gameblocks/SKILL.md | Meta | Agent skill instructions and usage protocol |
gameblocks/summary.md | Meta | Human+agent module catalog with descriptions |
README.md | Meta | Project overview, installation, strategic vision |
modules/math/WorldBasis.js | Math | Coordinate system abstraction — directional axes, control signals, planar ops |
modules/math/Vector3Utils.js | Math | Vector helpers, toVec3, normalization utilities |
modules/math/ScalarUtils.js | Math | clamp, lerp, and scalar helpers |
modules/math/RandomUtils.js | Math | Deterministic and seeded random generation |
modules/math/TimeUtils.js | Math | Delta-time and timer helpers |
modules/actor-motion/BaseCharacterMotionController.js | Actor Motion | Core kinematic character — position, velocity, jump, gravity |
modules/actor-motion/character/HeadingRelativeCharacterMotionController.js | Actor Motion | Move relative to yaw (FPS strafe style) |
modules/actor-motion/character/WorldCardinalCharacterMotionController.js | Actor Motion | Move in world X/Z axes (top-down) |
modules/actor-motion/character/WorldTargetCharacterMotionController.js | Actor Motion | Move toward 3D click target (RTS style) |
modules/actor-motion/character/MouseLookCharacterMotionController.js | Actor Motion | Mouse delta drives yaw+pitch |
modules/actor-motion/KinematicBatchResolver.js | Actor Motion | Submit to Rapier character controller, read corrected position |
modules/actor-motion/GeneralObjectModelController.js | Actor Motion | Apply any motion state to a Three.js object |
modules/actor-motion/GeneralVehicleMotionController.js | Actor Motion | Six-axis vehicle motion abstraction |
modules/actor-motion/PlateTiltController.js | Actor Motion | Tilt a platform based on load |
modules/actor-motion/SnakeMotionController.js | Actor Motion | Grid-discrete snake movement |
modules/actor-motion/ground-vehicle/ArcadeCarMotionController.js | Actor Motion | Simple arcade car physics |
modules/actor-motion/ground-vehicle/DynamicCarMotionController.js | Actor Motion | Wheel-joint dynamic car simulation |
modules/actor-motion/ground-vehicle/CarModelController.js | Actor Motion | Apply car state to wheel meshes |
modules/actor-motion/ground-vehicle/DriftingPlugin.js | Actor Motion | Friction override for drift mechanic |
modules/actor-motion/ground-vehicle/DynamicCarBatchResolver.js | Actor Motion | Rapier rigid-body batch update for cars |
modules/actor-motion/ground-vehicle/DynamicCarRapierConfig.js | Actor Motion | Rapier collider and joint config for dynamic cars |
modules/actor-motion/aircraft/AirplaneMotionController.js | Actor Motion | Fixed-wing aerodynamics — lift, drag, stall |
modules/actor-motion/aircraft/AirplaneModelController.js | Actor Motion | Apply flight state to airplane mesh |
modules/behavior/GridPathPlanner.js | Behavior | A* on discrete grid, returns waypoint list |
modules/behavior/AgentPathNavigator.js | Behavior | Per-frame speed+direction toward next waypoint with arrival decel |
modules/behavior/WaypointDriver.js | Behavior | Advances waypoint index on arrival |
modules/behavior/WaypointProgressTracker.js | Behavior | Fractional progress along waypoint path |
modules/behavior/NearbyAvoidanceSteering.js | Behavior | Local steering to avoid nearby agents |
modules/behavior/CombatBehaviorDirector.js | Behavior | Tactical state machine — pursue / attack / retreat |
modules/camera/BaseCameraRig.js | Camera | Core camera with smoothVector lag and two rotation modes |
modules/camera/FirstPersonCameraRig.js | Camera | Attach to actor head, pitch-clamped FPS view |
modules/camera/PositionFollowCameraRig.js | Camera | Follow actor position with offset |
modules/camera/PoseFollowCameraRig.js | Camera | Follow actor position and orientation |
modules/camera/LookOffsetCameraRig.js | Camera | Offset lookAt point — over-shoulder style |
modules/gameplay/CombatPlay.js | Gameplay | Health/armor/teams state machine, kill/finish events |
modules/gameplay/FlightPlay.js | Gameplay | Altitude and speed envelope rules |
modules/gameplay/RaceCheckpointLapPlay.js | Gameplay | Checkpoint sequence and lap counting |
modules/gameplay/SnakePlay.js | Gameplay | Snake grid segments, growth, self-collision |
modules/gameplay/WaveSpawnDirector.js | Gameplay | Enemy waves with delay and escalation |
modules/gameplay/AimResolver.js | Gameplay | Auto-aim angle and lead calculation |
modules/gameplay/combat/ProjectileWeaponSystem.js | Gameplay | Cooldown, ammo, fire, recoil model |
modules/gameplay/combat/ProjectileManager.js | Gameplay | Projectile pool, lifetime, collision check |
modules/user-interface/DomHudRenderer.js | UI | Update DOM elements from game state |
modules/user-interface/FlightHud.js | UI | Altitude, speed, heading display |
modules/user-interface/HeadingRelativeRadar.js | UI | Radar that rotates with player heading |
modules/user-interface/MinimapProjector2D.js | UI | Project world positions to 2D minimap canvas |
modules/user-interface/RaceMinimap.js | UI | Race-specific minimap with checkpoint marks |
modules/user-interface/NotificationQueue.js | UI | Timed on-screen message queue |
modules/user-interface/UiStateModel.js | UI | Observable UI state (score, health display value) |
modules/user-interface/StorageSettingsStore.js | UI | Persist player settings to localStorage |
modules/world/Object3DUtils.js | World | Three.js Object3D manipulation helpers |
modules/world/environment/ArenaEnvironment.js | World | Ground, walls, pillars, ramps + Rapier statics |
modules/world/environment/NaturalEnvironment.js | World | Terrain mesh, sky, vegetation placement |
modules/world/environment/RaceTrackEnvironment.js | World | Closed track geometry + checkpoint triggers |
modules/world/environment/BoardEnvironment.js | World | Grid-aligned flat tile environment |
modules/world/environment/TerrainMeshFactory.js | World | Heightmap-based terrain mesh builder |
modules/world/environment/TerrainSampler.js | World | Query terrain height at arbitrary XZ |
modules/world/environment/PlanarUtils.js | World | 2D polygon / planar geometry helpers |
modules/world/environment/SpawnAreaSampler.js | World | Non-overlapping random spawn positions |
modules/world/environment/WorldBoundsColliderFactory.js | World | Invisible boundary colliders at world edges |
modules/world/object/PickupObject.js | World | Collectible item with mesh and trigger zone |
modules/world/object/ProjectileObject.js | World | Projectile with lifetime and collision |
modules/world/object/FpsWeaponViewModel.js | World | Local weapon mesh with bob and sway |
modules/world/object/HealthBarView.js | World | Billboard health bar scaling with HP ratio |
modules/world/object/factory/CarVisualFactory.js | World | Car body and wheel mesh builder |
modules/world/object/factory/AirplaneVisualFactory.js | World | Wings and fuselage geometry |
modules/world/object/factory/ProjectileVisualFactory.js | World | Small sphere/capsule projectile mesh |
modules/world/object/factory/PlantVisualFactory.js | World | Billboard or simple plant mesh |
modules/world/object/factory/PickupVisualFactory.js | World | Collectible item appearance |
modules/world/object/factory/RockVisualFactory.js | World | Rock geometry for environment decoration |
modules/world/visual-effects/JetFlame.js | World | Particle emitter proportional to thrust |
modules/world/visual-effects/VehicleTireMarkRenderer.js | World | Decal strips on ground from tire slip |
modules/world/visual-effects/WeaponEffectsSystem.js | World | Muzzle flash and hit sparks |
modules/world/visual-effects/GroundClickIndicator.js | World | Circle indicator at RTS click target |