Rain and more
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docs/ASSET_GUIDE.md
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# Asset guide: pixel art, textures and 3D models
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How to make art for this engine, written for humans and AI agents alike.
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Everything here is reproducible from scripts in `tools/`; never hand-edit a
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generated file without also changing the script that produces it.
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## 1. What is pixel art and what is 3D
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HD-2D mixes two kinds of art. Pick the right one before making anything.
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| Thing | Kind | Where it lives | How it is drawn |
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| --- | --- | --- | --- |
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| Characters, NPCs, monsters | Pixel-art **sprite** | `assets/sprites/` | `BillboardBatch` (camera-facing card) |
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| Small props: flowers, grass tufts, tall grass, signs, pickups | Pixel-art **sprite** | `assets/textures/` | `BillboardBatch` |
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| Ground, paths, cliff faces | Pixel-art **tiles** (32 × 32) | `assets/textures/ground_*` | `Terrain` texture array |
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| Trees, bushes, rocks, bridges, buildings, fences, braziers | **3D model** with higher-res painted textures | `assets/models/scenery.glb` | `ModelBatch` (instanced) |
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| Fire, rain, fog, light, water, sparkles | **Effect**, no asset | shaders / `ParticleSystem` / `Weather` | engine code |
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Rule of thumb: if it is smaller than the player or is a character, it is a
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sprite. If it is scenery the player walks around, it is a 3D model.
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## 2. Units and scale
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- 1 world unit = 1 terrain tile = **32 pixel-art pixels**. Keep all pixel art
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at this density so pixels line up (`BillboardBatch::sizeForDensity(32)`).
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- Art that was upscaled (e.g. the 256 px test sprite is 64 px art × 4) is drawn
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at `32 × factor` px per unit (`sizeForDensity(128)`).
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- The engine is **Y-up**; Blender is **Z-up**. The glTF exporter converts, so
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model in Blender with +Z up and the base of the object at Z = 0.
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- Reference sizes (world units): player sprite ≈ 1.5 tall; oak ≈ 5.5 tall,
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canopy ≈ 5 wide; pine ≈ 6 tall; bush ≈ 0.9 tall, 1.6 wide; rock ≈ 0.6 tall;
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bridge deck 17 long, 2.6 wide; cliff step 0.5 high per terrain level.
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- High-res model textures: aim for roughly 256–512 texels per world unit
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(1024² leaf cards, 512 × 1024 bark, 1024² stone).
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## 3. Pixel art (PixelLab)
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All pixel art comes from the [PixelLab API](https://api.pixellab.ai/v2/llms.txt)
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through `tools/pixellab.py`, driven by the manifest `tools/assets.json`. The
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key is `PIXELLAB_API_KEY` in `.env` (never commit it; `.env` is gitignored).
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```sh
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python3 tools/pixellab.py --list # x = file exists
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python3 tools/pixellab.py # generate everything missing
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python3 tools/pixellab.py flowers # regenerate one entry (costs credits)
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python3 tools/pixellab.py --balance # check credits before big batches
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```
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### Manifest entries
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Every key except `kind`, `out`, `pick` and `tile_id` is sent to the API as-is,
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so any documented endpoint parameter can be used.
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**Sprite** (`"kind": "image"`, default) → `POST /create-image-pixflux`, synchronous:
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```json
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"lantern": {
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"out": "lantern.png",
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"description": "small iron street lantern on a short post, warm glass, game sprite",
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"image_size": {"width": 32, "height": 64},
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"no_background": true,
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"view": "side",
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"outline": "selective outline",
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"shading": "medium shading",
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"detail": "highly detailed",
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"seed": 40
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}
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```
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- Max 400 × 400. Use sizes that are multiples of 16 and match the 32 px/unit
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density (a 1-unit-tall prop is 32 px tall).
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- Always `"no_background": true`; sprites must be transparent.
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- `"view": "side"` reads best for billboards (the camera looks from the side
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and slightly above). Enums: outline `single color black outline | single
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color outline | selective outline | lineless`; shading `flat | basic | medium
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| detailed | highly detailed shading`; detail `low detail | medium detail |
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highly detailed`.
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- Fix the `seed` so regenerating is reproducible.
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**Seamless tiles** (`"kind": "tiles"`) → `POST /create-tiles-pro`, async:
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```json
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"ground_snow": {
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"kind": "tiles",
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"out": "ground_snow.png",
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"pick": 0,
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"description": "1). fresh snow, soft blue shadows 2). snow with footprints 3). snow over grass 4). icy snow",
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"tile_type": "square_topdown",
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"tile_size": 32,
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"tile_view": "top-down",
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"outline_mode": "segmentation",
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"seed": 14
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}
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```
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- Numbered descriptions give one variation group each; the API returns ~16
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tiles saved as `<stem>_<n>.png` (4 per numbered item, in order).
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- After the first run the script prints a `tile_id`; **add it to the entry**
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so later runs re-download for free instead of paying again.
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- The storage host rejects default user agents; the script already sends one.
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- Use only `square_topdown`, 32 px, `top-down` for terrain.
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### Sprite rules the engine relies on
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- **Feet on the lowest opaque row.** Billboards are planted by the lowest
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pixel with alpha ≥ 128 (`Texture::opaqueBounds`), so empty space below the
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feet is fine but stray pixels below them make the sprite float.
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- **No baked ground shadows.** The engine casts real shadows and draws a
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contact blob under the player. PixelLab sometimes paints a grey ellipse under
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objects; regenerate or erase it (alpha 0) before use.
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- Hard alpha (0 or 255) is ideal; soft edges are thresholded at 0.5.
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- Sprites face **left** by default; the demo mirrors them when walking right.
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### Using pixel art in the engine
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- Sprite: `BillboardBatch b; b.loadTexture(path);` then push
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`BillboardInstance{pos, sway, size, flip, tint}` and `b.upload()`.
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`sway` 0 = rigid, 1 = grass-like wind and player push.
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- Terrain layer: add the file stem to `kLayers` in `demo/DemoScene.cpp` (all
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layers must be the same size) and reference its index from a
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`TerrainMaterial`.
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### Characters and animation (not wired up yet)
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PixelLab can make consistent characters with 4/8 directions and animations
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(`POST /create-character-v3`, `/characters/animations`, then
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`GET /characters/{id}/zip` or `/spritesheet`). To support them, add a new
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`kind` to `tools/pixellab.py` (submit, poll `GET /background-jobs/{id}` every
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5–10 s until `completed`, download) and a sprite-sheet animation path to
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`BillboardBatch` (UV rect per frame). Keep the 32 px/unit density.
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## 4. High-resolution textures for 3D models
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`tools/scenery_textures.py` paints them procedurally with numpy + Pillow into
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`assets/models/src/`:
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```sh
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python3 tools/scenery_textures.py
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```
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| File | Size | Used for | Notes |
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| --- | --- | --- | --- |
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| `leaves_oak.png`, `leaves_bush.png` | 1024² RGBA | canopy cards | cluster of leaves on transparency, **hard alpha** |
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| `leaves_dense.png` | 1024² RGB | canopy cores | opaque, tileable leaf mass that fills gaps |
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| `pine_frond.png` | 1024 × 512 RGBA | pine branches | stem along +u from the left edge |
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| `bark.png` | 512 × 1024 | trunks | vertical fibres, tiles horizontally |
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| `rock.png` | 1024² | rocks | grey; moss comes from vertex color |
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| `cobble.png`, `stone_blocks.png` | 1024² | bridge deck / walls | Voronoi flagstones, staggered blocks |
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| `iron.png`, `coals.png` | 512² / 256² | braziers | coals are emissive |
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Guidelines:
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- Stylized, saturated, painterly (Dragon Quest III HD-2D / Octopath), not
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photographic. Bake no lighting except gentle large-scale variation; the
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engine lights everything.
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- Tileable textures must wrap (use `fft_noise`, which is periodic, or draw
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shapes at ±size offsets like `leaf_dense`).
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- Cutout textures: threshold alpha to 0/255 (see `leaf_cluster`); the
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transparent pixels' color is bled from neighbours automatically on load.
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- Add a new texture: write a function returning a PIL image, save it in
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`main()`, then reference the file name from a Blender `material()`.
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## 5. 3D models (Blender)
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`tools/blender_scenery.py` builds every model procedurally and exports
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**one** `assets/models/scenery.glb` (textures embedded once, one root node per
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model). Run it either way:
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```sh
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blender -b -P tools/blender_scenery.py # headless
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```
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```python
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# inside a running Blender, e.g. via the Blender MCP `execute_blender_code` tool
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import os; os.environ["HD2D_REPO"] = "/path/to/repo"
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p = "/path/to/repo/tools/blender_scenery.py"
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exec(compile(open(p).read(), p, "exec"), {"__name__": "__main__", "__file__": p})
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```
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It only touches its own `HD2D_Scenery` collection and lays models out side by
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side along X for inspection (take a viewport screenshot to check). Re-run
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`scenery_textures.py` first if textures changed (and `img.reload()` the images
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in a live session).
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### Building blocks
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- `MeshBuilder.face(points, uvs, colors, normals, material_index)` adds a
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polygon with per-corner data; `build(name, materials)` makes the object.
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- Helpers: `tube` (tapered trunks/branches with bark UVs), `ico` (icosphere),
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`clump` (leaf core + alpha-tested leaf cards), `box`, `quad_face` (world
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projected UVs), `lathe` (surfaces of revolution: bowls, posts, pots).
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- `material(name, image, alpha=False, emission=0.0)` creates the Principled
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material the exporter understands (alpha → `MASK`, emission →
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`emissiveTexture` + strength).
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### Adding a model
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1. Write `make_thing(name, seed)` returning `mb.build(...)`.
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2. Add `("thing", make_thing, seed)` to `MODELS`.
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3. Run the script, then load it in the demo:
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`ModelBatch b(library.get("thing"))`, push `ModelInstance{pos, yaw, scale, tint}`, `b.upload()`, add to `scene.models`.
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### Conventions the engine depends on
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- **Origin at the ground contact point**, +Z up, base at Z = 0 (slightly below
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is fine to avoid gaps on slopes). Long objects run along +X.
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- **Vertex color `COLOR_0`**: rgb multiplies the texture (use it for baked
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ambient occlusion and tint, e.g. darker at the base, moss on top); alpha is
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the **wind weight** (0 rigid, 1 fully swaying; scales with height).
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- Materials named **`foliage*`** are alpha-tested, double-sided, get wrap
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lighting, sun translucency and soft self-shadowing. Everything else is
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single-sided and back-face culled.
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- **Winding must be CCW seen from outside.** Single-sided faces are invisible
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from behind, so a wrongly wound or misplaced face shows up from one side
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only. Check models from several angles, and never put a face across an
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opening (the first bridge had an end wall across its entrance that was only
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visible from outside).
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- Foliage: set custom normals pointing away from the canopy center (`clump`
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does this) for soft, rounded shading instead of flat cards.
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- **Sockets**: an empty parented to the model becomes `Model::sockets["name"]`
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(model space). Use them for attach points (the bridge exports `fire_0`,
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`fire_1` in its braziers; the demo spawns fires there with
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`ModelInstance::toWorld`).
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- Budget: a few thousand faces per model is fine; instancing handles counts.
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### Per-batch options (`ModelBatch`)
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| Field | Use |
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| --- | --- |
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| `castShadows`, `inReflections` | turn off for tiny props |
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| `windScale` | multiplies the vertex wind weight |
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| `groundOcclusion` | strength of the baked contact shadow under each instance (trees 1.0, bushes 0.8, rocks 0.7); rebuild `GroundOcclusion` after moving instances |
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| `occluderFade` | dither away where it hides the player (tall trees: on; low props like bridges, rocks, bushes: off) |
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Collision is gameplay code, not part of the asset: the demo keeps a list of
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circular obstacles and special-cases the bridge deck (its numbers mirror
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`BRIDGE_*` in the Blender script; keep them in sync).
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## 6. Checking your work
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Always look at the result; don't assume it looks right.
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```sh
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cmake -S . -B build -G Ninja && ninja -C build
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./build/hd2d_demo --screenshot out.png --frames 90 --pos X,Z --dist 8 --yaw 30 --set dof=0
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./build/hd2d_demo --screenshot rain.png --frames 90 --pos X,Z --rain 1
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```
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- `--pos` puts the player (and camera target) at world X,Z; `--yaw` and
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`--dist` orbit the camera; `--set dof=0` removes blur for inspection.
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- Check every new model from at least two opposite yaws, in rain (wet look,
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wind) and near water (reflection).
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- Check sprites at default zoom next to the player for scale and pixel size.
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