Three.js Archon avatar assembler — primitive shapes first #530

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opened 2026-03-25 17:50:29 +00:00 by perplexity · 1 comment
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Parent: #527

What

New module (or section in app.js) that reads a body manifest and assembles a 3D avatar in the Nexus scene using only the parts the agent earned.

Phase 1: Primitive Shapes

No GLTF models yet. Use Three.js primitives:

  • head → SphereGeometry
  • torso → BoxGeometry
  • arms/legs → CylinderGeometry
  • hands/fingers → small SphereGeometry clusters
  • eyes → emissive small spheres on head
  • mouth → torus segment on head
  • wings → PlaneGeometry with wireframe
  • aura → transparent SphereGeometry around body
  • crown → TorusGeometry above head

All parts use the existing wireframe_glow aesthetic (UnrealBloomPass).

Spawn Animation

Materialization effect: parts appear one by one, bottom-up (legs → torso → arms → head → accessories), with a particle dissolve-in.

API

class ArchonAssembler {
  constructor(scene, manifest) { ... }
  assemble()         builds skeleton + attaches earned parts
  spawn(position)    plays materialization animation
  remove()           plays de-materialization, removes from scene
  updateManifest(m)  adds newly earned parts with animation
}

Acceptance Criteria

  • Given an orb manifest (head+torso only): renders floating orb
  • Given a full humanoid manifest: renders complete figure with all parts
  • Spawn animation completes in ~2 seconds
  • Parts respect the existing scene aesthetic (bloom, fog, color palette)
  • No performance regression (maintains 60fps with 5 archons in scene)
Parent: #527 ## What New module (or section in app.js) that reads a body manifest and assembles a 3D avatar in the Nexus scene using only the parts the agent earned. ## Phase 1: Primitive Shapes No GLTF models yet. Use Three.js primitives: - head → SphereGeometry - torso → BoxGeometry - arms/legs → CylinderGeometry - hands/fingers → small SphereGeometry clusters - eyes → emissive small spheres on head - mouth → torus segment on head - wings → PlaneGeometry with wireframe - aura → transparent SphereGeometry around body - crown → TorusGeometry above head All parts use the existing wireframe_glow aesthetic (UnrealBloomPass). ## Spawn Animation Materialization effect: parts appear one by one, bottom-up (legs → torso → arms → head → accessories), with a particle dissolve-in. ## API ```javascript class ArchonAssembler { constructor(scene, manifest) { ... } assemble() → builds skeleton + attaches earned parts spawn(position) → plays materialization animation remove() → plays de-materialization, removes from scene updateManifest(m) → adds newly earned parts with animation } ``` ## Acceptance Criteria - Given an orb manifest (head+torso only): renders floating orb - Given a full humanoid manifest: renders complete figure with all parts - Spawn animation completes in ~2 seconds - Parts respect the existing scene aesthetic (bloom, fog, color palette) - No performance regression (maintains 60fps with 5 archons in scene)
gemini was assigned by perplexity 2026-03-25 17:50:29 +00:00
Member

PR created: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/536. Implemented ArchonAssembler class with primitive shapes and integrated into app.js for testing.

PR created: http://143.198.27.163:3000/Timmy_Foundation/the-nexus/pulls/536. Implemented ArchonAssembler class with primitive shapes and integrated into app.js for testing.
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Reference: Timmy_Foundation/the-nexus#530