Files
La-Fabrik/README.md
T
2026-04-14 08:59:36 +02:00

506 lines
15 KiB
Markdown

# La-Fabrik
An interactive 3D web experience for La Fabrik Durable — a low-tech repair and transformation service in Altera, a post-capitalist city rebuilt in 2039. Players step into the role of a newly onboarded technician and experience a day at the service: repairing an e-bike, fixing a power grid, and upgrading a vertical farm's irrigation system.
Built with React, Three.js, and Vite. Runs in the browser, no installation required.
## 📦 Tech Stack
### Build & Language
| Package | Doc |
| -------------------------------------------------- | ------------------------------------ |
| [TypeScript](https://www.typescriptlang.org/docs/) | https://www.typescriptlang.org/docs/ |
| [React](https://react.dev/learn) | https://react.dev/learn |
| [Vite](https://vite.dev/guide/) | https://vite.dev/guide/ |
| [ESLint](https://eslint.org/docs/latest/) | https://eslint.org/docs/latest/ |
| [Prettier](https://prettier.io/docs/) | https://prettier.io/docs/ |
### 3D Engine
| Package | Doc |
| ----------------------------------------------------------------------------------------- | ---------------------------------------------- |
| [Three.js](https://threejs.org/docs/) | https://threejs.org/docs/ |
| [@react-three/fiber](https://docs.pmnd.rs/react-three-fiber/getting-started/introduction) | https://docs.pmnd.rs/react-three-fiber |
| [@react-three/drei](https://pmndrs.github.io/drei) | https://pmndrs.github.io/drei |
| [@react-three/rapier](https://rapier.rs/docs/) | https://rapier.rs/docs/user_guides/javascript/ |
| [@react-three/postprocessing](https://github.com/pmndrs/postprocessing) | https://github.com/pmndrs/postprocessing |
| [GSAP](https://gsap.com/docs/v3/Installation/) | https://gsap.com/docs/v3/ |
### Performance & Effects
| Package | Doc |
| --------------------------------------------------------------------------- | --------------------------------------------------------- |
| [r3f-perf](https://github.com/utsuboco/r3f-perf) | https://github.com/utsuboco/r3f-perf |
| [AnimationMixer](https://threejs.org/docs/#api/en/animation/AnimationMixer) | https://threejs.org/docs/#api/en/animation/AnimationMixer |
## 🗂 Project Structure
```
la-fabrik/
├── public/
│ ├── models/
│ │ ├── map/ # Base map — loaded once at start
│ │ ├── workshop/
│ │ ├── powerGrid/
│ │ └── farm/
│ ├── textures/
│ └── sounds/
└── src/
├── world/ # Single persistent 3D world
│ ├── Map.tsx # Base map, always mounted
│ ├── Lighting.tsx # Ambient, directional, point lights
│ ├── Environment.tsx # HDRI, fog, sky
│ ├── PostFX.tsx # Bloom, SSAO, chromatic aberration
│ ├── zones/ # Spatial zones — LOD per zone
│ │ ├── WorkshopZone.tsx
│ │ ├── PowerGridZone.tsx
│ │ ├── FarmZone.tsx
│ │ ├── SchoolZone.tsx
│ │ └── ResidentialZone.tsx
│ └── player/
│ ├── FPSController.tsx # PointerLockControls + Rapier movement
│ └── Crosshair.tsx
├── components/
│ ├── 3d/ # Shared reusable 3D elements
│ │ └── InteractiveObject.tsx # Raycasting + outline wrapper
│ └── ui/ # HTML overlays — outside Canvas
│ ├── NarrativeOverlay.tsx # Floating dialogues
│ ├── MissionHUD.tsx # Current objective
│ ├── MapHUD.tsx # Minimap
│ ├── CinematicBars.tsx # GSAP black bars
│ └── LoadingScreen.tsx # Asset progress
├── stateManager/ # All logic, state, orchestration
│ ├── GameManager.ts # Single source of truth: phase, zone, mission
│ ├── CinematicManager.ts # GSAP timelines, camera lock/unlock
│ ├── AudioManager.ts # Music, SFX, spatial audio
│ └── ZoneManager.ts # Zone detection, LOD triggers
├── hooks/ # React hooks — thin wrappers on managers
│ ├── useGameState.ts # Subscribes to GameManager
│ ├── useZoneDetection.ts
│ ├── useInteraction.ts
│ ├── useCinematic.ts
│ ├── useAudio.ts
│ └── useLOD.ts
├── data/
│ ├── zones.ts # { id, position, radius, missionId }
│ ├── dialogues.ts # Narrative scripts, PNJ states
│ └── missions.ts # Mission definitions, steps
├── shaders/
│ └── hologram/
│ ├── vertex.glsl
│ └── fragment.glsl
├── utils/
│ ├── Debug.ts # lil-gui panel
│ ├── EventEmitter.ts # Simple pub/sub for manager-to-manager events
│ └── Dispose.ts # traverse() + dispose() helper
├── App.tsx # Canvas + UI superimposed
└── main.tsx
```
## 🏗 Architecture Patterns
The project uses **two complementary patterns**:
- **Singleton service classes** for orchestration and side effects
- **Declarative React components** for all 3D scene objects
This distinction is intentional. Scene elements such as the map, lights, environment, zones, and player are implemented as **React Three Fiber components** and mounted through `<Canvas>`.
Global systems such as gameplay flow, cinematics, audio, and debug tooling are implemented as **manager classes**.
Consistency matters, but the codebase does **not** force the same lifecycle pattern on scene components and global services.
---
### 1. Singleton Pattern for Global Managers Only
Only cross-cutting services use the singleton pattern.
Examples:
- `GameManager`
- `CinematicManager`
- `AudioManager`
- `ZoneManager`
- `Debug`
- `EventEmitter`
These services must exist once, be accessible from anywhere, and coordinate the experience globally.
```ts
// stateManager/GameManager.ts
export class GameManager {
private static _instance: GameManager | null = null;
cinematic!: CinematicManager;
audio!: AudioManager;
zone!: ZoneManager;
static getInstance(): GameManager {
if (!GameManager._instance) {
GameManager._instance = new GameManager();
}
return GameManager._instance;
}
private constructor() {
this.cinematic = CinematicManager.getInstance();
this.audio = AudioManager.getInstance();
this.zone = ZoneManager.getInstance();
}
destroy(): void {
this.cinematic.destroy();
this.audio.destroy();
this.zone.destroy();
GameManager._instance = null;
}
}
```
Usage:
```ts
const game = GameManager.getInstance();
game.startMission("workshop");
```
**Important:** scene objects such as `Map`, `WorkshopZone`, `Lighting`, or `Environment` are **not** singletons and must remain standard React components.
---
### 2. Scene Objects Are React Components, Not Manager Classes
All 3D scene objects are implemented as **declarative React components**.
This includes:
- maps
- lights
- environments
- player controllers
- zones
- interactive props
- postprocessing layers
This keeps the code aligned with the R3F runtime instead of rebuilding a parallel imperative engine.
Example:
```tsx
// world/zones/WorkshopZone.tsx
import { useEffect, useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";
export function WorkshopZone() {
const root = useRef<THREE.Group>(null);
const gltf = useGLTF("/models/workshop/ebike.glb");
const mixer = useRef<THREE.AnimationMixer | null>(null);
useEffect(() => {
mixer.current = new THREE.AnimationMixer(gltf.scene);
return () => {
mixer.current?.stopAllAction();
mixer.current = null;
};
}, [gltf.scene]);
useFrame((_, delta) => {
mixer.current?.update(delta);
});
return <primitive ref={root} object={gltf.scene.clone()} />;
}
```
Per-frame values such as movement, interpolation, camera smoothing, and physics must stay in:
- `useRef`
- `useFrame`
- Rapier bodies
- other frame-based systems
They must **never** go through React state.
---
### 3. Single Source of Truth for Durable Gameplay State
The project uses a single authoritative `GameManager` for durable gameplay state.
React components subscribe to that state through thin hooks.
Other managers communicate through `GameManager`, which acts as the main gameplay orchestrator.
High-frequency values such as movement, camera interpolation, or physics never go through React state and stay in refs or frame-based systems.
```ts
// stateManager/GameManager.ts
type Phase = "loading" | "intro" | "exploring" | "cinematic" | "outro";
type ZoneId = "workshop" | "powerGrid" | "farm" | null;
type GameSnapshot = {
phase: Phase;
activeZone: ZoneId;
missionId: string | null;
missionStep: number;
inputLocked: boolean;
dialogueId: string | null;
};
export class GameManager {
private static _instance: GameManager | null = null;
private listeners = new Set<() => void>();
private state: GameSnapshot = {
phase: "loading",
activeZone: null,
missionId: null,
missionStep: 0,
inputLocked: false,
dialogueId: null,
};
static getInstance(): GameManager {
if (!GameManager._instance) {
GameManager._instance = new GameManager();
}
return GameManager._instance;
}
getState(): GameSnapshot {
return this.state;
}
subscribe(listener: () => void): () => void {
this.listeners.add(listener);
return () => this.listeners.delete(listener);
}
private emit(): void {
this.listeners.forEach((cb) => cb());
}
setPhase(phase: Phase): void {
this.state.phase = phase;
this.emit();
}
setActiveZone(zone: ZoneId): void {
this.state.activeZone = zone;
this.emit();
}
startMission(id: string): void {
this.state.missionId = id;
this.state.missionStep = 0;
this.emit();
}
}
```
```ts
// hooks/useGameState.ts
import { useEffect, useState } from "react";
import { GameManager } from "@/stateManager/GameManager";
export function useGameState() {
const game = GameManager.getInstance();
const [state, setState] = useState(game.getState());
useEffect(() => {
return game.subscribe(() => {
setState({ ...game.getState() });
});
}, [game]);
return state;
}
```
This keeps the architecture simple:
- **GameManager** owns durable gameplay state
- **other managers** handle side effects
- **React components** render that state
- **R3F frame systems** handle fast-changing values
---
### 4. Side Effects Stay in Specialized Managers
Managers other than `GameManager` should not become secondary state stores.
Their role is to manage side effects and specialized runtime logic, such as:
- GSAP timelines
- audio playback
- zone entry detection
- interaction triggers
- camera lock/unlock
- temporary event coordination
They can read from `GameManager`, react to its state, or notify it of important transitions.
Example flow:
```text
Component / Hook
GameManager.getInstance()
├── startMission('workshop')
├── cinematic.play('intro_workshop')
├── audio.playAmbience('workshop')
└── zone.setActive('workshop')
```
This keeps the dependency graph understandable while avoiding duplicated durable state.
---
### 5. Memory Management — Dispose Only What You Own
GPU memory must be cleaned carefully.
However, the project does **not** blindly deep-dispose every object on unmount.
Only resources explicitly created and owned by the current component or manager should be disposed.
This includes things like:
- custom materials
- render targets
- postprocessing passes
- manually created geometries
- manually created textures
- temporary clones with owned resources
Shared or cached assets must **not** be blindly disposed.
```ts
// utils/Dispose.ts
import * as THREE from "three";
export class Dispose {
static material(material: THREE.Material): void {
for (const value of Object.values(material)) {
if (value instanceof THREE.Texture) {
value.dispose();
}
}
material.dispose();
}
static mesh(mesh: THREE.Mesh): void {
mesh.geometry?.dispose();
const materials = Array.isArray(mesh.material)
? mesh.material
: [mesh.material];
for (const material of materials) {
if (material) this.material(material);
}
}
static renderTarget(rt: THREE.WebGLRenderTarget): void {
rt.texture.dispose();
rt.dispose();
}
}
```
Example usage:
```ts
useEffect(() => {
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
});
meshRef.current.material = material;
return () => {
Dispose.material(material);
};
}, []);
```
**Rule:** disposal is ownership-based, not automatic and not blind.
---
### 6. Debug Utility
The debug panel can be activated by appending `?debug` to the URL:
`http://localhost:5173?debug`
All debug logic is centralized in `Debug.ts`.
Do not scatter debug checks across the codebase.
```ts
// utils/Debug.ts
import GUI from "lil-gui";
export class Debug {
private static _instance: Debug | null = null;
readonly active: boolean;
gui: GUI | null = null;
static getInstance(): Debug {
if (!Debug._instance) Debug._instance = new Debug();
return Debug._instance;
}
private constructor() {
this.active = new URLSearchParams(window.location.search).has("debug");
if (this.active) {
this.gui = new GUI({ title: "La-Fabrik Debug" });
}
}
destroy(): void {
this.gui?.destroy();
Debug._instance = null;
}
}
```
Usage:
```ts
const debug = Debug.getInstance();
if (debug.active) {
debug.gui!.add(params, "bloomIntensity", 0, 3).name("Bloom");
}
```
## 🚀 Getting Started
```bash
git clone https://github.com/La-Fabrik-Durable/La-Fabrik.git
cd La-Fabrik
npm install
npm run dev
```
Open `http://localhost:5173` — standard experience.
Open `http://localhost:5173?debug` — debug panel + r3f-perf overlay.
## 📜 License
See [LICENSE](./LICENSE) file.