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Visual: make Genesis 001 a living realm - #181

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ael-dev3 wants to merge 7 commits into
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agent/living-realm-visual-ecology
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Visual: make Genesis 001 a living realm#181
ael-dev3 wants to merge 7 commits into
mainfrom
agent/living-realm-visual-ecology

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@ael-dev3

@ael-dev3 ael-dev3 commented Aug 3, 2026

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Summary

  • keep the original bounded Living Realm wind, Worker-wake, water-ripple, forest-motion, and ambient-ecology contract
  • translate the public TUMBLE meadow reference into Warpkeep-safe camera-local density and coherent ambience
  • make Lowlands terrain, grass palettes, authored trees, and distant blade lighting brighter and greener
  • raise High/Balanced grass patches to 12/9 blades and increase meadow/Lowlands coverage while retaining fixed camera-local ceilings
  • deepen the canonical water palette and add restrained Fresnel reflection, directional current light, and bounded foam without changing welded topology or picking
  • add the exact compact Warpkeep Rabbit as one verified, camera-local instanced wildlife draw

Scope and safety

  • renderer-only: no Realm authority, economy, database, privacy, ownership, collision, pathing, population, or habitat-state changes
  • the Rabbit is a 14,808-byte, 146-triangle, digest-pinned same-origin runtime asset from the reviewed public Warpkeep-Assets release
  • its loader verifies exact byte length, SHA-256, embedded-only GLB structure, mesh count, uploaded vertices, and triangle count before presentation
  • Rabbit transport is same-origin, redirect-denied, abortable, and capped at 20 seconds; malformed or dependent-resource assets fail closed
  • Rabbits are non-pickable, hidden in strategic overview, and absent in Reduced or reduced-motion
  • no new dependency, animation frame loop, interval, or scheduler
  • all optional motion and the Rabbit asset fail closed to the existing Realm presentation
  • nothing has been deployed, published, merged, or changed outside this PR

Quality budgets

Quality Grass wakes Water ripples Birds Rabbits Motes Transients New draws / triangles
High 8 4 12 10 36 96 3 / 1,484
Balanced 4 2 6 6 18 48 3 / 888
Reduced / reduced-motion 0 0 0 0 0 0 0 / 0

High and Balanced keep the existing grass, water, and forest draw topology. The third optional ecology draw is the compact Rabbit instancing layer. Reduced performs no Rabbit fetch.

Verification

  • npm run check — passed
    • 272 Vitest files / 2,989 tests
    • TypeScript
    • license, exact runtime-asset, provenance, and file-size checks
    • production build and production exclusion checks
    • Farcaster Mini App contract
  • focused Rabbit lifecycle/integrity, grass density/palette, terrain color, water shader, forest disposal, and quality-budget tests passed
  • production and development dependency audits report zero known vulnerabilities
  • isolated in-app rendered WebGL QA passed at High 1920×1080 and Balanced 390×844
    • High: 2,789 grass patches / 100,404 grass triangles / 3 grass draws / 10 Rabbits
    • Balanced: 1,243 / 33,561 / 2 / 6 Rabbits
    • Rabbit asset ready with zero load fallback
    • zero grass, water, or forest shader fallback
  • a focused canonical river view confirmed the reflective blue-grey water and the non-pickable Rabbit group together

Canonical rendered-WebGL harness note

npm run qa:rendered-webgl was re-run and failed closed before page launch because the reviewed host Google Chrome executable was unavailable to its attestation. I did not alter the host browser. The isolated loopback WebGL evidence above exercised desktop/high and iPhone-sized rendered states, but the host-runner limitation remains explicitly recorded.

Branch boundary

Base: main@0999e07b6aa36bb96613731e2837d096ae5a10ed

Head: agent/living-realm-visual-ecology@cb5316e50e5f997ad2a6a7e004a74022e5f5dda6

This PR is intentionally a draft. Do not merge as part of this work.

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