev

Open:

http://localhost:5173

Useful local URLs:

http://localhost:5173/?debug
http://localhost:5173/editor
http://localhost:5173/gallery
http://localhost:5173/docs

Run checks:

npm run typecheck
npm run lint
npm run format:check
npm run build

Regenerate runtime map data after editing public/map_raw.json that came from the hierachy node of the model Blocking.gltf:

npm run map:transform

Optional Hand-Tracking Backend

The app can use the local Python backend, but the default debug source is browser-side MediaPipe.

python3.11 -m venv backend/.venv
source backend/.venv/bin/activate
python -m pip install --upgrade pip
python -m pip install -r backend/requirements.txt
python backend/download_model.py
python -m backend.main

Backend endpoints:

GET http://localhost:8000/health
WS  ws://localhost:8000/ws

Documentation Index

File Purpose
docs/technical/architecture.md Current runtime architecture
docs/technical/scene-runtime.md Scene loading, world composition, and player spawn gates
docs/technical/repair-game.md Repair-game implementation and state flow
docs/technical/interaction.md Trigger, grab, focus, and hand-grab system
docs/technical/target-architecture.md Intended medium-term architecture direction
docs/technical/audio.md Music, SFX, dialogue, subtitles, and editor validation
docs/technical/hand-tracking.md Webcam, backend/browser MediaPipe, glove, and gesture flow
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
docs/user/main-feature.md User-facing repair-game walkthrough
docs/user/editor.md Editor user guide
docs/user/gallery.md Model gallery user guide
docs/code-review-preparation.md French code-review preparation support

Current Caveats

  • This is still a prototype, not a complete game runtime.
  • useRepairMovementLocked() locks player movement during focused repair steps and drives the repair movement indicator.
  • Production editor persistence does not exist. Save endpoints in vite.config.ts are local Vite dev-server helpers.
  • The player uses octree collision while gameplay objects use Rapier. Keep that boundary deliberate unless the whole player controller is migrated.

License

See LICENSE.

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