@medieval-kit/registry 0.1.0

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2026 CRTkafa
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ # Medieval Kit
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+
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+ A lowpoly medieval model library for [Vibe3D](https://github.com/vibe-stack/vibe3d)
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+ and Three.js. Install a prop and you own its source: readable TypeScript in your
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+ own tree, not an opaque package boundary.
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+
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+ ![The whole kit in one scene](https://medieval.crt.fyi/kit.png)
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+
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+ ![Every model](https://medieval.crt.fyi/models.png)
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+
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+ ## Install
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+
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+ ```sh
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+ bunx vibe3d init
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+ bun add three
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+ bun add -d @types/three
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+ ```
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+
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+ `init` writes `models.json` and puts the shared Vibe3D runtime under
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+ `src/lib/vibe3d/`, which the installed models import from. `@types/three` is a
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+ dev dependency and not optional: `three` ships no type declarations of its own,
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+ so without it the source you just installed does not typecheck.
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+
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+ `init` seeds `models.json` with `@scifi-kit` only, so add this registry to the
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+ `registries` object it created:
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+
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+ ```json
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+ {
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+ "registries": {
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+ "@medieval-kit": {
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+ "source": "npm:@medieval-kit/registry",
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+ "version": "latest"
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+ }
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+ }
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+ }
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+ ```
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+
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+ That map is how the namespace resolves — `vibe3d add` stops with
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+ `Registry @medieval-kit is not configured in models.json` without it.
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+
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+ Then take one model, or the lot:
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+
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+ ```sh
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+ bunx vibe3d add @medieval-kit/wooden-barrel
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+ bunx vibe3d add @medieval-kit
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+ ```
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+
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+ ### Project setup
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+
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+ The installed source imports through the `@/` alias that `models.json` declares,
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+ and it imports `.ts` files by their extension. Both have to be true on your side
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+ as well — in `tsconfig.json`:
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+
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+ ```json
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+ {
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+ "compilerOptions": {
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+ "moduleResolution": "bundler",
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+ "allowImportingTsExtensions": true,
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+ "baseUrl": ".",
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+ "paths": { "@/*": ["./src/*"] }
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+ }
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+ }
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+ ```
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+
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+ and in your bundler, because TypeScript's `paths` only teaches the type checker.
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+ For Vite:
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+
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+ ```ts
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+ resolve: { alias: [{ find: '@', replacement: fileURLToPath(new URL('./src', import.meta.url)) }] }
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+ ```
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+
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+ ## Models
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+
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+ 37 models and one shared lib. Addresses are `@medieval-kit/<id>`. This table is
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+ generated from the models themselves with `bun scripts/catalog-table.ts` — a
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+ hand-written list goes stale on the first model you add, and this one already
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+ did once.
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+
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+ | Model | Category | Triangles | Parts | Size (m) | Material slots | Animated |
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+ | --- | --- | ---: | ---: | --- | --- | :-: |
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+ | `wooden-chest` | Furniture | 552 | 4 | 0.86×0.51×0.48 | oak, iron | ✔ |
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+ | `wooden-barrel` | Props | 1690 | 3 | 0.83×1.05×0.83 | oak, iron | |
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+ | `wooden-crate` | Props | 1320 | 3 | 0.69×0.52×0.55 | oak, iron | |
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+ | `wooden-bucket` | Props | 439 | 4 | 0.31×0.46×0.30 | oak, iron | |
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+ | `trestle-table` | Furniture | 660 | 3 | 1.91×0.74×0.78 | oak | |
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+ | `wooden-bench` | Furniture | 216 | 3 | 1.62×0.45×0.30 | oak | |
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+ | `wooden-stool` | Furniture | 180 | 2 | 0.38×0.43×0.36 | oak | |
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+ | `pitch-torch` | Lighting | 239 | 3 | 0.13×0.70×0.13 | oak, char, ember | ✔ |
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+ | `iron-lantern` | Lighting | 480 | 4 | 0.15×0.30×0.17 | iron, glass, char, ember | ✔ |
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+ | `iron-anvil` | Smithy | 256 | 6 | 0.54×0.75×0.41 | iron, steel, oak | |
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+ | `cart-wheel` | Structure | 1136 | 4 | 1.04×1.06×0.19 | oak, iron | |
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+ | `log-pile` | Props | 924 | 2 | 0.99×0.58×0.70 | oak | |
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+ | `hay-bale` | Props | 910 | 3 | 1.04×0.42×0.43 | straw, cloth | |
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+ | `linen-sack` | Props | 342 | 3 | 0.34×0.53×0.33 | cloth | |
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+ | `oak-tankard` | Props | 390 | 4 | 0.11×0.16×0.14 | oak, iron | |
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+ | `straw-broom` | Tools | 1048 | 3 | 0.30×1.22×0.30 | oak, straw, cloth | |
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+ | `bronze-bell` | Props | 1048 | 4 | 0.51×0.68×0.36 | brass, iron, oak | ✔ |
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+ | `tavern-sign` | Props | 876 | 3 | 0.38×2.29×0.93 | oak, iron | ✔ |
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+ | `wicker-basket` | Props | 2326 | 3 | 0.34×0.16×0.35 | oak, produce | |
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+ | `leather-book` | Props | 440 | 3 | 0.20×0.08×0.27 | leather, cloth, brass | |
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+ | `glass-phial` | Props | 339 | 3 | 0.06×0.14×0.06 | glass, ember, oak, char | |
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+ | `coin-pouch` | Props | 602 | 3 | 0.18×0.11×0.16 | leather, cloth, brass | |
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+ | `wooden-ladder` | Structure | 440 | 2 | 0.49×2.20×0.06 | oak | |
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+ | `wooden-fence` | Structure | 860 | 2 | 5.18×1.31×0.31 | oak | |
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+ | `wooden-hoe` | Tools | 394 | 3 | 0.23×1.23×0.33 | oak, iron, steel | |
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+ | `wooden-shovel` | Tools | 496 | 3 | 0.27×1.20×0.08 | oak, iron | |
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+ | `wooden-pitchfork` | Tools | 392 | 3 | 0.27×1.58×0.15 | oak, iron | |
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+ | `iron-cauldron` | Lighting | 1134 | 3 | 1.09×1.37×1.10 | stone, iron, char, ember | ✔ |
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+ | `hand-cart` | Structure | 2044 | 4 | 0.87×0.68×2.49 | oak, iron | ✔ |
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+ | `vegetables` | Props | 1718 | 2 | 0.60×0.12×0.59 | produce | |
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+ | `round-shield` | Arms | 729 | 3 | 0.73×0.73×0.17 | oak, leather, iron | |
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+ | `forge-hearth` | Smithy | 1426 | 4 | 2.06×1.78×0.87 | stone, char, ember, oak, leather, iron | ✔ |
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+ | `stone-well` | Structure | 1376 | 4 | 1.88×2.00×1.28 | stone, oak, iron, cloth | ✔ |
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+ | `stone-trough` | Structure | 344 | 2 | 1.52×0.45×0.60 | stone, water | |
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+ | `grindstone` | Smithy | 568 | 4 | 1.24×0.95×0.70 | stone, oak, iron, water | ✔ |
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+ | `market-stall` | Structure | 384 | 4 | 1.83×2.03×0.97 | oak, cloth | |
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+ | `post-mill` | Structure | 1672 | 4 | 6.60×7.23×6.98 | oak, iron | ✔ |
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+
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+ **30 390 triangles** in total. The whole kit in one scene costs less than a
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+ single mid-complexity character model.
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+
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+ Every model depends on `@medieval-kit/core`, a shared support item holding the
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+ palette, deterministic randomness, and the geometry vocabulary. Pulling a single
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+ prop brings it along, so an individually installed crate still looks like it
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+ came from the same catalogue as the barrel beside it.
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+
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+ ## Plain WebGL
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+
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+ This kit does **not** require WebGPU. It declares `capabilities: []` and builds
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+ on `MeshStandardMaterial` and `MeshBasicMaterial`, so it renders on
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+ `WebGLRenderer` as well as `WebGPURenderer`.
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+
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+ ## Configuration
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+
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+ Models are procedural, not baked. Every prop exposes typed fields:
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+
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+ ```ts
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+ import { createModel } from '@/models/medieval-kit/wooden-barrel/model.ts'
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+
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+ const barrel = createModel({ staveCount: 17, taper: 0.22, seed: 42 })
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+ scene.add(barrel.root)
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+
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+ barrel.configure({ hoopCount: 6 }) // rebuilds geometry inside a stable root
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+ barrel.dispose()
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+ ```
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+
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+ `seed` is a real field, not a debug knob. Variation is deterministic: the same
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+ seed always produces the same prop, so previews, tests, and art direction stay
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+ reproducible. Change the seed to get a different barrel from the same model.
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+
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+ ## Runtime anatomy
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+
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+ Each model follows the Vibe3D protocol:
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+
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+ - **`root`** keeps its object identity for the model's whole lifetime.
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+ - **`parts`** expose stable semantic anchors. Attach your own lights, labels, or
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+ gameplay objects to `part.anchor` — they survive `configure()`, because only
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+ `part.content` is rebuilt.
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+ - **`materials`** resolve per slot and can be overridden. Materials you supply
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+ are borrowed: the model never disposes them.
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+ - **`actions`** and **`update(delta)`** carry interactive state. Eleven models
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+ have them, and they are the ✔ column in the table above: `wooden-chest`,
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+ `pitch-torch`, `iron-lantern`, `bronze-bell`, `tavern-sign`, `iron-cauldron`,
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+ `hand-cart`, `forge-hearth`, `stone-well`, `grindstone` and `post-mill`. Crank
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+ the grindstone and it turns and slows; set the mill turning and its sails go
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+ round; lower the well's bucket down the shaft:
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+
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+ ```ts
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+ const chest = createModel()
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+ chest.actions.setOpen(true)
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+ chest.update(deltaSeconds) // the lid eases open, frame-rate independent
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+
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+ const torch = createModel()
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+ torch.actions.setLit(false)
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+ torch.update(deltaSeconds) // flame flicker and light modulation
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+ ```
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+
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+ A model that never receives `update()` simply stands still; nothing animates
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+ behind your back. Reach for `configure()` when a user changes a setting; it
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+ rebuilds topology and is not cheap. Anything that changes per frame belongs in
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+ `update()`.
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+
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+ ## Material slots
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+
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+ Thirteen slots, and each one exists because a single material could not carry the
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+ difference.
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+
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+ | Slot | What it covers | Why it is separate |
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+ | --- | --- | --- |
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+ | `oak` | timber | — |
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+ | `iron` | forged iron, oxidised and matte | separate from `steel`: the difference is not in colour but in ROUGHNESS, and vertex colour cannot carry roughness |
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+ | `steel` | steel polished by use | the anvil face, the shovel blade, the pitchfork tines |
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+ | `brass` | bronze and copper | the bell, the coins |
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+ | `straw` | straw, wicker, broom bristle | a bale declaring itself "oak" would be a lie told to the consumer |
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+ | `cloth` | linen, sackcloth, rope | — |
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+ | `leather` | worked leather | — |
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+ | `glass` | blown glass | transparent, `depthWrite` OFF, `DoubleSide` |
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+ | `produce` | fruit and vegetable skin | given straw's roughness, an apple would look like dry grass |
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+ | `ember` | flame | `MeshBasicMaterial` — it does not receive light, it emits |
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+ | `char` | charcoal and pitch | — |
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+ | `water` | standing water | a thin transparent film over whatever holds it: in the reference trough the basin reads hue 39.5, which is the hue of the STONE underneath, so it works through opacity rather than colour |
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+ | `stone` | dressed and rubble masonry | its colour is close to weathered oak; what separates them at a glance is that stone scatters light completely flat, and roughness is not something vertex colour can carry |
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+
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+ `ember` also acts as a rule in two places: bodies in that slot are skipped
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+ entirely while ambient occlusion and mottle are baked. The reason is simple —
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+ in an unlit material the vertex colour *is* the final colour, so darkening it
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+ puts the flame out. The rule is attached to the slot itself rather than to a
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+ per-model flag, so it cannot be forgotten.
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+
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+ Colour variation lives in the geometry, not in the materials: each of the
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+ barrel's 17 staves carries its own tone as vertex colours, and all of them share
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+ one material and therefore one draw call.
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+
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+ ## Building from source
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+
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+ ```sh
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+ bun build.ts # emit dist/registry.json
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+ bunx vibe3d registry validate dist/registry.json
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+ ```
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+
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+ The build walks `models/`. A folder containing `model.ts` becomes a
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+ `vibe3d:model`; any other folder becomes a `vibe3d:lib`. Registry dependencies
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+ are derived from the source — an import from `../core/` makes
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+ `@medieval-kit/core` a dependency automatically, so there is no hand-maintained
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+ list to go stale.
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+
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+ `drafts/` is deliberately outside that walk: the code is kept in the tree but
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+ never reaches the published package — including its own `drafts/README.md`,
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+ which is why this sentence does not link to it. A relative link on an npm
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+ package page resolves against the repository, and there is nothing at the
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+ other end of it for a reader of this page.
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+
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+ Released under the MIT License.