Two rules were missing, and each one had been quietly failing for a while.
The first is structural. Every check in this repo asked about surfaces --
winding, coplanarity, triangle counts -- and none of them could see a piece
of a model hanging in the air with nothing holding it up. A chest lid
separated from its chest passed everything we had. scripts/support.ts
voxelises the model, finds the connected components of occupied space and
requires each one to reach the floor; scripts/audit.ts runs that across
default, min, max, both sweep ends, actions and the midpoint of a morph, so
a variation cannot break what the default gets right. That audit started at
22 failing cases: the bell and the sign had no supporting structure at all
and now have a frame and a post, the lantern was in four pieces, the sack's
collar floated above its body, the basket's fruit hung level with the rim
instead of resting on the base, and the ladder's rungs were sized by a
formula that disagreed with where the rails actually were. It now reports 0.
The second is that we had no target. The feedback loop was an offline
render of our own output, which can only answer "is this broken", never
"is this right". Given a reference photograph of a cask, five defects were
obvious in seconds that three rounds of self-review had missed: four hoops
where there should be six, no rivets at all, a chime cut so shallow it did
not read, and a stave count low enough to leave a visibly polygonal
silhouette. All four are fixed here.
Two things the rivets taught us, both kept as comments rather than as
scars: a stud that tapers outward tilts its side normals back towards the
axis, which the radial check correctly reports as reversed winding -- a
real rivet head flares, so the honest shape is also the passing one. And
once seated deep enough to look right, the stud's buried inner cap falls
inside the shell the check inspects, so it is not generated at all, exactly
as bandGeometry already declines to build the inside of a hoop.
27 models, 16973 triangles, all checks pass, 0 floating cases.
The kit is going public, so everything a reader sees is now English:
27 model sources, the core vocabulary, meta.ts (titles, descriptions and
every slider label), the viewer UI, all script output, REFERENCE.md and
the READMEs.
Rules applied: only comments, doc comments and human-facing strings were
touched. Identifiers, numbers, logic, registry item ids, part names and
material slot names are unchanged — those are a published contract and
were already English.
Verified rather than assumed: for all 53 changed .ts files the code
skeleton (source with comments stripped and string contents replaced by a
placeholder) is byte-identical before and after. Full gate is green —
typecheck, registry conformance, ~510 model checks, GLB round trip and a
production build.
Also fixed here:
- index.html and viewer.html were missed by the translation pass because
the file list only covered .ts/.md/.css. Both had lang="tr" and Turkish
titles.
- The viewer formatted triangle counts with toLocaleString('tr-TR'), which
prints 15.425 rather than 15,425.
- REFERENCE.md's model table header did not match what
scripts/catalog-table.ts emits, so the next regeneration would have
silently changed it. Aligned to the generator.
- Removed scripts/probe.ts and scripts/zdiag.ts; they were throwaway
diagnostics that got committed by accident.
Modeller (13 → 26): chest, bench, torch, lantern, bell, sign, hay bale,
sack, broom, tankard, book, phial, coin pouch. Kürek, çapa ve yaba
render'lara bakılarak yeniden yazıldı.
core:
- createKitModel artık tipli `actions` ve `update(dt)` taşıyor
- BuiltPart.extras: bir parça birden çok materyal yuvası kullanabiliyor
(sandığın kapağı = meşe tahta + demir kayış, birlikte dönmek zorunda)
- BuiltPart.origin: parça başına dönme merkezi (menteşe, sarkaç)
- bendGeometry / roughenGeometry / mottleGeometry
- 5 yeni materyal yuvası: steel, brass, straw, cloth, leather, glass
- bandGeometry({ inner }) — serbest halkalar kapalı katı olabilsin
my-registry/meta.ts: katalog metadata'sı artık build.ts ve viewer için
tek kaynak. Doğrulama modelle metadata'nın uyuştuğunu denetliyor ve bu
eklendiği gün dört modelde gerçek bir sapma yakaladı.
Doğrulama (~500 kontrol):
- metadata uyumu, eylem semantiği, kare hızı bağımsızlığı
- scripts/render.ts: tarayıcısız yazılım rasterleyici. Bütün doğrulama
geometrikti; "bu kürek küreğe benzemiyor" diyebilmek için modele
bakmak gerekiyordu
- scripts/verify-glb.ts: dışa aktar → geri oku → karşılaştır
GLB dışa aktarımı: viewer düğmesi ve toplu CLI aynı kodu kullanıyor.
Viewer:
- parça paneli (solo/izole) ve materyal yuvası paneli (canlı renk override)
- kit görünümü: 26 model tek sahnede, ölçek ve ton tutarlılığı için
- configure() sonrası gölge bayraklarının düşmesi düzeltildi
A lowpoly medieval procedural model library for Vibe3D, plus the model
inspector used to build it.
Registry (@medieval-kit, published as @medieval-kit/registry):
- core: deterministic mulberry32 RNG, slot-based vertex-coloured materials,
a geometry vocabulary (box, prism, stave, band, head, flip), and the
stable-anchor part slots the Vibe3D protocol requires
- wooden-barrel: 806 tris, 13 separate staves, iron hoops, recessed heads
- wooden-crate: 360 tris, plank rows on corner posts, forged straps
- iron-brazier: 423 tris, typed actions, per-frame flame flicker, own light
The kit declares no renderer capabilities, so it runs on WebGLRenderer as
well as WebGPURenderer. Colour variation lives in vertex attributes rather
than in materials, so each model keeps one draw call per material.
Verification (bun run verify) covers 64 checks without a browser: geometry
validity, winding by two measures (radial alignment for bodies of
revolution, signed volume for closed solids), coplanar-face detection for
z-fighting, stable root and anchor identity across configure(),
deterministic seeding, material ownership, and idempotent disposal.