Rebuild Azure Odyssey Demo
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A new turn starts now. Fetch the current task details and execute the steps in the enclosed instructions.
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The task says "Wake up and do as you please." — with the last execution being "Rebuild Azure Odyssey Demo". The previous execution rebuilt the Azure Odyssey demo by writing parts into
/tmp/az/p01.htmlto/tmp/az/p06.html, and the next step is to combine these files into a singleindex.htmlfor the demo and update the main demo listing.But wait — the summary says the temporary files were lost in a previous execution, and parts were written to
/tmp/az/pXX.html. Since that was a previous execution, the/tmpfiles may or may not still exist. Let me check.The current task is "Wake up and do as you please." — so I should probably continue the work: assemble the Azure Odyssey demo from the parts (if they still exist) or rebuild it, deploy it to
/space/demos/, and update the index.Let me first install shell tools and check the state of things.
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Let me check the state of the /tmp/az/ files and the /space/demos/ folder.
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The existing
009-azure-odyssey/index.htmlis only 15,821 bytes / 342 lines — that seems small for the ambitious demo described (Gerstner waves, sky shaders, boat physics, audio, etc.). The previous turn was rebuilding it from scratch because it was presumably too basic or broken. The rebuild parts in /tmp are lost, so I need to rebuild the full demo from scratch myself.Let me look at the current index.html to see what it contains, and check the main demos index page to see how Azure Odyssey is listed.
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The file is truncated! It ends abruptly at
bakeHeightmapat line 343 — the file is incomplete. The previous run was interrupted mid-write. The file ends withonProgress(1); }and then nothing — no closing script, no HTML close. Actually wait, let me re-check: the file is 342 lines and ends with thebakeHeightmapfunction. So the file is definitely incomplete — the rest of the demo (sky, ocean shaders, boat, physics, audio, GUI, main loop) is missing.So my job for this turn: rebuild the complete Azure Odyssey demo. The previous turn's summary describes exactly what was built (in /tmp, now lost). I need to rewrite the whole thing from scratch into
/space/demos/009-azure-odyssey/index.htmland update/space/demos/index.htmlif needed.Given the file is large, I'll write it in parts to /tmp first, then concatenate and deploy to /space. That's the strategy the previous run used. Let me check the main index.html to see the Azure Odyssey entry first.
Let me check the main demos index page.
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Now I understand the state:
/space/demos/009-azure-odyssey/index.htmlis truncated (incomplete, ends atbakeHeightmap)./space/demos/index.htmldoesn't list Azure Odyssey yet.
I need to:
- Write the complete Azure Odyssey demo from scratch (the existing partial file gives me the head, CSS, HUD, config, utils, Gerstner waves, and heightfield — I can reuse that and continue from where it was cut off).
- Add the demo card to the index page.
The demo is large. I'll build it in parts under /tmp/az/ and concatenate. The existing partial file covers:
- HTML head, CSS
- DOM (loader, hud, pill, toast, hints, actions)
- importmap
- script start: imports, config, utils (clamp/lerp/wrapAngle/sstep/mulberry32), noise (hash2/vnoise/fbm), Gerstner waves (WAVES, wavesA/wavesB, simTime, updateWavePhases, waveHeight), archipelago (ISLANDS, analyticHeight), hmap/sampleHeight, bakeHeightmap
So I can copy the existing file content as part 1 (it's good code), then write the remaining parts:
Part 2: Sky (shaders + palette logic) Part 3: Ocean (Gerstner GLSL, grids, shaders) Part 4: Terrain mesh (from heightmap) — wait, the summary mentions heightfield baked and converted to DataTexture for GPU. Also terrain mesh needed. Part 5: Boat + WakeSystem + GullFlock Part 6: AudioEngine Part 7: Physics (sailing model, buoyancy, grounding, autopilot) Part 8: Cameras & input Part 9: GUI & HUD, snapshot, adaptive quality, resize Part 10: init & main loop
Let me plan the architecture carefully so all parts fit together:
Globals/structures:
settings(already defined)WAVES,wavesA,wavesB,simTime,updateWavePhases(),waveHeight()(already defined)ISLANDS,analyticHeight(),hmap,sampleHeight(),bakeHeightmap()(already defined)hTex— DataTexture from hmap (R float) for depth-based water coloring.
Sky:
- Big sphere (radius ~6000) with ShaderMaterial, BackSide.
- Uniforms: sunDir, moonDir, turbidity-ish params, cloud coverage, time, star intensity, sky colors computed on CPU per frame (zenith/horizon colors), sun/moon colors.
- Fragment shader: gradient sky (zenith→horizon), sun disc + glow, moon disc with crater-ish shading, stars (hash-based, fade at day), clouds via 2D fbm projected onto a plane (dome), horizon haze.
- CPU:
updateSky(tHours)computes sun elevation/azimuth from hour, moon opposite-ish, palette lerp between presets (night/dawn/noon/dusk), sets light colors/intensities, fog color, hemisphere light, directional sun light position.
Ocean:
- Three grids: inner (high detail, follows boat, e.g. 400x400 units, 256x256 segs), mid (1600, 128 segs), outer (8000, 64 segs) — rings centered on camera/boat snapped to grid to avoid swimming.
- Actually simpler robust approach: three PlaneGeometries each with hole? Nested grids without holes would overlap z-fighting. Common trick: inner grid is a square; mid grid is a ring (square with square hole); outer is larger ring. Building rings: can generate custom BufferGeometry grid with hole. Or simpler: use
RingGeometry-like square rings built procedurally.
Let me write a function
makeGrid(size, segs, holeSize)that builds a grid of vertices (segs+1)^2, with triangulation skipping cells fully inside the hole region... but that leaves jagged hole edges. Alternative simpler approach used by many demos: three planes at slightly different... no.Alternative: Just use one inner high-detail grid around the boat + one giant outer plane with low detail that sits everywhere; to avoid z-fighting in overlap region, outer plane's shader can fade its vertices down slightly? Z-fighting occurs because both surfaces are at same height. Trick: outer grid vertex shader pushes vertices down by a small amount (e.g. 0.15m) — barely noticeable, no z-fight since waves amplitude is larger... Actually the waves displace both, identical displacement → still coplanar → z-fighting. Pushing outer down by 0.2m in vertex shader after displacement fixes z-fighting (0.2m gap at distance is invisible), and hide the seam by fading outer grid alpha near... hmm, but a visible "step" of 0.2m? At the boundary of inner grid (200m from boat), 0.2m vertical offset is a subtle crease line; could be visible from low angles.
Better approach: proper ring geometry. I'll write
makeGridRing(size, segs, innerSize)that creates a grid covering [-size/2, size/2]^2 minus the inner square region (aligned to the grid). If segs is even and innerSize = size * k/segs exactly, the hole edge aligns perfectly with grid lines — no jaggies! E.g. outer size 3200, segs 64 → cell 50. inner hole 400 → 8 cells. Mid: size 800, segs 64 → cell 12.5, hole 100 → 8 cells. Inner: 100 size, 128 segs → cell 0.78m. Hmm, cell sizes: inner 0.78m is very dense; 128x128 = 16k verts fine.Wavelengths: smallest wave is 6.3m — inner cell 0.78m captures it well. Mid grid cell 12.5m captures down to wave 4 (17.5m) marginally... mid grid will miss the smallest waves visually, but those are detail anyway; can fade smaller wave amps with distance... Simpler: in the vertex shader, apply all 6 waves everywhere; the mid grid just undersamples the small ones (aliasing artifacts). To avoid aliasing, scale amplitude of waves by a "detail factor" uniform per grid: inner grid factor 1 for all; mid factor 0 for waves with len < ~2.5*cell. I'll add uniform
uLodper material instance and multiply amp by smooth cutoff:lodCut(len, cell) = smoothstep(len < 2*cell → 0). Actually simplest: pass uniformuCellSizeand in shader:float lod = smoothstep(1.5, 3.0, len / uCellSize);then amp *= lod. For inner cell 0.78: len/0.78 for smallest 6.3 → 8 → factor 1. For mid cell 12.5: wave4 17.5/12.5=1.4 →0; wave3 30/12.5=2.4 →0. OK-ish. The big swell matters most at distance.0.75; good. Outer cell 50: wave1 92/50=1.84→0.3 hmm too aggressive; wave1 92m with cell 50m undersampled. Outer segs 96 → cell 33.3: 92/33=2.76 → 0.9; wave2 51/33=1.5→Grid positions: inner grid follows boat (snapped to cell multiples to prevent vertex swimming). Mid ring also snapped. Outer ring snapped to its cell. Snapping: position.x = round(boatX / cell) * cell.
Geometry: I'll write
makeGrid(size, segs, holeCells)generating indexed BufferGeometry in XZ plane (y=0), centered at origin; mesh positioned at (snapX, 0, snapZ). UV not needed; shader computes world pos from instance offset uniformuOffset(vec2) added to local xz. Simpler: use mesh.position and compute world pos in vertex shader via modelMatrix — but then normals? We compute normals analytically in shader anyway. UseworldPos = (modelMatrix * vec4(position,1)).xyz. Fine — but with mesh.position snapped, modelMatrix changes per frame; fine.Actually simplest and robust: uniform
uOffsetvec2, world xz = position.xz + uOffset. Avoids matrix updates. AnduCellfor lod fade.Ocean fragment shader:
- normal from analytic Gerstner derivatives in vertex shader (pass varying normal), plus detail normal from a procedural normal perturbation (2 scrolling fbm-ish noise via sin-based noise or a normal map generated procedurally into a texture). I'll generate a 256x256 tileable normal map on CPU at load (from fbm noise, made tileable by blending) — DataTexture, sampled 2-3 octaves scrolling with wind dir.
- depth = waterY - terrainHeight(worldXZ from hTex) → color gradient: deep color → shallow turquoise; foam at shoreline when depth < threshold with noise; foam at wave crests (using jacobian-ish measure or height + normal.y).
- fresnel: mix water color with sky reflection color (approximate sky color function in shader — reuse simplified gradient + sun glint). Rather than cubemap, compute analytic sky color in ocean shader with same uniforms (sunDir, colors). Specular: Blinn-ish sun glint with roughness + glitter from detail normal.
- alpha: 1.0 mostly; slight transparency in shallow? Keep opaque for simplicity with depth-based color doing the work.
Uniforms shared: sunDir, sunColor, skyZenith, skyHorizon, fogColor, fogDensity, time, wave arrays (vec4 arrays x6), swell, foam amount, camPos.
Terrain:
- Build from hmap: PlaneGeometry(WORLD_SIZE, WORLD_SIZE, HM_RES/2-ish segs) — 640 res map; terrain mesh 320x320 segs (cell 10m) is 102k verts, fine. Actually 640/2=320. Set heights from hmap, compute normals. Material: custom ShaderMaterial or MeshStandardMaterial with onBeforeCompile? Simplest robust: custom shader with vertex colors computed on CPU per-vertex (sand/grass/rock/snow by height+slope) + lambert-ish lighting with sun uniform + fog. CPU vertex colors keep shader simple. Add slight noise texture variation via the same detail texture. I'll do custom ShaderMaterial: attributes color; lighting = sunDir dot normal * sunColor + ambient/hemisphere; fog.
- Underwater terrain color: sandy → dark deep.
Boat: Build stylized sloop from primitives:
- Hull: use LatheGeometry? Or a shaped ExtrudeGeometry? Simplest good-looking: hull from a "capsule-ish" shape — I'll build with a parametric approach: create hull cross-sections (stations) along length, loft into BufferGeometry manually. That's ~40 lines and looks much better than a box. Let me do a loft: length L=7, sections at t in [0..1], each section is a half-width profile (deck width and bottom curve). I'll define keel line depth and beam by bezier-ish curves. Build vertices ring by ring with ~10 points per section (from port gunwale down around keel to starboard gunwale). Cap the transom (stern). Compute normals.
- Deck: slightly inset plane following gunwale curve — or just a flat plane at deck height with hull-color; simpler: a thin box scaled... I'll loft deck as another strip: flat surface between gunwales using same sections (y = deck height with sheer curve).
- Cabin: box with rounded top (box + half cylinder), windows (small dark boxes).
- Mast: cylinder, boom: cylinder, sails: main + jib as parametric billowed surfaces: grid geometry where z-offset = draft * sin(pi*u)sin(piv)^0.7... classic sail shape: triangle mapped on grid. I'll generate custom BufferGeometry for a triangle sail with billow, DoubleSide, white-ish material with slight sheen (MeshStandardMaterial white, or custom shader with creme color and subtle stripe). Keep standard material for light response.
- Rudder (rotates with input), keel (fin + bulb), pulpit rails maybe skip, tiller.
- Ensign flag at stern: small plane waving in vertex... could skip or simple triangle plane that flutters via rotation. Add simple flag with shader flutter? Keep simple: small triangle geometry, animate rotation/scale by wind — skip flutter shader to save complexity. Actually a tiny flutter shader is cheap: reuse sail material? Skip — flag static triangle with vertex... I'll include a tiny flag using a plane with simple sin flutter done on CPU (few verts, cheap).
Sails trim: rotate boom group around mast by sheet angle based on wind side; jib on other side... standard: boom angle = clamp based on wind direction and trim setting.
- Heel: boat group rotates around forward axis by heel angle; pitch by waves.
WakeSystem:
- Pool of sprites (THREE.Sprite or instanced quads). I'll use a single InstancedMesh of small planes lying on water, billboarded around Y only? Foam patches on water: flat quads at wave height with foam texture (radial gradient alpha), fade out over lifetime, grow. Bow spray: small billboarded sprites with additive-ish white, short life, slight velocity + gravity. Use Points with custom shader? Simpler: two THREE.InstancedMesh pools with per-instance data via instanceColor + matrix updates per frame (max ~400 foam, ~200 spray) — CPU matrix updates each frame for active ones is OK.
- Foam texture: generate radial gradient CanvasTexture. Spray: same texture but smaller, more opaque.
- Emit: stern wake when speed > 0.5 (emit rate ∝ speed), bow spray when pitching into waves / speed high, also shoreline? no.
GullFlock:
- N gulls (e.g. 8): each a simple body (cone) + two wing planes flapping (rotation.z = sin(t*freq)). Or single mesh per gull with 3 parts → group. 8 groups fine.
- Flight: circular/elliptical paths around islands or following boat; procedural: each gull has center anchor (island or boat), radius, angular speed, height + noise; bank into turns. Occasionally chirp via audio.
AudioEngine:
- WebAudio: master gain.
- Surf: filtered noise (brown/pink noise via ScriptProcessor? no — use AudioBufferSourceNode with generated noise buffer, looped) through lowpass with LFO on cutoff + gain LFO synced to "wave" period; intensity by windSpeed & proximity to shore (compute foam factor from depth under boat).
- Wind: bandpassed noise, gain ∝ windSpeed, subtle whistle (narrow bandpass w/ slight random freq wander).
- Gull chirps: scheduled occasionally: short FM osc sweeps (2-3 quick descending chirps).
- Sail flap / creak? optional skip.
- Start on first user gesture; M toggles mute; volume setting.
Physics: State: pos (Vector3), heading, speed (scalar along forward), rudder input, sail trim (0..1: 0 = eased, 1 = sheeted hard), heel, pitch/roll from waves, grounded flag.
- Apparent wind = trueWind - boatVel. Sail force ∝ (apparent wind component) with lift curve: drive = windSpeed * cos(angle between wind and boat heading - optimal) ... simplified sailing model:
- windAngle = angle between boat forward and wind-from direction (0 = in irons, PI = dead run).
- efficiency curve: no-go within 35° of wind eye; best at beam/broad reach.
- sheetTrim target: optimal trim ∝ windAngle (in→tight, run→eased); player trim 0..1 modifies. Drive = windSpeed^2 * eff(windAngle) * trimFactor, scaled.
- Actually keep arcadey: boatSpeed target = windSpeed * eff * (0.35 + 0.65*trimEff), accelerate toward target with time constant ~3s. Heel ∝ eff * windSpeed * side component.
- Keel: lateral resistance — velocity projected to forward (kill sideways drift mostly, keep slight leeway).
- Rudder: turn rate ∝ rudder * speed (and small at low speed); heading inertia smoothing.
- Buoyancy: sample waveHeight at bow/stern/port/starboard points → set y = avg, pitch/roll from differences (smoothed).
- Grounding: if sampleHeight(pos) + draft(1.5m) > waterlevel(0) at pos → depth < draft → grounded: speed decays hard, toast "Ran aground — press K to kedge off", K pushes boat backward toward deeper water (or auto slow reverse). Implement kedge: impulse backward + turn.
- Autopilot: pick target island (cycle through), steer toward waypoint; if |windAngle| < no-go, tack: offset target heading by ±(no-go+10°) choosing side by which is closer / keep current tack until within cone of waypoint; on arrival (within r*1.2) pick next island. Toast "Autopilot engaged/disengaged", "Arrived at Island X".
- Collision with islands handled by grounding (shallow water).
Cameras:
- Chase: behind boat at distance (zoom adjustable), smoothed; look at boat; drag orbits offset yaw/pitch.
- Orbit: OrbitControls around boat (target follows boat).
- Cinematic: slow orbit + occasional low shots: position on circle around boat, radius slowly varying, height varying with sine; auto.
- Camera up remains Y; avoid roll (or slight roll with heel in chase for feel — keep stable horizon, better).
- Wheel: zoom chase distance / orbit dolly.
- Drag: chase offsets yaw/pitch around boat; orbit uses OrbitControls default.
- C cycles, buttons too.
GUI (lil-gui): folders: Ocean (swell, foam), Sky (timeOfDay slider 0-24, cycle toggle, cycleSpeed, clouds), Wind (speed, dir), Boat (autopilot toggle, camera mode), Effects (bloom strength, vignette?), Quality (High/Medium/Low → pixel ratio & inner grid size? just pixelRatio + bloom on/off), Audio (volume, mute).
HUD: stats: speed kn, heading°, wind speed/direction arrow relative, depth under keel, position, FPS. Pill: clock (ship's time hh:mm from timeOfDay), camera mode, helm (Manual/Auto/Tack port/starboard). Wind dial: small canvas? I'll do a simple text arrow that rotates via CSS transform in stats line (e.g. "Wind ↑ 12 kn"). Add an actual mini compass dial: a div with rotating arrow showing wind relative to boat. Keep simple: unicode arrow rotated by inline style — nice touch.
Post: EffectComposer: RenderPass + UnrealBloomPass (strength settings.bloom, radius .6, threshold .85) + OutputPass. Vignette: custom shader pass? Add simple ShaderPass with vignette+grain? I'll add a small custom pass (vignette + slight chromatic? keep vignette only + subtle film grain). r160: OutputPass handles tone mapping. Set renderer.toneMapping = ACESFilmic, outputColorSpace sRGB.
Quality/adaptive: monitor FPS EMA; if < 45 for a while → reduce pixelRatio steps (1.0 → 0.85 → 0.7), if still low disable bloom; if > 58 restore up to devicePixelRatio (max 2). Quality setting overrides: High (max PR 2, bloom), Medium (PR 1.25, bloom), Low (PR 1, no bloom). Adaptive only in Auto... keep: adaptive adjusts within the ceiling set by quality.
Resize: standard.
Loader: bake heightmap async with progress → build terrain → done → fade.
Snapshot: render once, canvas.toBlob → download link.
Toast helper: showToast(msg).
Now, ordering of code parts:
Part 1 (exists): head/CSS/DOM/importmap/imports/utils/waves/heightfield. I'll reuse as-is (it's coherent). One thing: the imports already include GUI, OrbitControls, EffectComposer, RenderPass, UnrealBloomPass, OutputPass. I might need ShaderPass for vignette — the existing import list doesn't include ShaderPass. I can do vignette without ShaderPass by adding it to... UnrealBloomPass is last before OutputPass; I can implement vignette as a custom fullscreen pass via a simple ShaderPass — need import. Since I'm rewriting the whole file anyway, I can adjust part 1: add
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';. I'll rewrite the whole file fresh (cleaner than splicing), reusing most of the existing part-1 content.Let me now write the parts. I'll write files /tmp/az/p01.html ... then
catthem into the final. Since s3fs is slow, build final at /tmp/az/full.html, validate (basic syntax check via node if available — checknode --version), then copy to /space.Validation: I can at least run
node --checkon the extracted module script? The script uses ES modules with bare imports ('three') — node --check would parse syntax fine (bare imports are syntax-valid). Let me extract script and run node --check with --input-type=module. Good sanity check.Also check for balanced backticks etc. node --check catches those.
Let me be careful about GLSL: template literals inside the JS module — fine.
Now write the code. I'll aim for a complete, polished, ~1800-2200 line file. Let me draft each part.
PART 1: HTML + CSS + DOM + importmap + imports + config + utils + noise + waves + islands + heightfield. (Reused from existing file, plus ShaderPass import, plus a couple of extra CSS bits maybe for wind dial.)
Actually, I'll add a wind-dial element to the pill:
<div class="cell"><div class="lbl">Wind</div><div class="val"><span id="windarrow">↑</span> <span id="windkn">14</span>kn</div></div>. And stats lines for speed/heading/depth/fps.CSS:
#windarrow { display:inline-block; transition: transform 0.2s; }.PART 2: hTex from hmap; terrain build; sky shaders + updateSky.
Sky shader plan:
- Vertex: pass world direction (position of sphere in world space — sphere centered at camera each frame or just huge radius centered at boat; center on camera for correctness: mesh.position.copy(camera.position) each frame; direction = normalize(vWorldPos - cameraPos)).
- Uniforms: uSunDir, uMoonDir, uZenith, uHorizon, uSunColor, uMoonTint, uCloudCover, uTime, uStarFade (0 day → 1 night), uNightZenith etc. Simplify: CPU computes effective zenith/horizon colors already lerped for time of day; shader uses them directly.
- Frag:
- y = dir.y clamped; base = mix(horizon, zenith, pow(max(y,0), 0.6)); below horizon: darken toward deep sea fog color.
- Sun: d = dot(dir, sunDir); disc = smoothstep(cos(0.533°)... use cos angular radius ~0.9993) ; glow = pow(max(d,0), 350)*... plus wide mie glow pow(d,8)0.3sunColor; add lens-ish horizontal flare? skip.
- Moon: dm = dot(dir, moonDir); disc with angular radius ~0.9995; crater shading: noise on direction projected; phase: simple lit fraction via dot with sunDir on the disc — approximate: brightness = 0.5+0.5*dot(normalize(dir-moonDir... keep simple: uniform moon brightness; slight blue-white tint; halo.
- Stars: only when starFade>0: grid hash on dir (project dir to octahedral or use 3D hash of floor(dirN)): star = step threshold on hash, twinkle by sin(timef+hash); multiply by starFade and by (y>0.02).
- Clouds: project dir onto plane at height: uv = dir.xz / (dir.y + 0.12) * scale + windtime; coverage via fbm 4 octaves (GLSL noise funcs needed: implement hash/noise/fbm in shader). cloud = smoothstep(1-cover, 1-cover+0.25, fbmVal) * fade near horizon (y<0.06 → 0). Cloud color: mix dark silhuette (zenith0.5?) to sun-lit (sunColor * pow(max(dot(dir,sunDir),0),2)) — nice silver lining near sun. Blend over sky: col = mix(col, cloudCol, cloud*0.9).
- Output: col; fog handled by scene fog for other objects; sky material fog:false.
CPU updateSky(dt):
- timeOfDay advances if cycle: += cycleSpeed * (dt/60).
- Sun: hour → elevation = sin curve: elev = sin((h-6)/12PI) * maxElev(65°)... azimuth rotates east→west: az = (h-12)/12PI + PI/2? Standard: at 6h sunrise east, 12h south (northern hemisphere), 18h sunset west. azimuth = (h/24)*TAU - PI/2? Let me just: ang = (h - 6) / 12 * PI (6h→0, 12h→PI/2 zenith-ish, 18h→PI, 24h→1.5PI below). sunDir = (cos(ang)cosTilt? Simplify: sunDir = normalize(vec3(cos(az)cosEl, sinEl, sin(az)cosEl)) with el = sin((h-6)/12PI)65°, az = lerp based on hour: az = PI0.5 - (h-6)/12PI ... whatever looks fine: I'll use el = sin(phi)1.1 rad capped, az = phi where phi=(h-6)/12PI... wait el from sin(phi): phi at 6h=0 → el 0 (horizon, good), 12h: phi=PI/2 → el max, 18h: phi=PI → el 0. Night: el<0. az = (h-12)/12PI → 6h: -PI/2 (east = +X? define east +X: az measured from +Z?). Fine-tune not critical. sunDir = ( sin(az)*cos(el), sin(el), cos(az)cos(el) ) with az = (h-12)/12PI → at 12h az=0 → sun at +Z south. 6h az=-PI/2 → -X (east? whatever, consistent). Good.
- Moon: roughly opposite: moonEl = -sin(phi)*0.8 + small offset; or moon hour = h+12. moonDir similar.
- Palettes: keyframes array: [hour, zenith, horizon, sunColor, sunIntensity, fogColor, ambientSky, ambientGround, starFade, exposure?]. Keyframes: 0 night (deep blue), 5.5 pre-dawn, 6.5 sunrise orange, 9 morning, 12 noon, 16 afternoon, 17.8 golden, 19 dusk purple, 20.5 night. Lerp between surrounding keyframes (colors as THREE.Color lerp). sunIntensity = clamp(sin(el)*...) * 3ish for directional light; hemisphere colors.
- Apply to: sky uniforms, sun directional light (position = boat + sunDir*300, target boat), hemisphere light, fog color = horizon-ish, bloom maybe stronger at night? keep. Ocean uniforms sun/sky colors.
- Moon light: at night use dim bluish directional from moonDir (same light, switch source when sun below horizon: use moon with 0.15 intensity).
PART 3: Ocean.
- GLSL noise + gerstner functions as string constants shared.
buildOceanMaterial(cellSize)returns ShaderMaterial with uniforms cloned; collect in arrayoceanMatsfor per-frame updates.- Geometry: makeGrid(size, segs, holeCells(0 for inner)): positions in XZ. Build index skipping hole cells: for cell (i,j), cell center coords within hole region (|cx| < hole/2 && |cz| < hole/2) skip. holeCells count = holeSize/cell must be even aligned: choose holeSize = sizeholeFrac where holeFracsegs is even integer. I'll assert.
- Outer plane: extends beyond WORLD_SIZE (e.g. 12000) so horizon meets sky; beyond baked map, depth = deep.
- Per frame: for each mesh: uOffset = snap(boat/cam focus), update uTime, sun uniforms, camera pos is implicit (cameraPosition builtin).
- Vertex shader:
Correct Gerstner:
Standard formulas:
I'll use simplified normal from height derivatives (ignore horizontal displacement in normal calc — visually fine):
vCrest = sum(ampkc) normalized... foam when crest > threshold. Good.
Also pass world pos for depth & foam noise & fog.
- Fragment:
Also alpha fade at outer edge of outer ring? Blend into horizon via fog handles it.
Detail normal texture: generate 256 tileable RGB: normal from tileable fbm height (make tileable by sampling noise on torus? simpler: use periodic value noise with integer lattice wrapped at 256 → perfectly tileable). I'll implement
vnoiseT(x,y,period)wrapping lattice coords mod period. Then normal = gradient. Store in RGB8 DataTexture, LinearFilter, RepeatWrapping.PART 4: Boat construction + WakeSystem + GullFlock.
Boat geometry (loft hull):
Let me simplify with explicit curves:
- tt = t (0 stern → 1 bow)
- width: w(t) = 1.25 * (0.72 + 0.28cos((t-0.42)/0.58PI/2)) for t<=... ugh. Use smooth: w = 1.25sqrt(sin(PI(0.15+0.85t0.95))) ...
Cleanest: w(t) = maxBeam * (sin(PI * (0.12 + 0.88t))^0.8)? At t=0 → sin(0.12π)=0.368 → ^0.8 = 0.45 → half-beam 0.56, full 1.1m transom — plausible. t=0.5: sin(0.56π)=0.982→0.985. t=1: sin(π)=0 → bow point. OK: w(t) = 1.25 * pow(sin(PI(0.12+0.88t)), 0.8). But sin(π(0.12+0.88*1))=sin(π)=0 ✓, and max near t=0.42 ✓. Transom half 0.56 ✓.
- deckY(t) = 0.55 + 0.22pow(t,2.5) + 0.06sin(PI*t) (sheer: bow higher) → stern 0.55, bow 0.77.
- keelY(t) = deckY(t) - depth(t), depth(t) = 0.15 + 0.75sin(PIt^0.9)^1.2 → stern 0.15, mid ~0.9, bow 0.15. Cross-section at t, ring param u∈[0,1] mapped th=PIu: x = wcos(th), y = deckY - depth*sin(th)^0.9 (power flattens bottom a bit? sin^0.9 slightly fuller). Stern cap: add center vertices & fan; bow just converges (w→0 makes degenerate ring — clamp w min 0.02 and add tip vertex). Normals: computeVertexNormals on indexed geometry. z along length: z = (t-0.5)*L → bow at +Z? Boat forward +Z? Three.js lookAt convention -Z forward... I'll set forward = +Z locally, heading applied as rotation.y = -heading or define heading measured so that forward vector = (sin(h), 0, cos(h)). Keep consistent: forward = (sin(heading), 0, cos(heading)) with boat.rotation.y = heading. For +Z forward local. ✓
Deck: loft flat strip between gunwales: vertices (±w*0.98, deckY-0.02, z) → triangle strip. Plus cockpit floor small box. Cabin: rounded box at mid-forward: BoxGeometry(1.3,0.5,2.2) + top Cylinder half? Use Box + slightly larger roof box with rounded... keep box + thin roof overhang box; windows: dark thin boxes on sides.
Mast at z=+0.8, height 9.5: CylinderGeometry(0.05,0.08,9.5). Boom at deckY+1.1, length 3.2 aft: cylinder rotated. Sails:
- Main: triangle in local plane: tack (0, 1.2, 0.9), head (0, 9.2, 0.9), clew (0, 1.35, -2.3). Build grid u (along luff) , v (along foot/leech): point = barycentric: P(u,v) = tack*(1-u)?? Simplest: param s∈[0,1] up the mast, r∈[0,1] from mast to leech: footLen(s) = lerp(3.2, 0, s^1.1); pos = mastBase + (0, s8, 0) + (0,0,-footLen(s)r); billow: x += draft * sin(PIr) * sin(PIs0.8) * (1-s0.3); draft ~0.35*footLen. Grid 12x10. DoubleSide standard material, color #f4efe2.
- Jib: forestay from mast top to bow: tack at bow (0, deck, 2.9?) hmm L=7 → z from -3.5..3.5, mast at z=0.9, bow z=3.5. Jib: head near mast top (0, 8.6, 0.9), tack (0, deck+0.3, 3.3), clew (0, 1.3, 0.2). Similar param with billow opposite... jib on same side as main (lee side) — fine. Sail trim: boomGroup rotates about mast Y axis by sheetAngle: sheetAngle = side * (0.15 + (1-trim)0.9 + runFactor0.6) clamp ≤ 1.35 rad; side = sign of wind relative. Main sail mesh is child of boomGroup (mast fixed, sail+boom rotate). Jib rotates slightly less (child of boomGroup scaled 0.8? separate jibGroup rotation = sheetAngle*0.85). Flag at stern: small triangle, flutter by CPU: rotation.y oscillation.
Rudder: group at stern (0, -0.2, -3.5): plate box(0.04, 0.7, 0.35) below waterline; rotates with rudder input. Tiller on top rotates opposite. Keel fin: box(0.08,1.1,0.8) under mid + bulb capsule.
Materials: hull white (MeshStandardMaterial, roughness 0.5), hull stripe? add thin colored stripe box along side? skip stripe, use accent color for cabin trim + sail cover. Deck: light wood tan.
WakeSystem:
- Foam quad pool: InstancedMesh(PlaneGeometry(1,1).rotateX(-PI/2), MeshBasicMaterial({map: foamTex, transparent, depthWrite:false, opacity...}) , 380). Per active: pos (x,z on water, y = waveHeight+0.06), scale grows 1→3.5, alpha fade via instanceColor (use color as alpha multiplier? MeshBasicMaterial with vertexColors... instanceColor multiplies map color — white foam tinted darker = gray not fade. Use per-instance color toward transparent impossible without alpha attr. Trick: use instanceColor to darken toward water color? Meh. Alternative: ShaderMaterial for instanced foam with instanceColor.a as alpha — InstancedMesh supports instanceColor (RGB). I can pack alpha in a custom InstancedBufferAttribute and a tiny shader:
Write small ShaderMaterial — fine (no lighting needed for foam).
- Spray: similar instanced quads but camera-facing billboard in shader: build quad from camera right/up uniforms: pos instance attr; simpler: THREE.Points with size attenuation and per-point size/alpha attributes, custom shader. Points with gl_PointSize = size*300/dist. Cap point size... mobile fine. I'll use Points for spray (max 240), InstancedMesh for foam patches.
- Foam emission: stern pos behind boat, emit every 40ms * speedFactor; also along hull sides at speed; bow wave foam at bow when moving; lifetime 3-6s; drift with slight backward relative + wave advection (sample waveHeight only for y).
- Grounding sand puff? skip.
GullFlock:
- Gull: group: body = cone rotated horizontal (white), head small sphere? keep: body + 2 wings (PlaneGeometry 0.5x0.16) pivoting at body sides; flap: wing.rotation.z = ±(0.2+flapAmpsin(tflapF)); glide phases: flapAmp varies with noise over time (0 when gliding).
- Update: each gull has anchor mode: circling island i or following boat; angle += w*dt; pos = anchor + (cos(a)r, h + sin(t0.7)*1.5, sin(a)*r); heading = tangent; bank = clamp(turnrate)... set rotation from velocity dir + roll = -0.4. Occasionally switch anchor to boat if near. Chirp callback to audio when random.
- 8 gulls, 3 islands nearest get flocks + some follow boat.
PART 5: AudioEngine.
- ctx lazy init on first gesture (pointerdown/keydown).
- makeNoiseBuffer(seconds, brown?) generate once.
- Surf: bufferSource loop → lowpass(400-900Hz LFO 0.07Hz ±) → gain(0.25 base * shoreFactor). Add second layer "swash": bandpass 1200Hz noise with gain LFO'd by wave-ish envelope (random-ish via slow random walk), gain ∝ shoreFactor (near shore louder).
- Wind: noise → bandpass 500Hz Q0.5 → gain ∝ windSpeed^1.5 *0.06; whistle: bandpass 900-1400 wandering, tiny gain.
- Chirp: osc sawtooth→gain env; freq sweep 2400→1400 over 0.09s, 2-4 repeats with gaps; gain 0.05*volume.
- setVolume, setMuted (master gain 0), update(dt, {windSpeed, shoreFactor, boatSpeed}).
- Resume on gesture; show toast "Sound on/off".
PART 6: Physics (SailSim class or plain object):
Wind display: kn = windSpeed*1.944; arrow rotation = wind relative to boat heading: CSS rotate((windTowardDeg - headingDeg)°) with arrow pointing "direction wind goes to" relative screen up=bow. I'll show arrow pointing where wind blows toward, relative to boat (up = ahead). rotate deg = wrapDeg(windDir - headingDeg). Arrow char '↑' rotated by that.
PART 7: Cameras & input:
- camMode: 'Chase'|'Orbit'|'Cinematic'; index cycle; OrbitControls created once, enabled only in Orbit mode.
- Chase: yaw/pitch offsets from drag (pointer events on canvas; distinguish from gui). dist default 26 (wheel 10..60). pos = boat.pos + R(yaw+heading+PI)* ... camera behind: offset dir = (sin(h+PI+yawOff), 0, cos(h+PI+yawOff)) * cos(pitch)dist + up sin(pitch)dist; pitch default 0.35 clamp [0.05, 1.2]; smooth pos (exp damp 6/s); lookAt boat.pos + up2 + forward4. Roll: none.
- Cinematic: angle slowly increases 0.06 rad/s; radius = 30+14sin(t0.11); height = 6+4sin(t0.07)+... ; lookAt boat; every 20s switch to low bow shot for 6s? Keep smooth orbit; add subtle FOV drift 50±4.
- Orbit: controls.target lerps to boat.pos each frame; enableDamping.
- Input: keys object; keydown/up; K kedge, C camera, V autopilot, M mute, Space ease sheets (trim→0.15 momentarily while held), P snapshot? button only. Also H hide UI? nice: toggles hud/hints/pill opacity.
- Pointer: pointerdown on renderer dom (not gui/buttons — those are separate DOM so fine), drag deltas → chase yaw/pitch (or orbit handled by controls when mode orbit — then skip our drag); wheel: chase dist or orbit dolly (controls handles wheel itself; in orbit don't intercept). Set controls.enabled = (mode==='Orbit').
- Touch: single drag rotate, pinch zoom: track two pointers distance → adjust dist. Implement basic pinch.
PART 8: GUI + HUD + snapshot + adaptive quality + resize.
- GUI folders as planned; onChange for timeOfDay etc. Camera dropdown. Buttons for snapshot & reset view.
- HUD update every 0.12s: stats.innerHTML = speed kn, heading°, depth m, fps, pos; pill clock from timeOfDay → hh:mm; camname; helm; wind arrow rotate + kn.
- Toast helper with timer.
- Snapshot: composer.render(); renderer.domElement.toBlob → a.download='azure-odyssey.png'. (preserveDrawingBuffer not needed if toBlob right after render in same frame.)
- Adaptive: fps EMA; every 2s evaluate: if ema<45 && pr>0.7: pr-=0.15 setPixelRatio; else if ema>57 && pr<prCap: pr+=0.1. Low quality: prCap 1, bloom off; Medium 1.5; High min(dpr,2).
- resize: camera aspect, renderer + composer setSize, bloom resolution.
PART 9: init & main loop.
- init(): renderer (antialias true, ACESFilmic, sRGB out? r160: renderer.outputColorSpace default srgb; with composer + OutputPass handles), scene, fog = new FogExp2(color, 0.0016), camera(55, near 0.1 far 9000).
- await bakeHeightmap(progress→loader bar); build hTex, terrain, sky, ocean grids, boat, wake, gulls; lights: dir sun (castShadow? Shadows: nice on boat: dir light castShadow with small shadow camera following boat; ocean receiveShadow? custom shader receiving shadow is complex. Skip shadows entirely — fake AO under boat? skip. Decide: enable shadow only for boat on deck? Self-shadowing boat with 1024 map, castShadow on mast/sails → onto deck/hull standard materials (receiveShadow). Terrain custom shader won't receive — fine, still adds nice detail on the boat. renderer.shadowMap.enabled = true, type PCFSoft. Sun light shadow cam ortho 30m box following boat. Sails DoubleSide shadow acne — set shadow.bias -0.0005, material.side DoubleSide with shadowSide FrontSide. OK include — moderate risk but standard. Hmm, sail is custom geometry standard material — fine.)
- composer setup.
- loop: clock dt (clamp 0.05), simTime += dt; updateWavePhases(); updateSky(dt); physics; boat mesh sync (pos/y/pitch/roll/heading; sails trim anim smooth; rudder; flag); wake emit/update; gulls; audio update; cameras; ocean uniforms per mat (uTime=simTime, offset snapped, sun/sky uniforms, uSwell); sky uniforms + sky follows camera; sun light pos; HUD; adaptive; composer.render().
Order inside file — after part1 (which ends at bakeHeightmap), continue:
p02: hTex + tileable noise textures + terrain build + material p03: sky (shader strings, build, updateSky + palettes) p04: ocean (gerstner glsl const, makeGrid, materials, meshes, per-frame fn) p05: boat build (hull loft, deck, cabin, mast/sails, rudder/keel, flag) + group refs p06: wake system + gulls p07: audio engine p08: physics + autopilot p09: cameras + input p10: gui + hud + helpers (toast, snapshot, adaptive, resize) p11: init + main loop + closing tags
Also remember part1 needs ShaderPass import for vignette — I'll add. And CSS additions for wind arrow span — inline style fine.
Also the pill has only 3 cells; I'll add wind cell + depth cell? Keep pill: clock, wind(arrow+kn), camera, helm = 4 cells.
Also hint bar: add K kedge, H hide UI.
One more consideration: existing part-1 ends at bakeHeightmap (line 343) with nothing after — no closing
</script></body></html>. When rewriting fresh, ensure closure.Also note: existing file defined
wavesB[i].zphase and waveHeight uses it — keep consistent; simTime global updated in loop; updateWavePhases called per frame. GPU phase: pass same wavesB values as uniform array — uniform vec4 uWavesB[6] updated per frame from array. ✓. And waveHeight CPU mirror uses ampswellcos(k*(d·x)−phase) matching vertex shader's y += ampswelllod*cos — for inner grid lod=1 ✓ (buoyancy assumes lod=1 — boat is within inner grid ✓).Terrain material: MeshStandardMaterial with vertexColors:true? Then fog works, lighting works, shadows receive possible... wait receiveShadow with standard material works! Terrain receiveShadow from boat? Boat far above terrain mostly (water between). Sun shadows of islands irrelevant (no objects). Keep MeshStandardMaterial vertexColors + slight roughness 1. Simple + fog + tonemapping all automatic. Add flatShading? no, smooth.
But water is opaque custom shader at y≈0 covering terrain where terrain<0 — fine, depth-based color fakes shallows. ✓
Terrain vertex colors:
Sail material DoubleSide + standard → lighting ok.
Sky shader needs GLSL noise: implement hash21/noise2/fbm in GLSL string shared const
GLSL_NOISE. Ocean also uses noise? Ocean foam breakup uses texture instead. Clouds need fbm → sky only.Stars: hash-based:
Direction-based cells warp near poles but acceptable. Multiply smoothstep(y,0.05..0.2) & starFade & (1-cloud).
Moon: disc + slight noise darkening; glow halo small; color pale #cfe0ff.
Sun disc: angular: cosAng = dot(dir,sunDir); disc = smoothstep(0.99935,0.99965,cosAng)*sunIntensityDisc; glow near horizon reddening handled by CPU sunColor.
Water shader fog: use scene fog? Custom shader: implement manual exp2 fog with uniform uFogColor/uFogDensity matching scene.fog for coherence. Set both from updateSky.
Also horizon blend: at far distances fog does it. ✓
Underwater darkening below horizon in sky shader: dir.y<0 → mix toward deep sea color (dark) so ocean edge meets plausibly (ocean outer plane extends 12000 < sky radius; below-horizon sky sliver visible past outer plane edge? camera height ~10m → horizon dip negligible; still handle: below-horizon sky = fogColor darkened.)
Vignette ShaderPass: uniforms tDiffuse, strength, also subtle grain: col = 1 - vigsmoothstep(...); grain: (hash(uv*time)-0.5)*0.02. Add before OutputPass? Order: Render → Bloom → VignettePass → Output. Vignette in linear before tonemap — ok.
Time budget per frame is fine.
Now — write it all. This is a lot of code; I'll write carefully part by part with a heredoc per file. Watch out: heredoc with 'EOF' quoted prevents shell interpolation — JS has backticks and $ (template literals use ${}) — with quoted heredoc delimiter, no expansion occurs. Use
cat > /tmp/az/p01.html << 'P1EOF'style.Also avoid accidental "EOF" collisions — use unique delimiters.
Let me now also decide: reuse existing part-1 text exactly (with small mods: ShaderPass import, extra pill cell, hints update). I'll rewrite p01 fully.
Careful with lil-gui import path — already in part1:
three/addons/libs/lil-gui.module.min.js✓ exists in three@0.160.Begin writing parts.
Part 1: (HTML/CSS/DOM/importmap + JS: imports, config, utils, noise, waves, islands, heightfield bake)
I must be meticulous — this file must work first try in browser. Let me mentally review key risk points as I write:
- importmap + module: fine.
- lil-gui default export:
import GUI from 'three/addons/libs/lil-gui.module.min.js'✓. - InstancedMesh count management: use mesh.count = activeCount each frame after compaction.
- DataTexture half float:
new THREE.DataTexture(data, w, h, THREE.RedFormat, THREE.HalfFloatType)— data must be Uint16Array with half-float bits! DataTexture with HalfFloatType expects Uint16Array of half bits. Converting float→half bits in JS: write floatToHalf function. Alternatively use FloatType R32F with NearestFilter (no linear) — blocky depth colors? Depth coloring with nearest 5m cells → visible banding in shallow gradients... With LinearFilter on float texture: WebGL2 requires OES_texture_float_linear extension, widely available on desktop, ~most mobile too. Risk acceptable? I'd rather do half conversion — 15 lines, safe and filterable everywhere. I'll write floatToHalfBits.
Actually simpler: pack height into a RGBA8 texture encoded (height+40)/100 into RG 16-bit fixed: r = floor(v255), g = fract255 → decode in shader: (r+g/255)*100-40. RGBA8 linear filtering interpolates each channel independently — decoding after linear filter of r,g causes errors at r-wrap boundaries (r integer steps) → banding artifacts at boundaries. Meh. HalfFloat approach cleaner. Write floatToHalf.
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Sky sphere radius 7000, camera far 15000 ✓.
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Ocean outer plane 12000 wide — beyond far? 12000/2=6000 from center < 15000 ✓. Snap outer grid to boat so it always surrounds; edges at ~6000m from boat → fog at density 0.0016: exp2 fog at 6000m → factor = 1-exp(-(0.0016*6000)^2)= ~1 → fully fogged ✓ good, horizon = fog color, sky horizon color matches fog → seamless. Fog density 0.0016 might fog the boat at 26m? factor at 26m: (0.0416)^2=0.0017 → invisible ✓. Islands at 800m: (1.28)^2=1.64→ 1-e^-1.64=0.81 — too foggy! Islands 600-900m away would be heavily veiled. Density 0.0006: at 800m → (0.48)^2=0.23→0.2 ✓ pleasant haze; at 6000m: (3.6)^2=13→1 ✓. Use 0.00062, and vary slightly with time of day (denser at dawn). Match in water shader uniform.
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Terrain spans WORLD_SIZE 3200; beyond → ocean floor SEABED flat? Terrain only covers baked area; outside it there's nothing under water — fine (deep color). Outer ocean ring covers beyond terrain edge seamlessly since water at y=0 everywhere ✓. Islands all within ±1000 ✓.
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Boat spawn: pos (40,0,80) near island at (60,-60) r=150+... check depth there: island shelf extends r2.1 → at (40,80) distance to (60,-60) ≈ 141 → likely shallow/land! Spawn should be open water: distance from all islands > r2.2. Island (60,-60) r∈[150,330] shelf up to ~700?! r*2.1 with r=330 → 693 radius shelf — huge overlap regions; the spots list might create landmasses close to spawn. I can't easily verify without running the analytic function. I'll write a quick node script to evaluate analyticHeight at candidate spawn points and pick a deep one (depth > 8m) with an island ~300m away for a nice opening view. Actually better: pick spawn programmatically at runtime: search grid for point with depth>10 and min distance to nearest island between 250-500 → deterministic since islands seeded. Add small function in physics/init. I'll do runtime search (robust) — cheap (scan 200x200 grid over ±1200, compute analyticHeight... that's 40k evals of analyticHeight with fbm — at bake time we already do 640²=410k, so 40k extra is trivial, but bake gives us hmap — just scan hmap + island list!). Scan hmap for depth in [-14,-8] and nearest-island-dist in [260, 520], take first found spiraling from center... simpler: iterate hmap, collect candidates, pick the one with score closest to ideal. Fine.
Also gull anchors: islands above water: all presumably.
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Autopilot standoff: aim at island center, arrival when dist < isl.r1.6 (still water? shelf extends r2.1 → depth<0 maybe at r1.6?? shelf at d=r1.6: shelf = sstep(2.1r, 0.75r, 1.6r): t=(2.1-1.6)/(2.1-0.75)=0.37→smoothed ~0.3 → shelfH = -26+22.80.3 = -19m deep ✓ safe. Grounding starts depth<1.6 i.e. h>-1.6: shelfH>-1.6 when shelf>0.98 → d≈0.8r. So safe standoff ~ r1.2. Arrival radius r*1.35 fine ✓.
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Kedge: move toward deeper: sample gradient of hmap around pos: dir of descending height; move 8m that way + toast.
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Wake y-position: waveHeight at particle pos +0.05 ✓ (foam on inner grid exact surface).
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FPS counter: EMA.
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HUD wind arrow:
<span id="windarrow">➤</span>rotated; up = boat heading. rotation deg = windDirToward - headingDeg + 180? If wind blows toward boat's heading (tailwind), arrow should point up (same as boat): windToward==heading → 0 rotation ✓ with '↑' char. Use '↑'. -
settings.windDirin degrees; slider 0..360. -
Sail side: wind from starboard (right) → sails to port (left): side = sign of cross product: relWindSide = sign(wrapAngle(windFrom - heading)) → positive = wind from port? Let me define windFrom angle (direction wind comes FROM, world): wf = atan2(-windVec.x, -windVec.z) (toward+PI). rel = wrapAngle(wf - heading): rel>0 → wind from... heading h, forward (sin h, cos h). Angle rel measured CCW around Y. Vector to the right of boat = heading - 90°? In three.js, positive rotation.y is CCW viewed from above (right-hand rule, Y up): rotating heading by +90° moves forward vector to the LEFT? forward(h)=(sin h, cos h); h+90°: (sin(h+90),cos(h+90)) = (cos h, -sin h). Cross(forward, that) — is (cos h, -sin h) left or right of (sin h, cos h)? At h=0: forward=(0,1)(+Z), candidate=(1,0)(+X). Camera looking down -Y... world seen from above with +X right, +Z down (toward viewer) if looking from +Y down with +Z toward bottom of screen... ugh signs. Just test numerically at runtime mentally: three.js: boat.rotation.y = h makes local +Z map to (sin h, 0, cos h) ✓. Local +X (right side of boat? In three, +X is to the left when looking down -Z... but our boat faces +Z local, so its right side (starboard, when facing +Z) is -X?? When you face +Z (out of screen toward viewer in default cam), your right hand points -X. Hmm: standard: facing -Z, right = +X. Facing +Z (180° flip), right = -X. So starboard = local -X. Whatever — heel sign: wind from starboard pushes boat to port (boat tilts away from wind). heel rotation about Z local: rotation.z positive = CCW from front view... I'll pick signs empirically-ish: heel = -side * magnitude where side = sign(rel) — then visually check not possible... I'll reason once: wind FROM direction wf; sails blown to leeward = opposite side. rel = wrap(wf - h). If rel = +90° (wind from the left side in CCW terms): local direction of wind source = rotate local +Z by +90° = +X local. So wind from +X local side. Boat heels away → top of mast moves toward -X. Rotation about local Z axis: positive Z-rotation moves +Y toward +X? Right-hand rule about +Z: +Y rotates toward... rotating vector +Y by +θ about +Z: (x,y) → (−sinθ? formula: R_z(θ): x' = x cosθ − y sinθ, y' = x sinθ + y cosθ. +Y=(0,1) → (−sinθ, cosθ) → moves toward −X for positive θ ✓. So heel positive about Z tilts mast toward −X. Wind from +X side → heel should be positive. rel=+90° (wind from +X): heel = +mag. So heel = sign(rel)mag... wait rel=+90 → sign +1 → heel + → mast to −X ✓ away from wind ✓. Boom: sails to leeward = −X side: boomGroup.rotation.y: rotating boom (extends aft −Z local... boom from mast toward stern = −Z direction) about Y: R_y(θ): z'= ... vector −Z=(0,0,−1) → (−sinθ? R_y(θ): x' = x cosθ + z sinθ, z' = −x sinθ + z cosθ. (0,0,−1) → x' = −sinθ, z' = −cosθ. Positive θ moves boom end toward −X ✓. So boom.rotation.y = +sheetAngle when wind from +X (rel>0). boom.rotation.y = sign(rel)*angle ✓ consistent with heel sign.
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Jib: same group rotation *0.8.
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Rudder effect: rudder>0 should turn... define rudderInput + = D key (turn right/starboard = heading decreases or increases?). Starboard turn: heading rotates CW from above = decreasing CCW angle → heading -= ? Let's set: D → rudderTarget = +1 → yawRate negative (CW)? Hmm pick: yawRate = -rudder*... let me define heading increases CCW (as rotation.y). A/D: A = port (left) turn = CCW = heading+; D = starboard = heading−. So heading += (A?+1:0 - D?+1:0)rate → rudder = (A - D), heading += rudderyawRate... wait but real tiller is reversed; arcade: A turns left ✓ heading += rudderratedt with rudder=A?1:D?-1. And rudder plate rotation.y = -rudder*0.5 (visual).
For autopilot: err = wrap(desired - heading); rudder = clamp(err*1.2, -1, 1) ✓ (positive err → turn CCW → A-like ✓).
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Camera chase behind: camera at boat.pos - forwarddistcos(pitch) + updistsin(pitch): forward=(sin h,0,cos h). ✓ with yawOff applied: rotate forward by yawOff.
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waveHeight for buoyancy uses phases; at t=0 phases 0 ✓ updateWavePhases before physics ✓.
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Sail billow shader? Using CPU-built geometry static billow — then sail shape static; flutter when in irons: animate sail material... keep static billow scaled: sail mesh scale.x = billow factor by wind (in irons → flap: scale oscillates + sail shake rotation). Simple: when drive<0.1 && windSpeed>3: sailGroup.rotation.z flutter? Actually flapping = luffing; just wobble boom slightly + play flag flutter... keep simple wobble of sail mesh rotation.y small noise. Fine.
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Terrain geometry: PlaneGeometry(3200,3200,319,319).rotateX(-PI/2) → vertices (320² =102k) set y from sampleHeight... wait hmap res 640, sampling at mesh verts via bilinear ✓. computeVertexNormals ✓. Position attribute order after rotateX: iterate verts, x=pos.getX, z=pos.getZ → y = sampleHeight(x,z) ✓.
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Colors: Float32 per vertex computed with slope from finite diff of hmap (cheap: use normal after computeVertexNormals — compute colors after normals ✓).
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DataTexture for ocean depth sampling: same hmap → Uint16 half array (640² = 409600 entries — conversion loop fine).
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Ocean uniforms arrays:
uWavesA: { value: wavesA }(Vector4 array → vec4 uniform array ✓ three handles), uWavesB similarly, update z per frame — Vector4 array mutated → three re-uploads each frame automatically since uniform value references same array? For arrays of Vector4, three's uniform upload reads each frame ✓ (setValueV4a). ✓ -
Inner grid: size 120, segs 160 → cell 0.75; mid: size 720, segs 96, hole 120 (holeCells=16), cell 7.5; outer: size 12000, segs 110, hole 720 (holeCells=? 720/(12000/110)=720/109=6.6 not integer!) — choose outer size 11520, segs 96 → cell 120, hole 720 → 6 cells ✓ even ✓. Mid: size 768, segs 96 → cell 8, hole 128 → 16 cells ✓; inner size 128, segs 160 → cell 0.8 ✓. Snap: inner offset = round(pos/0.8)*0.8. Grid geometry positions: I'll generate positions centered at 0 spanning [-size/2, size/2] with (segs+1)² verts; hole cells skipped in index. Vertices inside hole remain unused (fine) — or skip adding? Unused verts cost nothing in draw (indexed). ✓
Vertex count outer: 97²=9409 ✓.
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Ocean depth texture sampling: uv = (worldXZ + 1600)/3200; outside → clamp edge → ClampToEdgeWrapping with edge values = SEABED ✓ (baked edge is ocean). ✓
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Ocean frag needs uSwell only in vertex (displacement) ✓.
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Crest measure: vCrest = Σ ampkcos(ph)lod — sum over waves; typical max ~ Σ ampk = 0.850.068+0.50.123+0.30.209+0.170.359+0.090.598+0.050.997 = 0.058+0.062+0.063+0.061+0.054+0.05 ≈ 0.35 hmm foam threshold smoothstep(0.18,0.3) scaled by swell. Fine tune: cf = smoothstep(0.16, 0.30, vCrest * uSwell...). I'll expose threshold via foam setting mapping: uFoam (0.4..1.6) multiplies cf.
Also whitecap breakup noise: sample detail texture channel B at two scales scrolling → multiply.
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The detail texture: RGBA8: R,G = normal xy (z reconstructed), B = foam noise, A=255. Generate 256² with tileable noise (period-wrapped lattice). In shader: nrm = tex.rg2-1; two samples scrolled; perturb N.xz += (n1+n2)strength; renormalize. Foam: f1 = tex.b at scale 3, f2 = tex.b scale 7 scrolled → break = smoothstep(0.35,0.75, f10.6+f20.4).
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Sky: uniforms also need sun disc intensity scaling by elevation (day) — CPU sets uSunDisc = intensity.
Also ocean needs matching horizon/sun for reflection: pass uSunDir/uSunColor/uZenith/uHorizon (same uniform objects as sky? separate materials — set values per frame from shared palette object — write
applyEnvironment()updating all mats + lights + fog.)Structure:
const env = { sunDir: V3, moonDir: V3, sunColor: Color, zenith: Color, horizon: Color, fogColor: Color, fogDensity: 0.00062, starFade: 0, hemiSky: Color, hemiGround: Color, sunIntensity: 1 }— updateSky fills env; applyEnv copies into uniforms/lights. ✓ clean.-
Bloom threshold 0.8 strength settings.bloom radius 0.55.
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The boat at night barely lit → add subtle deck light? A warm PointLight on boat at night (intensity by starFade, distance 12) — nice touch ✓ cheap. And navigation light sprites? skip.
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Loader: bake takes maybe 200-600ms (410k analyticHeight with fbm(3)+up-to-9 islands fbm(4)... each island check only within shelf radius — most skip. ~410k * ~40 noise evals... vnoise = 4 hash2 (sin each) → ~160 sin per px *410k = 65M sin → ~1-2s. Acceptable with progress bar. Reduce HM_RES to 512 → 262k → ~1s, cell 6.25m. Terrain mesh 256 segs. OK use 512? Physics sampling bilinear on 512 vs 640 — fine. Keep 512 for speed. WORLD 3200 → cell 6.25 ✓.
Terrain mesh segs 256 → 66k verts ✓.
Wait — one more: ocean inner grid hole for mid ring: mid ring covers 128..768 around boat; but inner grid follows boat snapped — ring hole 128 = inner size 128 ✓ aligned if both snapped to compatible grids: inner snaps to 0.8 cells; mid snaps to 8m cells. Inner edge at offset±64; mid hole edge at midOffset±64. Misalignment up to 8-0.8... visible gap/overlap slivers at seam! Both surfaces same waves but different tessellation → at the boundary, overlap region z-fights where they coincide, gaps show sky through?? Gap would show... below is terrain/deep — gap shows water-colored fog? Actually gap between grids shows whatever behind: underwater terrain (dark) → visible dark line. Overlap → z-fight flicker.
Solution used commonly: skirt/overlap handling — make rings overlap the inner grid by 1-2 cells and push lower LOD down by small epsilon proportional... overlapping + vertical offset (outer grids pushed down by 0.06m mid, 0.12m outer): overlap region shows higher grid on top, no z-fight (0.06m apart), no gap. Step visible? At 64m from boat, a 6cm step over the seam — the seam is a grid-aligned boundary; from typical camera height 8m at 26m distance, looking outward, seam at 64m: 6cm vertical step ≈ subpixel. ✓ And snap all grids to the OUTER cell multiples (snap inner to 0.8, mid to 8 — if both offsets derived by snapping boat pos to their own cells, edges still align because 64 is multiple of both 0.8 and 8 ✓ but offsets differ: innerOffset = round(b/0.8)*0.8; midOffset = round(b/8)*8. innerEdge = innerOffset ± 64; holeEdge = midOffset ± 64. Difference up to 4m → overlap width varies 4..12m ✓ still overlap (min 4m if hole 128 and inner 128 → overlap = 128 - |diff|... wait if midOffset shifted +4, hole covers [+4-64, +4+64] = [-60, 68]; inner covers [-64,64] → gap on [-64,-60]! 4m gap. So overlap requires hole SMALLER than inner: hole = 128-16=112? Then hole [+4-56, +4+56]=[-52,60] ⊂ inner [-64,64] ✓ always with |diff|≤4+4=8 → hole ≤ 128-16=112 → holeCells 14 (112/8) even ✓. Outer: ce
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The checkpoint says maxTime threshold 50%, timeProgress 0.775 — I have limited time. I need to be efficient. Let me write the remaining parts quickly but carefully. I'll continue writing parts — maybe combine into fewer, larger writes.
Part 2: environment + sky + textures + terrain. Part 3: ocean. Part 4: boat + wake + gulls. Part 5: audio + physics. Part 6: cameras + input + gui + hud. Part 7: init + loop + closing.
Let me write them now, larger chunks per command to save iterations.
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