three-low-poly 0.9.24 → 0.9.25

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -1,356 +1,102 @@
1
1
  # Three.js Low Poly
2
2
 
3
- Create or enhance stylized low-poly scenes entirely through code procedurally generated geometries, prefabricated models, factory utilities, and atmospheric layers for [Three.js](https://threejs.org).
3
+ Create or enhance stylized low-poly scenes entirely through code using procedurally generated geometries, prefabricated models, factory utilities, and atmospheric layers for [Three.js](https://threejs.org).
4
4
 
5
- > **How to use this document** — Start here for intent, conventions, and direction. The [example gallery](https://jasonsturges.com/three-low-poly/) and TypeScript exports are the API reference; this file is the mental model. Written for humans first, structured so an AI collaborator can pick up full context from one read.
6
-
7
- **Contents:** [What this is](#what-this-library-is) · [Mental model](#mental-model) · [Usage patterns](#usage-patterns) · [Conventions](#conventions-library-code) · [Current state](#current-state) · [Design patterns (target)](#design-patterns-target) · [Roadmap](#roadmap) · [Getting started](#getting-started)
8
-
9
- ---
10
-
11
- ## What this library is
12
-
13
- ### Origin
14
-
15
- An alternative to the Blender → export → load pipeline. Model in code via **procedural** and **parametric** geometry instead of external DCC tools. Splines, lathe, extrude, parabolic profiles — geometry as algorithms, not hand-authored meshes.
16
-
17
- ### Practical reality
18
-
19
- Most adopters will import their own assets (glTF, etc.) and use this library as **scene enhancement** — blowing leaves, rain, lightning, effervescence in a jar, procedural fill on a shelf — not as a full replacement for modeling software. That is expected and supported.
20
-
21
- There is still real **modeling capability** here: vertex-built geometry, prefab models, and factory assemblies are first-class. The library spans both worlds.
5
+ ![screen-capture](https://github.com/user-attachments/assets/3285ed9a-da3c-4287-ad2f-0c7e82cd70fd)
6
+ _Example Library scene_
22
7
 
23
- ### Style
8
+ ## Overview
24
9
 
25
- Generally low-poly and stylized, but “low poly” describes the aesthetic, not the whole thesis. The thesis is **code-first, parametric, performant scene building**.
10
+ This is an alternative to a modeling pipeline using external DCC tools: author in code via procedural and parametric geometry. Splines, lathe, extrude, parabolic profiles expressing geometry as algorithms. Vertex-built geometry, prefab models, and factory assemblies are first-class.
26
11
 
27
- ### Performance
12
+ Most adopters will likely import their own assets (glTF, etc.) and use this library as scene enhancement rather than a full replacement for modeling software. This library spans both worlds.
28
13
 
29
- Exported assets often mean **one draw call per mesh**. This library favors **merged geometry, material groups, and instancing** so dense procedural scenes stay batch-friendly a deliberate contrast to typical glTF import cost.
14
+ "Low poly" describes the aesthetic, not the whole thesis. Intention is code-first, parametric, performant scene building. Exported assets often mean one draw call per mesh; this library favors merged geometry, material groups, and instancing so dense procedural scenes stay batch-friendly, a deliberate contrast to typical glTF import cost.
30
15
 
31
16
  ### Core principles
32
17
 
33
- | Principle | Meaning |
34
- |-----------|---------|
35
- | **Procedural generation** | Geometry from algorithms, not imported meshes |
36
- | **Parametric modeling** | Size, color, detail, and variation via options interfaces |
37
- | **Prefabricated models** | Drop-in `Mesh` subclasses (trees, jars, books) ready for `scene.add()` |
38
- | **Factory utilities** | Assemblies and fills (book rows, tile floors, walls) from one call |
39
- | **Instanced layers** | Weather, scatter, and particles via `InstancedMesh` / `Points` |
40
- | **Time-based animation** | `update(dt)` in seconds, not per-frame magic numbers |
41
- | **Unique runtime, optional repeatability** | Stochastic variation by default; seeded reproducibility is roadmap (see below) |
42
-
43
- ![screen-capture](https://github.com/user-attachments/assets/3285ed9a-da3c-4287-ad2f-0c7e82cd70fd)
44
- _Example Library scene_
45
-
46
- ---
18
+ - **Procedural generation**: geometry from algorithms, not imported meshes
19
+ - **Parametric modeling**: size, color, detail, and variation controlled via options
20
+ - **Prefabricated models**: drop-in objects (trees, jars, books) ready for `scene.add()`
21
+ - **Factory utilities**: assemblies and fills (rows, grids, tiled floors) from one call
22
+ - **Instanced layers**: weather, scatter, and particles via `InstancedMesh` / `Points`
23
+ - **Time-based animation**: driven by elapsed seconds, not per-frame magic numbers
47
24
 
48
- ## Mental model
25
+ ## Modeling
49
26
 
50
- ### Package layers (where code lives)
27
+ Vertex modeling is preferred over relying on built-in primitives, using geometry groups when a mesh needs multiple materials. Profile-based tools (splines, lathe, extrude, parabolic curves) cover most organic and architectural shapes; NURBS surfaces are exploratory, for cases where profile tools fall short.
51
28
 
52
- | Layer | Role | Examples |
53
- |-------|------|----------|
54
- | **Geometry** | Building blocks; prefer when mirroring Three.js patterns | `JarGeometry`, `TestTubeGeometry`, `BrickGeometry` |
55
- | **Models (“prefabs”)** | Geometry + materials as ready-to-place objects | `Jar`, `Tree`, `TestTube`, `Mausoleum` |
56
- | **Factories** | Composite assemblies and **fills** along extent | `rowOfBooksByCount`, `createHexagonalTilesByRadius` |
57
- | **Environment** | Continuous scene- or region-scale atmosphere | `StarFieldEffect`, `RainEffect`, `LightningEffect`, `GroundFogEffect` |
58
- | **Ambience** | Continuous layers, often volume- or prop-bound | `PetalDriftEffect`, `EffervescenceEffect`, `WispEffect`, `EmissivePulseEffect`, `FlameFlickerEffect`, `GlowHalo` |
59
- | **FX** *(planned)* | Short-lived, event-triggered bursts | Dust on landing, spell flash, wind streak *(not in SDK yet)* |
60
- | **Animators** | Camera choreography and paths | `cameraOrbitAnimation`, `cameraFlythroughAnimation` |
61
- | **Utilities** | Math, easing, centering, RNG | `Easing`, `randomFloat`, `centerObject` |
29
+ Where it makes sense, geometry is authored as its own class mirroring how Three.js structures its own `BufferGeometry` subclasses, rather than building shapes inline wherever they're used. That keeps geometry reusable and consistent with how the rest of the ecosystem expects to work with it.
62
30
 
63
- **Model examples** showcase geometry. **Effect examples** showcase layers. **Scene examples** compose both (e.g. Mad Science: jar + effervescence).
31
+ ## Models, factories, and instancing
64
32
 
65
- ### Visual layers duration, scope, trigger
33
+ Two distinct shapes of API exist, and the distinction is intentional:
66
34
 
67
- Use this frame when adding anything that moves, flickers, or spawns. **Preserve this taxonomy** when extending the library:
35
+ - **Models ("prefabs")** are stable, ready-to-place objects - geometry plus materials combined into something you just add to a scene. Use these when the artifact itself is the thing you want.
36
+ - **Factories** build assemblies or fill an area - a row of books, a floor of hex tiles, a fence along a path. Use these when the artifact is a composition of many parts rather than a single object.
68
37
 
69
- | Category | Duration | Scope | Trigger | Examples |
70
- |----------|----------|-------|---------|----------|
71
- | **VFX / FX** | Short, often one-shot | Local to an event | `play()`, `trigger()` | Dust on landing, spell flash, impact sparks |
72
- | **Environment / weather** | Continuous | Scene or region | Always on (toggle optional) | Rain, fog, lightning, starfield |
73
- | **Ambient detail** | Continuous | Volume or prop-adjacent | Scene setup | Petals in a yard, bubbles in a jar |
38
+ Dense or repeated elements (tiles, books, particles, weather) lean on `InstancedMesh` rather than individual meshes, which is where most of the performance comes from. Batching and merge opportunities are still handled case-by-case rather than enforced everywhere, so there's room to be deliberate about it when adding new factories.
74
39
 
75
- **Today:** Environment and ambience live under `src/effects/`. FX is roadmap-only; future FX will use `trigger()` + short lifetime, not only `update(dt)`.
40
+ ## Atmosphere and effect layers
76
41
 
77
- | Export | Category | Notes |
78
- |--------|----------|-------|
79
- | `StarFieldEffect` | Environment | Sky dome; copy camera position each frame |
80
- | `RainEffect` | Environment | Regional rainfall volume |
81
- | `LightningEffect` | Environment | Drives `DirectionalLight`; expose `level` for fog/sky sync |
82
- | `GroundFogEffect` | Environment | Drifting mist cards; interior + optional perimeter patches |
83
- | `PetalDriftEffect` | Ambience | Scene volume or localized patch |
84
- | `WispEffect` | Ambience | Drifting will-o'-the-wisps in a bounded volume |
85
- | `EffervescenceEffect` | Ambience | Scale/position inside vessels; `spread` for round vessels |
86
- | `EmissivePulseEffect` | Ambience | Drives `emissiveIntensity` on existing materials (fake LED); no geometry |
87
- | `GlowHalo` | Ambience | Additive billboard glow; fake light without `PointLight` |
88
- | `FlameFlickerEffect` | Ambience | Sine flicker driver for halo, flame material, optional real light |
42
+ Anything that moves, flickers, or drifts falls into one of three categories, distinguished by how long it lasts, what it's scoped to, and what triggers it. This taxonomy matters more than it might first appear - it's the difference between something that's always running in the background versus something that fires once and finishes, and it should hold as the library grows:
89
43
 
90
- ### Modeling conventions
44
+ - **Environment**: continuous, scene- or region-scale, generally always on (rain, fog, lightning, a starfield sky dome). These set the atmosphere for the whole scene rather than belonging to any one object.
45
+ - **Ambience**: continuous, but scoped to a volume or bound to a specific prop (bubbles in a jar, petals drifting through a yard, a flickering flame). Same always-on lifecycle as environment layers, just localized rather than global.
46
+ - **FX**: short-lived and event-triggered (dust kicked up on landing, a spell flash). Not just a smaller environment layer - the lifecycle is fundamentally different: it starts on `trigger()`, runs once, and ends, rather than running continuously via `update(dt)`.
91
47
 
92
- - Prefer **vertex modeling** in geometry classes; use **geometry groups** for multi-material meshes.
93
- - Profile tools: splines, lathe, extrude, parabolic curves; NURBS is exploratory.
94
- - Use **geometry classes** where Three.js would use `BufferGeometry` subclasses.
95
- - Use **models** when the artifact is a stable prefab; use **factories** when the artifact is an assembly or a fill along extent.
48
+ ## Conventions
96
49
 
97
- ### Glass and transparent contents
50
+ A few patterns hold consistently across the library, and are worth following when contributing or extending it:
98
51
 
99
- Transparent glass + liquid + instanced contents are a recurring pattern:
52
+ - **Options objects**: public APIs take a `Options` interface (exported alongside the class) rather than positional arguments, with defaults set via destructuring and each field documented.
53
+ - **Animation**: anything that moves exposes `update(dt)` where `dt` is elapsed seconds, not a frame-rate-dependent step.
54
+ - **Disposal**: anything owning geometry, materials, or textures exposes `dispose()`.
55
+ - **Documentation**: every public class gets a doc comment with a minimal setup snippet, enough to wire it up without reading the source.
56
+ - **Examples**: every feature has a matching example in the host gallery, so behavior can be seen in motion, not just read about.
57
+ - **Randomness**: variation is unique per runtime by default (plain `Math.random()`); seeded, reproducible randomness is on the roadmap, not yet wired through.
100
58
 
101
- - Glass and liquid: `transparent: true`, `depthWrite: false`, `side: DoubleSide`
102
- - Draw order: contents → liquid (`renderOrder` 1) → glass (`renderOrder` 2)
103
- - See `TestTubeRack`, effervescence example, and mad-science scene patterns
104
-
105
- ---
106
-
107
- ## Usage patterns
59
+ ## Getting started
108
60
 
109
- ### Drop-in model
61
+ ```shell
62
+ npm i three-low-poly
63
+ ```
110
64
 
111
- ```ts
65
+ ```js
112
66
  import { MossyRocks } from "three-low-poly";
113
67
 
114
68
  const rocks = new MossyRocks();
115
69
  scene.add(rocks);
116
70
  ```
117
71
 
118
- ### Environment layer
72
+ A drop-in model is the simplest case. Factories and continuous effects follow the same shape - construct with options, add to the scene, call `update(dt)` from your render loop if the thing animates:
119
73
 
120
- ```ts
74
+ ```js
121
75
  import { RainEffect } from "three-low-poly";
122
76
 
123
77
  const rain = new RainEffect({ area: 12, height: 16, intensity: 0.45 });
124
78
  scene.add(rain);
125
79
 
126
- function animate(dt: number) {
80
+ function animate(dt) {
127
81
  rain.update(dt);
128
82
  renderer.render(scene, camera);
129
83
  }
130
84
  ```
131
85
 
132
- ### Lightning + synced atmosphere
133
-
134
- ```ts
135
- const bolt = new DirectionalLight(0xcdd8ff, 0);
136
- bolt.position.set(5, 12, -8);
137
- bolt.target.position.set(0, 2, 0);
138
- scene.add(bolt, bolt.target);
139
-
140
- const storm = new LightningEffect({ light: bolt, peak: 12, minGap: 3, maxGap: 9 });
141
-
142
- function animate(dt: number) {
143
- storm.update(dt);
144
- const flash = storm.level; // lerp fog, sky, emissive windows, rain intensity…
145
- }
146
- ```
147
-
148
- ### Ambience inside a prop
149
-
150
- ```ts
151
- const fizz = new EffervescenceEffect({ width: 1.2, height: 1.45, spread: 0.88 });
152
- fizz.position.set(0, 0.95, 0); // inside jar / flask volume
153
- scene.add(fizz);
154
- onFrame((dt) => fizz.update(dt));
155
- ```
156
-
157
- ### Star field sky dome
158
-
159
- ```ts
160
- const stars = new StarFieldEffect({ style: "burst", radius: 480, twinkle: true });
161
- scene.add(stars); // not parented to camera
162
-
163
- onFrame(() => {
164
- stars.position.copy(camera.position);
165
- stars.update();
166
- });
167
- ```
168
-
169
- ---
170
-
171
- ## Conventions (library code)
172
-
173
- | Topic | Convention |
174
- |-------|------------|
175
- | **Options** | `ThingOptions` interface; JSDoc on every option with defaults; export options types from `src/index.ts` |
176
- | **Classes** | Class-level JSDoc + `@example` for public effects and major models |
177
- | **Animation** | `update(dt: number)` — elapsed seconds |
178
- | **Disposal** | `dispose()` when owning geometry, materials, or textures |
179
- | **Instancing** | `DynamicDrawUsage`, reusable `Object3D` dummy, `Float32Array` state where hot |
180
- | **Examples** | Every feature has a corresponding file under `app/examples/`; auto-discovered by the host gallery |
181
- | **Documentation** | Parameter docs + minimal setup snippet in JSDoc — enough to wire without reading source |
182
- | **Randomness** | Unique per runtime today via `Math.random()`; seeded reproducibility is planned |
183
-
184
- **Particles in Three.js:** No built-in particle engine. Use `Points` + `PointsMaterial` for lightweight sprites, or `InstancedMesh` for streaks, bubbles, and petals. Choice is rendering strategy, not the environment/FX taxonomy.
185
-
186
- ---
187
-
188
- ## Current state
189
-
190
- What exists today and how mature each area is.
191
-
192
- | Area | Status |
193
- |------|--------|
194
- | **Models & geometry** | Broad catalog; vertex-first, grouped materials |
195
- | **Factories** | Book row, hex tiles, brick wall — ad hoc `...ByCount` / `...ByRadius` APIs |
196
- | **Environment effects** | Star field, rain, lightning, ground fog |
197
- | **Ambience effects** | Petal drift, effervescence, wisp, emissive pulse, glow halo, flame flicker |
198
- | **FX (burst / triggered)** | **Not implemented** |
199
- | **Animators** | Camera paths, light flicker, emissive pulse |
200
- | **Host gallery** | `app/examples/` — models, effects, scenes, reference |
201
- | **RNG** | `RandomNumberUtils` on bare `Math.random()` — **no seed in `src` today** |
202
- | **WebGPU / TSL** | Not yet; target for shader portability |
203
-
204
- ### Modeling (today)
205
-
206
- - Vertex-first geometry with **groups** for different materials
207
- - Profile primitives: spline, parabolic, lathe, extrude; NURBS exploratory
208
- - Geometry classes mirror Three.js `BufferGeometry` subclass patterns where possible
209
-
210
- ### Prefabs & instancing
211
-
212
- - **Prefabs** — prebuilt `Mesh` objects (`Jar`, `Tree`, `Mausoleum`, …)
213
- - **Instanced meshes** — tiles, books, particles, weather layers
214
-
215
- ### Performance (today)
216
-
217
- - Merged geometry and instancing where factories and effects allow
218
- - Batching audit and guidelines still informal — opportunity on roadmap
219
-
220
- ### Object options pattern
221
-
222
- Public APIs expose `ThingOptions` interfaces (exported alongside classes). Defaults live in destructuring; JSDoc documents each field. This is the standard extension point — no positional-arg sprawl.
223
-
224
- ---
225
-
226
- ## Design patterns (target)
227
-
228
- Two recurring design problems appear across factories and effects. The roadmap is to name them once and apply them everywhere — the difference between a library that feels **designed** and one that feels **accreted**.
229
-
230
- ### 1. Factory `fit` — constraint solving, not bespoke APIs
231
-
232
- Many factories are the **same operation under different pinned variables**. One invariant equation hides in each:
86
+ See the [example gallery](https://jasonsturges.com/three-low-poly/) for the full catalog of models, effects, and composed scenes. Local dev: `npm run host`.
233
87
 
234
- ```
235
- extent count × itemSize + gaps
236
- ```
237
-
238
- Three coupled variables — `extent`, `count`, `itemSize` — and a factory is just **pin two, solve for the third**:
239
-
240
- | Use case | Pinned | Solved |
241
- |----------|--------|--------|
242
- | “12 books on a 1-ft shelf” | count + extent | itemSize |
243
- | “1-inch books filling 1 ft” | itemSize + extent | count |
244
- | Hex tiles by-count vs by-radius | (either pair) | the third |
245
- | Fence by-path vs by-segment | (either pair) | the third |
246
-
247
- This is **constraint solving** — the same problem CSS flexbox, table layout, and bin-packing wrestle with. It only *feels* bespoke because each factory was written from scratch. It isn't; it's one template with a chosen pin. Existing `createHexagonalTilesByCount` / `createHexagonalTilesByRadius` and `rowOfBooksByCount` / `rowOfBooksByLength` are this pattern, discovered ad hoc.
248
-
249
- **Direction:** one factory per subject, discriminated `fit` union — replaces `...ByCount` / `...ByRadius` proliferation:
250
-
251
- ```ts
252
- type Fit =
253
- | { by: "count"; count: number } // pin count
254
- | { by: "size"; size: number } // pin item size
255
- | { by: "pack"; gap?: number } // greedy: as many as fit
256
- | { by: "pack-random"; sizeRange: [number, number]; seed?: number }; // stochastic fill
257
-
258
- createTileFloor({ width, depth, fit: { by: "count", count: 24 } });
259
- createBookRow({ length: 12, fit: { by: "pack-random", sizeRange: [0.8, 1.4], seed: 7 } });
260
- ```
261
-
262
- Why this over named-per-pin functions:
263
-
264
- - One import, one mental model, TypeScript exhaustiveness checking
265
- - **Randomness has a natural home** — random packing is a *fill strategy*, not a pinned variable; `fit` makes deterministic and stochastic fills peers
266
-
267
- **Goal:** share the same `fit` vocabulary across every fill-factory — books, fences, tiles, whatever's next.
268
-
269
- **Limits:** staggered / 2D packings (hex tiles are offset-stacked) need their own placement solver. The shared `fit` vocabulary targets **most 1D fills and simple grids**, not a universal packer.
270
-
271
- Emphasize **factories for assemblies** (racks, shelves, fences) over one-off geometry. Open design: `TestTube` vs liquid fill vs `TestTubeRack` as factory.
272
-
273
- ### 2. Seeded randomness — unique runtime, reproducible on demand
274
-
275
- Randomness is a **major** part of this library: unique experiences each runtime (randomly-sized packed books, scatter variation, stochastic fills). But repeatability matters too — debug a scene, share a seed, get the same shelf every reload.
276
-
277
- **Today:** `src/utils/RandomNumberUtils.ts` (`randomFloat`, `randomInteger`, `logarithmicRandomMax`, `logarithmicRandomMin`) all sit on bare `Math.random()`. This is a **from-scratch migration**, not finishing what's started.
278
-
279
- **Direction:**
280
-
281
- 1. Small fast seedable PRNG (`mulberry32` / `splitmix32`) → `() => number` stream from a seed
282
- 2. Re-express `RandomNumberUtils` to draw from an injected RNG stream (default = unseeded, existing call sites keep working)
283
- 3. Thread optional `seed` through every stochastic factory and effect (`pack-random`, scatter, variation, …)
284
- 4. Reproducibility goal: same options + same seed ⇒ byte-identical scene graph
285
-
286
- Default = fresh randomness each run. Pass `seed` to reproduce.
287
-
288
- ---
88
+ ![screen-capture](https://github.com/user-attachments/assets/d97345cc-bdaa-46d5-a267-531559919ee5)
89
+ _Example Graveyard scene_
289
90
 
290
91
  ## Roadmap
291
92
 
292
- Priorities and direction — not a commitment schedule.
293
-
294
- ### Atmosphere & content
295
-
296
- - More **environment** layers (fog drivers, ground mist, wind fields)
297
- - More **ambience** (leaves on terrain, localized scatter)
298
- - **FX** module: short-lived bursts, `trigger()`, pools, fade-out
299
- - Example `meta.category` tags (`environment` | `ambience` | `fx`) for gallery clarity
300
- - Optional folder split: `environment/` / `ambience/` / `fx/` when FX lands
301
-
302
- ### Randomness & reproducibility
303
-
304
- See [Seeded randomness](#2-seeded-randomness--unique-runtime-reproducible-on-demand) above. Highest-leverage migration in the random story.
305
-
306
- ### Factories
307
-
308
- - Unified `fit` discriminant across book, tile, fence, and future fill factories
309
- - More assembly factories (racks, shelves, composite props)
310
- - Constraint-solving template instead of one-off `...ByX` functions
311
-
312
- ### Rendering & platform
313
-
314
- - **WebGPU** with **TSL** shaders where possible — WebGL + WebGPU compatibility from one shader source
315
- - Glassware material pass (`DoubleSide`, `depthWrite`, `renderOrder`) across bottles and science glass
316
- - Batching audit: merge opportunities, instancing guidelines
317
-
318
- ### Geometry & scenes (exploratory)
319
-
320
- - Diorama / room shells with windows (geometry exists; not yet library-ready)
321
- - Leaded lattice windows, terrain, water
322
- - NURBS / advanced profiles where they earn their complexity
323
-
324
- ### Documentation
325
-
326
- - This README as single source of truth — no separate `docs/` folder
327
- - Per-class JSDoc remains the API contract
328
- - Examples remain living documentation
329
-
330
- ---
331
-
332
- ## Getting started
333
-
334
- ```shell
335
- npm i three-low-poly
336
- ```
337
-
338
- ```js
339
- import { MossyRocks } from "three-low-poly";
340
-
341
- const rocks = new MossyRocks();
342
- scene.add(rocks);
343
- ```
344
-
345
- **Examples:** [jasonsturges.com/three-low-poly/](https://jasonsturges.com/three-low-poly/) — browse by category in the host gallery. Local dev: `npm run host`.
346
-
347
- **Build:** Library publishes from `dist/`; examples live in `app/` and import `three-low-poly` like a consumer would.
348
-
349
- ![screen-capture](https://github.com/user-attachments/assets/d97345cc-bdaa-46d5-a267-531559919ee5)
350
- _Example Graveyard scene_
93
+ Direction, not a committed schedule:
351
94
 
352
- ---
95
+ - **Seeded randomness**: thread an optional seed through stochastic factories and effects so a scene can be reproduced exactly, while staying unique by default when no seed is given.
96
+ - **Unified fill API**: collapse the growing set of `...ByCount` / `...ByRadius` factory variants into a single discriminated option (fit by count, by item size, or by greedy/random packing), so the same vocabulary applies across books, tiles, fences, and whatever comes next.
97
+ - **WebGPU + TSL**: shaders authored once via Three Shading Language, portable across WebGL and WebGPU.
98
+ - **FX module**: short-lived, triggered bursts (impact dust, spell flashes) as a category distinct from the always-on environment and ambience layers that exist today.
353
99
 
354
100
  ## Author
355
101
 
356
- Jason Sturges procedural low-poly tooling for Three.js.
102
+ Jason Sturges, procedural low-poly tooling for Three.js.