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mimo/creat
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mimo/build
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c34748704e |
32
app.js
32
app.js
@@ -704,13 +704,13 @@ async function init() {
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createParticles();
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createDustParticles();
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updateLoad(85);
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createAmbientStructures();
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if (performanceTier !== "low") createAmbientStructures();
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createAgentPresences();
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createThoughtStream();
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if (performanceTier !== "low") createThoughtStream();
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createHarnessPulse();
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createSessionPowerMeter();
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createWorkshopTerminal();
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createAshStorm();
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if (performanceTier !== "low") createAshStorm();
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SpatialMemory.init(scene);
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MemoryBirth.init(scene);
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MemoryBirth.wrapSpatialMemory(SpatialMemory);
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@@ -730,14 +730,20 @@ async function init() {
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fetchGiteaData();
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setInterval(fetchGiteaData, 30000); // Refresh every 30s
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composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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const bloom = new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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0.6, 0.4, 0.85
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);
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composer.addPass(bloom);
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composer.addPass(new SMAAPass(window.innerWidth, window.innerHeight));
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// Quality-tier feature gating: only enable heavy post-processing on medium/high
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if (performanceTier !== 'low') {
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composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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const bloomStrength = performanceTier === 'high' ? 0.6 : 0.35;
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const bloom = new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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bloomStrength, 0.4, 0.85
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);
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composer.addPass(bloom);
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composer.addPass(new SMAAPass(window.innerWidth, window.innerHeight));
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} else {
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composer = null;
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}
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updateLoad(95);
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@@ -3127,7 +3133,7 @@ function gameLoop() {
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core.material.emissiveIntensity = 1.5 + Math.sin(elapsed * 2) * 0.5;
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}
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composer.render();
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if (composer) { composer.render(); } else { renderer.render(scene, camera); }
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updateAshStorm(delta, elapsed);
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@@ -3166,7 +3172,7 @@ function onResize() {
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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renderer.setSize(w, h);
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composer.setSize(w, h);
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if (composer) composer.setSize(w, h);
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}
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// ═══ AGENT SIMULATION ═══
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