three-low-poly 0.9.27 → 1.0.0

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package/README.md CHANGED
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  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).
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+ 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`.
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  ![screen-capture](https://github.com/user-attachments/assets/3285ed9a-da3c-4287-ad2f-0c7e82cd70fd)
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  _Example Library scene_
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  }
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  ```
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- 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`.
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- ![screen-capture](https://github.com/user-attachments/assets/d97345cc-bdaa-46d5-a267-531559919ee5)
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- _Example Graveyard scene_
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- ## Roadmap
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- Direction, not a committed schedule:
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- - **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.
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- - **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.
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- - **WebGPU + TSL**: shaders authored once via Three Shading Language, portable across WebGL and WebGPU.
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- - **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.
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  ## Author
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  Jason Sturges, procedural low-poly tooling for Three.js.