INDEX

September 20, 2026

Build

texture auditing

  • reorganized texturehouse2
  • ingested office and street geometry
  • ingesting should pickup on and separate changes to a shared texture per location

September 18, 2026

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drone model simplified

  • drone model went from 257 triangles to 139. With 100 drones thats 25700 triangles down to 13900 triangles. this was done the same way the wood chairs were simplified, take the triangle prisms, remove one node from each end but dont keep it coplanar and connect the 4 nodes, creating 4 triangles that fill a space. Each leg segment went from 6 triangles to 4 triangles.

Model

desk

  • desk in street has all textures prepared (except for the drawers texture needs to be reworked) and copied same desk into garden district and worldsjs.

Website

worldsjs desktop & Edifice1

  • added a desktop ontop of desk in the worldsjs location
  • libreworlds neocities site is live on the worldsjs desktop
  • changed background
  • renamed catalyst to Edifice1

Build

desktop.js

  • 750 lines that define everything that each desktop shares like the draggable and resizable windows, icons, taskbar, etc are all stored in desktop.js. each location then has its own html that injects its own alterations to become its own desktop

September 17, 2026

Build

worldsJS, visit play and enter modes

  • added WorldsJS new location
  • visit mode (/engine?visit=LOCATION) brings the player to that locations page, the legacy method, used for portfolio now
  • play mode (/engine?play=LOCATION) brings the player to that locations desktop
  • enter mode (/engine?enter=LOCATION) brings the player to that location

Website

settings icon, visit mode

  • each desktop gets a settings icon which opens settings.html to display the controls and allows rebinding

September 16, 2026

Build

blueDrink blue effect, drinking fountain and markers.glb

  • after consuming blueDrink the players body has a drink Flush, a shader patch welded and ripples across the players body and across the screen
  • drinking fountain added to markers, replenish hydration here at same rate as standing in a fountian
  • new system at placing markers. now items, doors, chairs and drinkingFountains have a marker to locate them in the world

Website

save button fix

  • fixed the save button. now name prompt appears as a window in the center of the screen

September 15, 2026

Build

blueDrink shatter, player footstep sounds, printer.js

  • blueDrink shatter effect when consumed
  • testing player footstep sounds with stone material
  • testing printer system

Website

pumproom and chrome change

  • changes to desktop chrome styling, looks good when on the iframe preview
  • pumproom is now a desktop

September 14, 2026

Build

Hydration, items and material tracking

  • Added blueDrink, first item collected by the player. Lots of reworking for the position of the item when in hand.
  • This caused me to fix the sliding animation, to reposition the neck pivot so to not see the chest when turning around
  • Added hydration bar to give the blueDrink a purpose. Running and sprinting lowers this bar and drinking the blueDrink replenishes.
  • Materials the player is walking on is tracked, right now to know when a player is in water to replenish hydration but soon for footstep sound effects

Website

Settings tools overlap

  • changes to the desktop layout

September 13, 2026

Build

Texture House Official

  • Added a texture house for my own collection, all home made. Meant to be linked on portfolio website

Website

Settings tools overlap

  • during the hammer and wrench spin they overlap to appear like they are together in 3D space

September 12, 2026

Website

hammer gif

  • added hammer.gif to settings button on index

Build

mobile controls

  • sprinting and crouch / slide on mobile

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hitch in the hallway fixed

  • hallway hitch fixed

September 11, 2026

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desktop lag fix when rotating camera

  • attempts to fix many small hitches when first entering into the game

September 10, 2026

Website

log and settings button

  • added log.gif for log button on index
  • added settings.gif for settings button on index
  • minimizing a window on the desktop will place the window in chrome
  • tooltip (small title for the element currently hovering over) altered so to appear more quickly

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axon optimization

  • axon on the desktop optimized by droppiong the frame rate when outside of the desktop and stopped having it "compile a second shader"

September 9, 2026

Website

textureHouse

  • textureHouse sources from the in game texture folder

Model

homemade textures

  • began brewing homemade textures for street because of its common textures. swapping out textures like the ac unit, wall outlet and light switch all coming from product pages for textures I made myself

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ktx2 testing

  • as a method to satisfy the "not downloadable directly" specification sutc terms I am testing ktx2 texture compressing
  • this method works for websites that give this kind of terms, other textures taken from product pages wont work and shoud be replaced
  • IN OTHER WORDS, MAKE AS MANY OF YOUR OWN TEXTURES AS POSSIBLE AND USE SUTC AS PLACEHOLDER
  • PLAYERS WILL ONLY BE ABLE TO USE HOME MADE TEXTURES IN THEIR OWN COLLECTION

September 8, 2026

Website

desktop

  • continued styling
  • continued reorganizing
  • fixed axon and chair spawn

September 7, 2026

Website

desktop

  • updated all locations with the desktop page
  • lots of styling
  • reorganized the file structure with a locations folder

September 6, 2026

Website

desktop

  • loading.html
  • styling

September 5, 2026

Website

desktop

  • axon.html
  • styling

September 4, 2026

Website

title and desktop testing

  • altered titles text, reverted to something simpler
  • testing on desktopcamp.html if i can have each location desk show a desktop with individual windows, each window would be its own html, like scoreboard.html or gallery.html along with the given locations project html

September 3, 2026

Build

Player animation and chair collision

  • changed chair collision to a cube not a cylinder
  • player falling animation when jumping

Website

index and log.html

  • changed chair collision to a cube not a cylinder
  • player falling animation when jumping
  • moved drafting room content to log.html
  • chrome bar scales up when opened on mobile

September 2, 2026

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Office Desk Screens & chair collision

  • Fixed hitching when walking through office and the desk screens load in
  • Reworked chair collision to not be so choppy and simplified chair collision geometry

Build

desk markers

  • Desk Markers now per area, not location

August 26, 2026

Website

Title, chrome and scoreboard

  • Restyled title, tuned chrome and added scoreboard pulldown to the chrome
  • Start "new game" which removes player from all scoreboards and starts fresh
  • per location score

August 25, 2026

Build

desks.glb, crouch tuning, projectile collision & secret desktop

  • new method at loading desks, using same method as the chairs and the doors
  • crouching shifts camera further down and fixed vaulting crouching
  • projectile collide with the doors collision again & fixed collision with glass materials
  • tuning the SecretDesktop to act like the location desktop but it doesnt save its location. New desktop class "SecretDesktop"

Website

desk Chrome

  • Bar at the top of each page that is owned by the game, not the current pages html. Called Chrome, derived "from cars. Chrome trim — the shiny strips on a bumper or grille that aren't the engine or the body, just the finish around it."

August 24, 2026

Website

Texture House

  • new method at collecting textures. Prepare and upload texture to neocities, run sync.command for mac or sync.bat for win, enter source at prompt

Model

SketchUp Organization

  • Placing locations within the worldBuilder and establishing a standard for SketchUp organization

Build

door.glb

  • new method at loading doors. No longer hard coded but instead loads in each door from a "(areaName)Doors.glb" file given to each area. Add "M" at the end of each door instance to flip

August 21, 2026

Build

interior lights

  • interior lights have a spotlight baked into the scene
  • altered the overall brightness of the interior

Model

camp terrain

  • camps triangulated terrain

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pumproom hitch

  • the page loading in when entering the pumproom causes a hitch, major on mobile, fixed by loading in loading screen and hidden

August 20, 2026

Build

sliding & breakable vent

  • player sliding animation and momentum
  • breakable vent

Model

camp terrain & bathroom lights / vents

  • camps triangulated terrain
  • lights and vents added to restroom

August 19, 2026

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desks, player shadow and door

  • Desk instances — 21 office desks were having their positions recalculated and re-sent to the GPU every frame. They never move. Now it checks whether the list of visible desks changed; if not, it does nothing.
  • Desk cursor — every desk in the room was firing a raycast to check if you were looking at it, then checking distance afterward. Now it checks distance first, so only the desk you're near does any real work.
  • Still doors — every closed door was re-writing its own rotation every frame, which forces the engine to recompute its transforms. Now a door that isn't moving is skipped, and the door collision boxes only rebuild when a door has actually moved.
  • Door hit — the crosshair was raycasting the door twice: once to find it, once more to measure how far away it was. Now it raycasts once and keeps both answers. Also replaced a search loop with a lookup table.
  • Player shadow — to draw your shadow, the renderer was being handed the entire world and walking every object in it, just to find the two that matter (your body and head). Now it's handed a tiny scene containing only those two.

Build

sun glint

  • glint appearance tuning

August 18, 2026

Build

static shadows, sun glint and water geometry

  • shadow tuning is shared among locations
  • sun glint on the water alterations
  • water geometry changed to a single plane so it doesn't interfere with the skybox. new fogging system when underwater now that its one plane

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shadows

  • far and near map tunings. each get their own toggle in the in-game debug
  • door shadow stale pose doesn't rerender constantly

August 17, 2026

Build

static shadow broken

  • cant fix shadows, acne continues and kept over complicating the shadow system

August 16, 2026

Build

static shadow double rebuild fix

  • all of the static shadows were glitching when a location was opened on a page with an axon because it would rebuild the same shadows on the same geometry twice.

Model

camp treeline

  • took multiple attempts at treeline pictures, panorama from an iphone worked best

August 15, 2026

Build

Sun, sun reflections & animation speed

  • sun is no longer an object wihin the 3d space but a part of the skybox
  • sun reflections on the water altered
  • animation speed from the first desktop animation fixed

August 14, 2026

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Axon window lag

  • axon window lag fixes but it seems like chnaging the quality settings made the biggest change. high really struggles on the laptop

Build

alpha materials & lake shoreline segments

  • changed the method alpha materials are handled, now uses the ingest tool. so the old "loadTransparencyModel" and "loadTreelineModel" are removed back when you were using transprency.glb models. this should be a save on cpu on startup
  • corners of foam ribbon mitre to continue the shoreline seamlessly

August 13, 2026

Website

Axon window, url replaceState, & engine menu

  • finished up the axon view. uses the same setup as the island view and can be recreated in other pages
  • url replaceState puts the page's path in the bar while it's open on a desk screen.
  • a pins the document base url to engine.html's folder so assets don't re-resolve.
  • visting locations.run/engine directs to the main menu. testing for game route

August 12, 2026

Build

Swimming & Titleblock

  • when in the water up to your shoulders the player beings to swim
  • visibility changes when underwater
  • Title appears in the middle of screen when entering a location with its own area trigger so it can occur not at load but at a controlled time

Website

Gallery & axon

  • added a gallery class in webpage.css and a gallery.js that automatically fetches images from the "gallery" folder within the given location directory
  • a method to display the model quickly when the page is opened

August 11, 2026

Build

Ocean waves

  • got oceans waves to appear good enough for now

August 10, 2026

Build

Ocean foam & tide

  • worked on the beach rising and lowering and lining up the foam at where the ocean meets the geometry
  • save and load considers location now

August 9, 2026

Build

computers spawn & beach location

  • computers now spawn and despawn depending on the current location
  • beach location added

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static refit

  • static near map refit was causing lag until i pass the first snapgrid.

August 7, 2026

Build

ocean building & debug

  • removed ocean.gltf, ocean is now defined by the height from the loctions systems
  • toggles for office computers and drones
  • gsmConfig to easily access game state configurations
  • gameStateManager refactored to gsm and gsmConfig to easily access the games configurations

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supplemental desktops

  • supplemental desktops no longer use iframe previews on the screens

Model

Camp

  • Added a new camp location closer to water

August 6, 2026

Website

Index borders

  • Messed around with the index borders

Build

fountain mist scaling & sun glinting on water

  • fountain mist scales based on sized of fountain
  • sun glint on water refelctions

August 5, 2026

Website

loading registry %

  • added percentages for each of the loading bars and a new bar displaying the overall loading progress

Build

score system and repo cleanup

  • new score system. need more work on this, just making it exist for now
  • major repo cleanup

August 4, 2026

Website

removed toggles

  • removed sun adapt and sun flare toggle in settings because theyre pretty well optimized

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elevator instanced

  • instanced the elevator to reduce draw calls

Build

tab back stutter attempt, WASPS & flesh bar

  • the long lived bug where clicking off the game and clicking back sometimes would cause stuttering, particuallry when looking at heavy geometry was almost fixed using "__perf.nudge()" but it was actually opening the devTools. So this is a browser problem
  • swapped out placeholder drones with wasp model with animated wings
  • Flesh bar added along with UI module for additional player status display

August 3, 2026

Build

door static shadow fix, drone culling, supplemental desktop update

  • door shadow no longer a part of static map
  • snapgrid now 128 on all quality settings. this was the problem with the plant shadows not appearing, because the snapgrid is what tells the game to rerender the shadows, and if the reach is inside of the snapgrid then the shadows will not appear next to the player. IE update the shadow map more often. NEED TO CHECK ON LATOP
  • drones dont pop into existance so obvious anymore
  • supplemental computers only zoom in, doesnt cut to a fullsreen
  • pump room dims and lights correctly based on its area

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adapt hitch fix, drone instancing, tiny hitch when entering garden fixed

  • fixed adaptation hitch, completly removed bloom
  • tiny hitch when entering garden was not shadows or the drones spawning in but an issue with the prewarm being discarded and reloaded
  • instanced the drone and the drones shadows to cut down on draw calls
  • culling now ON for doors and chairs, reducing the draw calls greatly
  • garden is loaded but visible=false until in hallway
  • stagger the supplemental desks iframes, removing the lag spike when first entering

Website

subtitle updated, loading bars more accurate

  • subtitle text shifted down and container extended down
  • loading bars more accurate

August 2, 2026

Build

Shadow and debug

  • attempt to fix shadow hitch, decided my laptop is meant to be a medium tier machine
  • new debug reading the cpu and gpu usage in real time

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Door collision

  • lag from when using a door fixed by reducing collision geometry to the door's bounding box
  • swapped drone shadows for blob jpgs

July 25, 2026

Build

Fountain projection & island flight speed

  • upwards projection now at the each fountains center
  • island flight speed lowered, fullscreen button added and camera positioned closer
  • snapgrid visual debug

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Fountain mist & shadow map mobile

  • foutnain mist
  • all shadow maps (shadow resolution / sharpness) reduced for mobile. this was the cause of the "memory pressure" closing the tab automatically

July 24, 2026

Build

Screen hide behind foliage and mobile island controls

  • iframe previews hide if a foliage texture is between the player and the screen
  • can now fly around island on mobile

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Shadows

  • Currently garden loads on entry to remove hitch when walking from office to hallway
  • with all shadows off and only static shadows on the doors dont lag, which means a lot of this lag when in-game is caused by the not so well tuned dynamic shadows from the doors, player and drones.

Model

Street and Garden District

  • Added street to the locations list
  • Added more vegetation to garden districts foliage model

July 23, 2026

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Static Shadows

  • Both far and near shadow map load on entry. far map freezes and never rerenders, cover whole location (all areas in the location) near (sharp) map re-centers and re-bakes when crossing the center point of the grid (so not close to the edge of the new sharp map)
  • attempted to fix hitch with desktops and their preview iframes but the hitch is still there.

July 22, 2026

Build

in game toggle test

  • TEST ON LAPTOP HOW WELL THE DEBUG TOGGLE WORKS, IF THERE IS A CHANGE IN GPU
  • couldnt get jitter to stop after clicking back into the window
  • shadow triangles now print accuratly and add to total triangle count
  • island zoom fixed and area toggles added

July 21, 2026

Build

Shadow fixes

  • Shadow fixes with adapting to different sun conditions

July 20, 2026

Build

Static shadow settings and dynamic shadows

  • Finalized the static shadows using two shadows maps and using quality settings to control the radus of the sharp shadow and the resolution of both maps
  • implemented dyanmics shaodws of the player character and the drones
  • dynamic door shadows
  • successfully implemented area "sunShadows" parameter, for more control over shadow and sun behavior in different areas

Website

Reworked and simplified settings panel

  • Simplified panel and connected it better to the new shadow system

July 19, 2026

Build

Shadows and sprint mechanic

  • Settled with a good shadow mapping method
  • sunShadow.js
  • far quality was never right
  • Concentric Cascade works, One sun, two shadow maps
  • When running, rapidly alternate Q/E to sprint

July 18, 2026

Build

Shadows

  • Testing different shadow methods
  • CSM, Cascade Shadow Maps, re rendered every frame
  • Frozen two tier but could never get far to look right

July 17, 2026

Build

GPU profiler, fall velocity and ocean jitter fix

  • gpu profiler to test what fails on other machines.
  • fall velocity capped for sprinting off a ledge, sliding off a ledge and walking
  • Ocean jitter fixed by showing claude a video of the issue
  • Loading registry prints the loading item that causes an error if there is one

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Cached Snapped Shadows

  • switched from csm shadows which update every frame, to a "Cached Snapped Shadows" system where its not baked light maps but acts like one by building the shadows once then freezing them to not be rebuilt every frame.

July 16, 2026

Build

Interior lights and light toggles

  • Added point lights for each flourescent light fixture
  • Implemented light toggle functionality for interior lights, csm, adapt, bloom, and sun visual
  • Slight changes to lighting and pre-warming the lights

July 15, 2026

Build

shadow baking

  • Attempted to implement shadow baking using blender but even if I were to use this method, the lightmap textures would be too large to get the sharpness I want. The pipeline is copied below:
  • 1. Import the SketchUp source .glb (not the ingested .gltf). Back it up first: cp geometry.glb geometry.original.glb.
  • 2. Import both the ground (geometry.glb, receives the lightmap) and trees (treeline/foliage.glb, cast shadows) into one scene. Don't join them together.
  • 3. Join the ground's meshes: Select → All by Type → Mesh → Ctrl+J.
  • 4. Second UV set on the ground: UV Maps → + → name Lightmap (must be 2nd slot). Edit Mode → A → UV → Smart UV Project.
  • 5. Script (Scripting tab): make one image, add an image-texture node (+ a UVMap node → Lightmap) to every material, set it active. Resize later with bpy.data.images["name"].scale(w,h).
  • 6. Bake (Cycles, Rendered view): Bake Type = Diffuse, Influence = Direct ✓ Indirect ✓ Color ✗. Watch it fill, then Image → Save over the folder's JPG.
  • 7. Re-export the ground only → glTF .glb, Include = Selected Objects, overwrite geometry.glb.
  • 8. Re-ingest: node tools/ingest-model.mjs assets/models//geometry.glb (--gentle if UVs scramble).
  • 9. Config: add lightmap: 'lightmap_garden.jpg' to the area (or { file, intensity, channel, colorSpace, flipY }).
  • I think the only fix for this is to begin rendering the shadows within the 512'x512' blocks. limiting the size for one light map
  • Implemented CSM lighting for shadows

Model

MCTH modeling

  • Began to prepare MCTH for addition to the locations

July 14, 2026

Build

secret ISLAND page

  • secret island page
  • fixed iframe preview orientation when rotating screen on mobile

July 13, 2026

Build

Sun flare

  • Sun flare now has a raycast with alpha awareness so it knows when the specific pixel it is passing through is transparen or not

Website

Sub title

  • Styled the sub title
  • Everything in the webpages are now within a margin space that aligns with the desktops layout. giving a much more seamless transition
  • included the enter and save button in iframe preview to be even more seamless

July 12, 2026

Website

sub title

  • pages display the desktop's location, desktop name displayed in sub title below

July 8, 2026

Model

Spawn House

  • Deck, windows and AC unit

July 7, 2026

Model

Spawn House

  • Massing and fencing

July 6, 2026

Website

Title

  • Worked on title style
  • Loading log and bars appear on the right side of the screen, under the enter and save buttons

Build

Sun and lens flare

  • Added sun and lens flare effects
  • Testing shadows

July 5, 2026

Website

Title

  • Added horizonal lines and worked on title style

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Title

  • Lowered quality of the images used in the webpages to load faster

July 2, 2026

Build

Elevator

  • Elevator does not trigger the location change anymore and now there are triggers in the locationConfigs
  • Elevators are now defined in "elevatorConfigs" in gameStateManager. Two areas share an elevator and so the same one will be used, no unloading or loading

Website

Beveled Lines

  • Added more beveled lines

July 1, 2026

Build

Elevator

  • Refined elevator

June 30, 2026

Build

Garden District elevator to the forest

  • Added a new system to unload a zone and load a new one, prompting the loading.gif to play in the center of the sceen.

Model

Bathroom ceiling fixing and vents extended

  • Built the vents into the hallway, pump room and fixed bathroom ceiling which means I extended the bathroom size by 1'-6" depth.

June 29, 2026

Build

Mobile error, enters into a black untextured world

  • Took until 9:30pm to fix :/

June 28, 2026

Website

typicalWebpages.css

  • Restyling

June 27, 2026

Build

iFrame preview and html body resizing

  • tested having the preview a screenshot of the players screen but would require permission everytime.

Website

typicalWebpages.css

  • When entering into the game the screen automatically fullscreens so its as if youre leaving the computer so the players browsers taskbar is hidden
  • screen resizing

June 26, 2026

Website

Title and title btn restyling

  • Title styling

June 25, 2026

Website

Title, Scoreboard, Enter and Save button restyling

  • Title styling
  • scoreboard appears to the side of the location button. double click to enter the page.

June 24, 2026

Website

Menu buttons and location button restyling

  • Added settings menu buttons and settings panel with new debug switch
  • consolodated styling of most 2d html elements to the typicalWebpage.css

June 23, 2026

Build

Shadow and normalTextures testing

  • Shadows are worth it to add to the game, they give a lot of depth to the scene. (even just with the drones and the player with a simple shadow under them) But this will need to include a new workflow, importing into blender to obtain lightmaps and UV. THIS IS THE ONLY WAY TO OPTIMIZE FOR SHADOWS AND SHOULD BE DONE LATER
  • Tested normal maps textures but this left each texture appearing grainy and the depth was not really enhanced. this can be tested when working on using blender.

Model

MODEL NOW, MAKE IT BETTER LATER

  • Focus on building the world. Make it look good later. (Remember this because it is, at times easy to begin imagining how much better the game would look. And its true it would look much better and dynamic but this is a different workflow and you don't have much time to be messing around. This summer you really only have the time to be modeling. BUILD NOW, MAKE IT BETTER LATER)

Website

Improved title style, added menu button and improved mobile layout

  • Implemented a better looking title for a more bare-bones /stripped apperance.
  • Scores are now kept by location
  • @media (max-width: 600px) is for mobile responsiveness and was added for the typicalWebpage.css titles & menu button. Also added in the index.html (WHICH MAKES ME THINK I CAN CONSOLODATE THE BUTTON STYLING FOR THE INDEX LOCATIONS INTO HERE. ALL 2D WEBPAGE STUFF CAN BE STYLED HERE)
  • fixed rounded iframe in fullscreen mode and kept rounded corners in preview mode (on the desktop.gltf)
  • Pinching to zoom on a page does not glitch the iframe
  • @media (max-height: 600px) and (orientation: landscape) is for when rotating the screen landscape on phone.
  • Index button borders stay consistent

June 22, 2026

Model

Water dispenser and exposed aggregate trashcan

  • Modeled water dispenser in the office and exposed aggregate trashcan
  • Added two new treeline textures

June 18, 2026

Model

Camp

  • Added a test loading player into Camp model when entering the CAMP wabpage

June 17, 2026

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Mirrors share reflection render & door Reflect: true fix

  • Coplaner mirror panels share the same reflection render but remain its own panel
  • DRASTIC OPTIMIZATION: Turns out, the "reflect" parameter for a door is to have the mirror to reflect the door. Removed from all doors except for the doorStalls.

Website

CAMP

  • Edited camp page to better understand where I am and what the next steps are for this project

Build

Ambient fog

  • Added idle fog when in the overworld to create a differentiation when viewing distant geometry. In death.js for now, should change later
  • Added a fog cap so the far away objects like the mountain is not completly covered in fog

Model

CAMP

  • Updating camp model from dimensions taken during last October. Lots more detail in the screen room with the structure

June 16, 2026

Build

Loading consolidation & quality settings & occulsion culling

  • Each location is made up of many different areas. All models and systems loaded and warmed for each area of an entire location (no more rings of loading)
  • Low, Med, and High quality settings implemented.

Website

CAMP

  • CAMP page added

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Occulsion culling

  • Occulsion culling for enemies implemented to replace frustum culling. If the drone is obstructed from the camera by geometry, checked every .2s with a raycast, then the drone is hidden (skipping draw call)

June 12, 2026

Model

Cafeteria & vents

  • vents and ducts in bathrooms
  • Cafeteria seating and front doors

Build

office chair lag fix

  • Chairs now pause and dont desapwn when walking out of and back into an area
  • Elevator doors fixed and other hell sequence fixes

June 11, 2026

Model

Cafeteria

  • Cafeteria vestibule added
  • Ductwork and vents added
  • Secret desktop added as a placeholder

Build

Cafeteria area and brightness/bloom bug fix

  • New area "cafeteria" which has a brightness between garden and hallway.
  • Brightness and bloom bug fixed when moving between areas
  • Office chair spawn rotation fix and lag reduced

June 10, 2026

Website

PumpRoom.html

  • Added pump room which acts like a spawn computer but does not have a clickable button. Can edit the water.js module in the pump room computer and saves only locally

Model

Pump Room & Cafeteria

  • Modeled pump room and added floorDrain texture to bathroom and pump room
  • Cafeteria skylight and stairs modeling

June 9, 2026

Website

Title on mobile fixed

  • Title mixblendmode fixed on mobile
  • Fixed log date padding

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Loading optimizing

  • Loading registry optimized

Model

Cafeteria & garden

  • Added benches along the cafeteria windows and trees and palm trees above in the garden

June 8, 2026

Website

Loading Registry simplified and title styling

  • Simplified loading categories and the display of the loading log.
  • Restyled the titles with borders and mixblendmode

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Seamless loading

  • Seamless loading between areas. Everything loads when at the spawn desktop

June 7, 2026

Website

Index title restyle & loading registry

  • more loading cetegories and disc.gif fixes.
  • Index title has borders and a mixblendmode

June 6, 2026

Optimization

Hitches during fisrt load and in hallway loading garden

  • Loading should all happen before pressing enter

Model

DoorFront texture

  • added handle on doorFront

June 5, 2026

Build

Chair instancing

  • Chairs are now drawn using instancing, so when there is 8 wood chairs, there are now 2 draw cells, for the two materials on a chair. Originally it was 8 wood chairs = 8 x 2 draw calls= 16 draw calls.
  • Fixed slight hitch when entering bathroom with "front-camera pre-warm" = warming the mirror's reflection by rendering it once, at load, from a camera placed on the front side so the reflected scene is actually visible.
  • chairs moving fix, only chair touched is rebuilt

Model

Hallway

  • Commercial door with windows for outside to inside transition

June 4, 2026

Build

Vaulting & area brightness

  • When vaulting the player crouches, lowering the collision and changing to the crouch animation.
  • Players camera shifts forward when vaulting creating a cleaner look with more momentum
  • Special condition when the player is standing on a chair they are allowed to vault when up against the wall
  • Brightness parameter for each area and auto eye adjustment so when walking outside it feels like its bright and you adapt to the enviorment
  • Selective bloom effect. "An area is selected only when its brightness exceeds your current adaptation"

Model

Office & hallway

  • reworked stainless steel railing
  • Ceiling mounted vent texture
  • Double doors to cafeteria and exiting the office
  • Window frame texture

June 3, 2026

Build

chairSpawns

  • new workflow for chair spawns. No longer need to export a chairCoords model, copy the printed coords and paste into GSM. Now the game will read a chairSpawns.glb in XYZ folder that has chairs located, the bounding box is found for each chair and a specific chair is placed there depending on the name of the group within chairSpawns.glb
  • chairSpawns.glb now dictate where chairs are placed and oriented using triangluar prisms that point in the direciton the chair will face.
  • Reworked chair collision allowing the player to jump ontop of the chairs seat
  • Tweaked vaulting sensitiity to allow vaulting on a chair, for a future easter egg/shortcut

Model

Office

  • woodChair added
  • office foliage added
  • couch in office edited and textures simplified

June 2, 2026

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Ingest

  • Established a workflow when adding/updating models: Export GLB from SketchUp, "node tools/ingest-model.mjs assets/models/'folder'/'model'".
  • Ingest extracts textures, merges meshes (join(draw cell save)) and creates a gltf model file that the game will read. So now it is a necessity for the model to have been joined before it can be read.

Model

Office

  • Re-located drafting room
  • Added kitchenette corner, coffee machine and water dispenser

June 1, 2026

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Ingest

  • What to do with models that share textures and the current structure is to export the glb model as I do currently on sketchup, then run the ingest-model tool which "pulls its textures into the shared folder, merge meshes, and write out .gltf + .bin files". Then the game needs to flip the loads from glb to gltf.

May 29, 2026

Build

Drones don't see the player through geometry

  • Drones raycast LOS (line of sight) which collides with geometry so they cannot see the player through geometry. Drones only 30 units from the player.
  • Positional audio from the desktops altered

Model

Desktops

  • Added more desktops to office

May 28, 2026

Build

Area collision rebuild fix, raycast interactable objects and desktop SF

  • Area octree rebuild happens after the area loads fully, fixing the possibility of falling through office since it hadnt been added to the areaOctree
  • per-frame trigger checks only neighbors of the current area. will be helpful when the entire world has more areas
  • Added a rotation parameter to the desktopModel position
  • desktops load and unload depending on current area. new parameter added to desktop configurations
  • doors and desktops cannot be interacted with if a wall is between cursor and target
  • shortened hardrive startup SF to cut the bootup noises, made transition between startup and loop seamless and exported both at 8000hz

Model

Bathroom doors and office desktops

  • Began to add operable restroom stall doors
  • Added more computers into the office

May 27, 2026

Website

favicon.jpg

  • New bright yellow favicon

Model

Bathroom resize, office furniture

  • Added toiletpaper holder texture and faucet texture
  • Added furniture for the office
  • Swapped out the 3D shelves with a flat texture

May 26, 2026

Build

desktop.glb and desktopCoords.glb coordinated to position at the same place

  • coordinated desktop.glb and desktopCoords.glb to position at the same place

Model

Adjusted office geommetry

  • hallway between office cubes is now 6' wide and office cubes are 9' deep.

May 25, 2026

Build

Vaulting and fountian fixed. Prefetch and dedup

  • vaulting working again. checks speed not isSprinting
  • fountain texture animates again after it would break when retruning back to the garden area
  • loading registry reflects what actually loads on startup. hallway area (office/hallway.glb) treated like garden, downloaded and parsed, added to scene, octree built and all systems spawned. Office area (office/geometry.glb, office/bathroom.glb) downloaded and parsed, gpu warmed (textures uploaded), octree prebuilt and cached, mirror models downloaded and parsed, NOT added to scene and NOT active in collision. THIS saves in draw cells
  • added a dedup for the repeating textures, but this doesnt avoid loading and parsing. which will save on load time.

May 22, 2026

Build

desktop.glb and "Foliage:" "Collisions:" models & refactoring area streaming completely

  • desktop.glb center base now located at 0,0,0 and added a desktopCoords.glb to print coordinates
  • Refactored areaConfig to organize models by "Foliage" to be transparent and "Collisions" to have octree collision. All materials get the same properties
  • Streaming: area load / unload optimizations
  • Last used computer is stored using a similar player id fingerprint as the scoreboard
  • Added supplemental desktops and their own html page, each with their own unique flower texture

May 21, 2026

Build

AreaConfig

  • Locations and spaces are now organized by areas which define the systems (water, enemies, doors) the lighting, and soon the noise. The computers will simply call these areas to load.
  • areTiggers.glb that will print the coordinates to be pasted for each area.

May 20, 2026

Build

Collapse button and loading gif

  • Smoother scrolling when loading registry is collapsed
  • Loading disc gif added
  • Inset borders resized to be proportional to the desktop borders
  • fixed current loading model from staying in the bar after being loaded

May 18, 2026

Build

Lowered camera

  • Reverted back to default walking, double tap aswd to run. Need to find a better way to run, but to begin the game walking in a small room is a nicer progression.
  • lowered the camera so the eyes should match player model when viewed in mirror.

May 16, 2026

Build

iframe dom moving and resizing fixed and desktop click

  • iframe was moving around when the screne was resized, very noticable on mobile
  • screen click now raycasts and hits the whole desktop.glb

May 16, 2026

Build

Desktop.glb

  • screen.glb is now a part of desktop.glb and are positioned in the world with coordintates

May 15, 2026

Build

Ocean

  • Added animated ocean shader using https://github.com/Nugget8/Three.js-Ocean-Scene

May 13, 2026

Build

Transparency textures now MeshLambert

  • Could not fix the mouse sensitivity on safari
  • The light sheen on the transparency model's textures fixed by swapping to MeshLambert

May 12, 2026

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Draw cell cutdown

  • iframe on the screen.glb optimized, when the iframe is on the screen.glb (iframe DOM) the resolution is lowered to 640x400 and the css gets injected to fix the layout of the screen items.
  • When falling out of bounds into the void the player still has 40 draw calls even with nothing around. Asked AI to find the problem and it came back with issues with bloom.
  • Bloom effects only exist when the player is being revived
  • Desktop animation optimized

May 11, 2026

Build

Projectiles push objects

  • Joining the chair.glb model causes the "seat" and the "base" to no longer rotate differently.
  • Projectiles have force that pushes objects like the chair

Website

Index buttons styling

  • Reworked index buttons to appear like the enter and save buttons. Preparing for the new scoreboard layout to only be on index.html

May 9, 2026

Build

Added initial angle parameter for doors and projectile force

  • New parameter for doors perpendcular or any angle for the door to be loaded in initally
  • Elevator doors break and open to one side due to being joined with the npx gltf-join
  • Added a force from the projectiles to push the chair around but this caused collision with invisible geometry directly infront of the first door. NEED TO ADD AGAIN LATER

Model

Shifted office spaces

  • Shifted all office spaces to both contain a part of the column. Might need to adjust office depth to reveal more column. Or might remove cubicals because Im already lagging.

May 8, 2026

Build

Mirror reflects only bathroom.glb

  • Changed the mirror to only reflect bathroom.glb, doorStall.glb, playerModel.glb and playerHead.glb in hopes to make it more efficient.
  • Added a "mirror" parameter for the door models on load

Model

New bathroom layout and bathroom.glb

  • New restroom layout. Criteria: Mirror reflection does not have an angle that shows office.glb. The mens and womans restroom doors are positioned facing each othe. And when the player first opens the restroom door they do not immedietly see a column but only the restroom tiles.

May 7, 2026

Build

Stall doors, mirror.js, lights, cursor and chair.js

  • Add 3 stall doors and added door angle adjustment on load. Setup last night with the hinge.glb works great
  • Added mirror.js which finds the mirror.glb and creates a mirror in the scene using Reflector.js. Only reflects collision-world.glb, playerModel.glb and playerHead.glb (a separate head model that only shows in reflection)
  • Added two more ambient lights for the top and bottom of geometry. Ambient light set to 1. When at 3 it looks good but it washes out the differenciation from the other veritcal directional lights
  • Cursor fixes when in iframe
  • Chairs collide with the player and momentum from the player is transferred to the chair, so it is pushed. Chair.glb is exported as two groups, Seat and Base. Base has a yaw rotation of 30% the yaw rotation of the Seat. The glb's bottom of the center point is exported at 0,0,0. Add chairCoords.glb and the console will print the coords which you can copy in the GSM.
  • To fix the lag there is now a .ps1 file that I run by .\gltf-join-all.ps1 in the terminal
  • ALOT of lag when initally walking around in the world is fixed when I separated the collision-world and the office to their own glbs. I have high hopes for when I can separate all models

May 6, 2026

Model

Staircase

  • Staircase modeling and guardrail

Build

Door Loader Changes

  • Major issues with doors not finding the correct pivot point because the bounding box of different doors are different due to different sized handles. Changed approach to specifying the pivot point of a door. Added a pivotpointDebug
  • Continued reworking door.js and now the door glbs center pivot point is placed at 0,0,0 in the world coordinates. The door and pivot points are placed at the hardcoded position defined on load in GSM. To find the correct coordinates place the hinge model and the console will print its center coordinates

May 5, 2026

Model

Shores

  • Reworked staircase to hug the cliffside

Build

Transparency

  • Found both the transparency and treeline models are traversed on load and all materials depthWrite is set to true and alphaTest=0.5. Change this value for sharper corners on a transparent texture. Due to this I don't think I need to use GLTF editor on models with transparency.

May 4, 2026

Model

Shores

  • Drew and modeled where the staircase meets the shores.

May 3, 2026

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Desktop.glb with pngopt

  • Used pngopt on the single texture on the desktop model. Got the size from 64.5kb to 42.9kb

Model

Office & Bathroom

  • Office and bathroom modeling

May 2, 2026

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UtilityDoor

  • Using "OptiPNG" and "OptimizedJPEG" plugins on paintdotnet I was able to get the door.glb model from 53kb to 27.4kb. Although the png on the exit device are clipping through. Might need to make that part of the jpg
  • Exit device geometry now three dimensional (gives the door weight) and consolodated the exit device texture onto the utility door texture while maintaining louver resolution. Utility door now 26kb.
  • Doors animation drops fps down slightly only when the object is fully exploded. So if it has too many faces. Grouping geometry resolves this lag.

Model

Office

  • Office modeling

Build

Chair physics

  • Issues with getting the chair to have simple physics so the player can push it around. Need to wait until githubs copilot is up again and the pro+ plans are available

May 1, 2026

Model

Office

  • Office modeling

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Chair

  • Simplified chair geometry drastically and added as it's own model chair.glb. In hopes to create chair physics so the player will push it around when walked into. Maybe a roating seat aswell.

April 30, 2026

Model

Monitor black border around iframe added to desktop.glb

  • Black border face added to desktop.glb to appear as a border around the iframe. Iframe given 16px border radius.

Build

Iframe orientation

  • Fixed iframe roating issue when roating camera. Hid it when camera is behind the screen.

April 29, 2026

Model

Office space & mouse added to desktop.glb

  • Began modeling the office space and obtaining textures
  • Modeled mouse model with single faced wire. Beveled edges of the mouse and although it uses a lot of triangles it looks great.
  • Swapped out keyboard texture again

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Desktop.glb optimizing

  • Single "DesktopTotal.jpg" texture for the keyboard, mouse, desktop tower front and back
  • Remodeled desktop to have less triangles but maintained beveled edges and protruding front frame.
  • Used npx gltf-transform join on the desktop.glb file. This brought the model size from 102.3kb at 1052 triangles to 60.8kb at 325 triangles
  • Further Aligned Further Aligned

April 28, 2026

Build

Mobile jump responsiveness

  • Shifted button slightly away from the bottom of the screen because "Mobile browsers have edge-detection zones that can intercept touches"

April 27, 2026

Build

4 directional light's + intensity

  • 4 directional lights added in GameStateManager.js for more contrast in geometry.
  • Two fingers on mobile should work, to allow jumping while also moving using the joystick.

Model

Walls on 32' bay, new columns & restaurant layout

  • Iterated on columns/pilasters form. Sloped portion dropped down to be against the wall to act as support and a smaller 4'x4' column supporting the railing.
  • Simplified chiseled planters and grouped certain areas to not have geometry intersect other geometry
  • Added tables and benches for the resaurant
  • Center of walls align to 32' bay grid.
  • Due to this ^^^ the tiles are misaliged by 1' and I began to compensate for this, making 1' wide curbs wrapping around columns to cover the 1' tile, but this is adding shit ontop of shit.
  • Realigned ceramic tiles with the bays. Pushed railings and guardrails inwards so the face of wall below is algined with the grid, just as it is in the larger platforms with the pilasters (left in pic)
  • Further Aligned

April 26, 2026

Model

32' bays & railing

  • Centers of all columns and pilasters are aligned to the 32' bay grid. Platforms and walls are built offset inwards.
  • 32' Bays
  • New railing design for outer edges
  • Railing Section 0.1
  • Monolithic walls are sloped at 32' every 1'. Testing, not convinved.

April 25, 2026

Build

Damage flash and enemy collision

  • Damage Flash added styled with mix-blend-mode: multiply in main.css
  • Drones now collide with eachother. No longer stacking which caused what would appear like one drone to deal more than one hit
  • Each projectile rotates randomly
  • Re-worked projectile texture

April 24, 2026

Build

Mobile & Current Loading

  • Webpages look better on mobile. Loading context responds too
  • Added a line above loading log with its own borders to display model currently being loaded

Model

Transparency.glb

  • Added more trees from tonytextures
  • Fixed naming of the seamless grass texture so the loading log doesn't stretch so wide

April 23, 2026

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Utility Door glb Optimizing

  • Combined 4 textures for the utility door into one texture sheet but this resulted in a 14.1kb increase in file size, from 65kb to 79.4kb. This is due to using one larger PNG texture image yet most of it is opaque for the door texture.
  • Squished the door from 128x256 to 128x128 then fit the rest of the textures in the the other half above in that 128px high alpha space. With one png texture sheet I got 52.2kb.
  • Using the door as one large jpg and one png for the door handle and exit device brought the file size to 49.8kb.
  • Utility Door Combined Utility Door Combined 2 Exit Device and Handle Utility Door

April 22, 2026

Model

WorldDrafting

  • Began working on drafting in WorldDrafting.skp. So I can have different locations connect

Build

Sliding

  • Added sliding mechanic

April 21, 2026

Build

Run npx gltf-transform join

  • When asking about controlling meshes in GLBs, I realized the meshes in the loading registry go from mesh_0 - mesh_447. This is due to multiple groups in SketchUp. I was then shown"gltf-transform join".

Website

Loading Context & Drafting Room Appearance

  • In order to report a model loading and its texture in the loading context I need to add "registerExpected('geometry')...". This was changed and I now any loader.load will be sent through "patchLoader" which sends it through to LoadingRegister to be tracked
  • LoadingRegister.js to handle the loading state and progress reporting for the loadingContext.
  • Messed with mixblend modes and borders

Model

Loading Context

  • Began renaming textures after seeing what the textures names in from the loding registry. Need to rename the file and reimport it into the SketchUp model.

April 20, 2026

Website

Loading and scoreboard

  • Scoreboard text and loading context. "GameStateManager.js — single source of truth for all model loading"

April 19, 2026

Website

Loading and scoreboard

  • Vertical loading bars, black box for the loading log, and scoreboard visual overhaul (borders and text mixblendmodes).
  • Tested adjusting FOV when at the computer to see space around the desktop and not using a fullscreen iframe, for the camera to only be in front of the iframe screen. A method at showing the layered game engine stuff ontop of a typical webpage. To make a clear distinction.

Model

Utility Door

  • Modeled utility door with new textures and chair upholstery

April 18, 2026

Website

Drafting Room redesign

  • Reworking the drafting room layout and design. The ENTER button, loading bar and track text is all created in the game engine.html and sits ontop of the drafting room html.

April 17, 2026

Model

Utility Door

  • Modeled utility door with new textures

Build

Doors

  • Doors now load as individual GLB models and the hinge (pivot point) is calculated from the door's bounding box min corner and the hardcoded X+0.0131 and Z+0.0483

Website

Font

  • Updated website font to IoskeleyMono from https://github.com/ahatem/IoskeleyMono/releases

April 16, 2026

Model

Colonnade & more plants

  • Began work on the colonnade and adding more plants. Need to make the plants taller. Taller trees and taller trunks.

Build

Optimizations & doors

  • Doors load as their own glb models now, might change back to hardcoded to save memory
  • MAC was stuttering, now log the draw cells, triangles and geometry. Geometry seems to be the issue and it is an issue with SketchUps glb export.

April 15, 2026

Website

Back button styling

  • Iterated back button, now ENTER button
  • Added loading bar and asset loading trackers that logs what has been loaded. Prevents player from entering game until all assets are loaded.

April 14, 2026

Website

Calendar improved

  • Tightened calendar layout

April 13, 2026

Website

Calendar implemented

  • Calendar implemented and added to drafting room

April 11, 2026

Build

Hand awareness and cursor

  • Player hand awareness added and mouse cursor created

Model

Desktop model cleanup

  • Simplified desktop computer model and consolidated desktop tower textures

April 10, 2026

Build

Slopes, audio, hell fixes

  • Added sliding down slopes steeper than 45°
  • Elevator music and elevator ding added as positional audio
  • Fixed capsule and camera height changes when falling to hell

Model

Scaled Edifice1 physical drawings

  • Scaled physical drawings of the Edifice1 to rework digital model and now the proportions are significantly better

April 9, 2026

Build

Forest implemented and hell improvements

  • Edifice1 model folder created and loads
  • Reworked webpage background contrast
  • Raised demon swarm intensity and face adjustments colliding with elevator
  • Elevator remodeled and re textured
  • Fog when falling into hell adjustments

Model

Z5 object randomizer and transparent slopes

  • Added transparent ramps at the stairs slope for smooth movement while climbing stairs
  • New tree appearance for taller trees with Bark
  • Tall grass object rotated and positioned randomly using new, free extension

April 8, 2026

Build

Drones and positional audio

  • Drones buzz like wasps with positional audio nodes assigned to the closest 20 drones

April 6, 2026

Build

Hell improvements

  • Hell sequence additions and optimizations

April 3, 2026

Build

Hell improvements

  • Hell sequence improvements

April 2, 2026

Build

Fingerprint id and sinking system in hell

  • Mobile & Incognito fingerprint id fixed
  • Scoreboard re-styled
  • TypicalWebpage and DraftingRoom log-section styles tightened for mobile
  • Added cooldown for fountain launch
  • Mobile jump button bug fixes and restyling to cover entire bottom right corner of screen
  • Used fountain texture for bloom stream and established a sinking system

April 1, 2026

Build

Mobile movements fixed

  • Mobile movements fixed, syncing with desktop movements/animations

March 31, 2026

Model

Player model

  • Reimported Steak model with wider shoulders, re-textured skin and re-modeled hands

Build

Player model

  • Mess with HAND_OFF = 0.0000001 & SHOULDER_SPREAD = 3 in PlayerHands.js to adjust arm positioning when firing projectiles.
  • Added a mirror using Reflector.js (added to objects folder) to adjust player model.
  • RUN_ARM_SPREAD = -0.30 in PlayerHands.js to adjust arm spread during run animation.

March 30, 2026

Model

Elevator model

  • Swapped out elevator model and platform model

Build

Hell improvements

  • Fixed how the models above fade when falling into hell
  • Red fog fades to white fog when rising up the elevator. Bloom applied to this

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Hell improvements

  • Continued to reduce lag before, during and after hell sequence

March 29, 2026

Build

Hell improvements

  • Added floating heads in hell, WIP

Optimize

Hell improvements

  • Reduced lag during and when falling into hell

March 28, 2026

Model

Plants and bench rearrangement

  • Rearranged planters and stairs on grand staircase
  • Shifted around benches around fountain on second level

Build

Player momentum improvements

  • Momentum maintained after first jump
  • Changed player sprint and walk controls
  • Center of the fountain launches player upwards
  • Added "falling" animation

Optimize

Frustum culling

  • Frustum culling implemented for enemies. Very effective

March 27, 2026

Build

Player model

  • Used textures from muscle man on low poly skinny model and now it looks good when the head pivots
  • Hand held out to "cast" a projectile. With hand being positioned in the rotation the camera is facing, palm open, fingers fanned and arms extended outwards.
  • Crouch & crouch idle animation added
  • Implemented two hand system and introduced PlayerHands.js to keep track of hand interactions and status
  • Vaulting animation added
  • Effective optimizing fix for hell sequence

March 26, 2026

Build

Player model

  • Testing different player models, obtained 3 good test models
  • Added neck pivot
  • Discovered player model was super small and was being placed at the end of the collider, which was under the camera, appearing as if the player is large but actually very small. Problem was Maximo's export

March 25, 2026

Build

Player momentum

  • Implemented player vaulting, can be performed by pressing spacebar while sprinting towards geometry shorter than player
  • Removed bunny hopping
  • Kept air control the same to allow to jump when from a stand still
  • Player momentum preserved during first jump

March 24, 2026

Build

Player model

  • Iterated on player models and baking animations to a glb model.

March 23, 2026

Server

Server fix

  • Temporary fix for the firebase server

Build

Player model & other things

  • Lowered sideLight2 intensity for better pilaster geometry clarity
  • Player model testing in order to give the player a sense of self among the environment
  • Added a loading.gif while the scoreboard data is being fetched
  • Randomized background offset for visual variety
  • Consolidated scoreboard initialization and UI injection
  • Drone model loading properly hopefully

Model

Environment modeling

  • Large swaths of environment modeled ontop and within compound
  • More detailing of planters above

March 22, 2026

Modeling

Pilaster modeling

  • Iterated fluted pilaster textures. Inspired by New York City's Natural History Museum, Hall of African Mammals.
  • Positioned Pilasters on the 2^n bay grid, offset inwards by 2 feet to be recessed in the wall, making it a pilaster.

March 21, 2026

Modeling

Erode plugin bush modeling

  • Used Erode plugin to form bush geometry
  • Used a bush texture and reused same texture for colored variants

Build

Treeline.glb

  • Separated treeline geometry from transparent.glb and now loading Treeline.glb in start() function

March 20, 2026

Modeling

Grand staircase modeling

  • Shaped basic geometry for grand staircase

March 19, 2026

Modeling

Large swaths modeling

  • Began modeling in large swaths.

Website

Log section and Typical Webpage

  • Reworked this log section appearance
  • Streamlined CSS use in these 3 htmls and tweaked scoreboard appearance

March 18, 2026

Modeling

2^n bay grid and chiseled texture

  • Shifted use of 2^n from being the literal dimensions of building parts to fitting the building parts into a 2^n bay grid. ((The stairs are 8" but that is not a power of 2. Could change it to 6" which would make it 2^-1))
  • Chiseled texture is now doubled for guardrails and along the sloped stairs for symmetry. This solves the issue with a chiseled baseboard on one side and a chiseled upper-half of a guardrail. They are now both chiseled.
  • Reworked stairs and planters in between flights

March 17, 2026

Modeling

Grand staircase planters

  • Worked on adding planters to grand staircase
  • Redone chiseled details on sloped geometry next to stairs to be 4' above tread nose. (only on steps to the right. must update elsewhere)

March 16, 2026

Modeling

Bench design and tropical plant

  • Added tropical plant and planter
  • Finalized bench design

Build

Lighting and performance adjustments

  • Brightened scene by adjusting AmbientLight and DirectionalLights in start() function in GameStateManager
  • Set antialias to false in GameEngine
  • Adjusted window.devicePixelRatio to "0.5, 2" in GameEngine. 0.5 fall back or 2 for maximum if the screen allows. Done to fix distant tree blurring

March 15, 2026

Modeling

Fountain & mist particles

  • Installed fountain and mist particles using same fountain texture
  • Iterated on bench designs

Build

Projectile collision and water texture

  • Added projectile collision detection
  • Water texture now uses UV scrolling instead of sprite sheet cycling

March 13, 2026

Modeling

Drafting Room designation and furnishing

  • Drafting Room designation
  • Furnished drafting room

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Thorough optimization

  • Logged potential optimizations and made improvements where necessary
Build Model Website Optimize
normal
multiply
screen
overlay
darken
lighten
color-dodge
color-burn
hard-light
soft-light
difference
exclusion
hue
saturation
color
luminosity