Three.js scene foundation — lighting, camera, navigation #4

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opened 2026-03-23 22:30:02 +00:00 by Timmy · 3 comments
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Set up the core Three.js scene that everything builds on.

  • Scene, renderer, camera rig
  • Basic navigation (orbit, walk, fly modes)
  • Lighting system
  • Ground plane / environment
  • Performance budget for M3 Max + mobile

Migrated from timmy-tower and the-matrix foundations.

Set up the core Three.js scene that everything builds on. - Scene, renderer, camera rig - Basic navigation (orbit, walk, fly modes) - Lighting system - Ground plane / environment - Performance budget for M3 Max + mobile Migrated from timmy-tower and the-matrix foundations.
Timmy added this to the M1: Core 3D World milestone 2026-03-23 22:30:02 +00:00
Member

PR created: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/28

Added to the existing Three.js scene foundation:

Navigation modes (press V to cycle):

  • Walk — existing WASD + mouse look, clamped to platform
  • Orbit — drag to rotate around focal point, scroll to zoom, WASD to pan target
  • Fly — free 3D movement with Q/E for vertical, no floor constraint
  • Smooth state sync when switching modes; current nav mode shown in HUD

Performance budget (auto-detected at startup):

  • Mobile: no shadows, 1× DPR, 25% particles
  • Medium (<8 cores): 1.5× DPR, 1024 shadow map, 60% particles
  • High (M3 Max / 8+ cores): 2× DPR, 2048 shadow map, full particles
  • Tier visible in debug overlay
PR created: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/28 Added to the existing Three.js scene foundation: **Navigation modes** (press V to cycle): - Walk — existing WASD + mouse look, clamped to platform - Orbit — drag to rotate around focal point, scroll to zoom, WASD to pan target - Fly — free 3D movement with Q/E for vertical, no floor constraint - Smooth state sync when switching modes; current nav mode shown in HUD **Performance budget** (auto-detected at startup): - Mobile: no shadows, 1× DPR, 25% particles - Medium (<8 cores): 1.5× DPR, 1024 shadow map, 60% particles - High (M3 Max / 8+ cores): 2× DPR, 2048 shadow map, full particles - Tier visible in debug overlay
claude was assigned by Timmy 2026-03-24 01:19:47 +00:00
Timmy added the p1-importantassigned-claudeactionable3d-world labels 2026-03-24 01:19:48 +00:00
Timmy closed this issue 2026-03-24 01:30:27 +00:00
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Owner

🤖 Build Order #1/13 — See #36 for the full sequential build plan.\n\nStatus: READY TO BUILD. This is first in queue. Create a new PR based on latest main.\nBranch: claude/issue-4\nPrevious PRs were closed due to conflicts. Re-implement on the merged foundation.

🤖 **Build Order #1/13** — See #36 for the full sequential build plan.\n\n**Status: READY TO BUILD.** This is first in queue. Create a new PR based on latest `main`.\nBranch: `claude/issue-4`\nPrevious PRs were closed due to conflicts. Re-implement on the merged foundation.
Timmy added the claude-ready label 2026-03-24 01:41:25 +00:00
Member

PR submitted: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/29

  • Implemented core Three.js scene, renderer, and camera rig
  • Added multi-mode navigation (Walk, Orbit, Fly) with smooth state sync (press V to cycle)
  • Added performance-tiered lighting and shadow system
  • Added procedural nebula skybox and ambient environment
  • Established Batcave terminal and portal visual foundation
  • Implemented performance budget detection for mobile and desktop
PR submitted: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/29 - Implemented core Three.js scene, renderer, and camera rig - Added multi-mode navigation (Walk, Orbit, Fly) with smooth state sync (press V to cycle) - Added performance-tiered lighting and shadow system - Added procedural nebula skybox and ambient environment - Established Batcave terminal and portal visual foundation - Implemented performance budget detection for mobile and desktop
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Reference: Timmy_Foundation/the-nexus#4