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Replace six Canvas gameplay renderers with native Three.js scenes - #10
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The six legacy browser titles still rendered their playable worlds with Canvas 2D underneath a decorative Three.js stage. This PR replaces those drawing paths with native Three.js gameplay scenes while preserving the existing simulations, controls, audio, progression and replay boundaries.
All six
core.jsfiles are unchanged. SIGNAL BREACH, Ternary Drift web, and the separate native Windows renderer retain their existing architectures.Architecture and visuals
renderer.jsadapter driven by its existing update loop.QsolNative.Stagecreates the WebGLRenderer on the original gameplay canvas, a Scene and an appropriate Camera. Repeated entities use persistent, growing-on-demand InstancedMesh batches.qsol-three-stage.js, its translucent overlay CSS and the six unused overlay-sampler script references.UI / remaining 2D canvas usage
There is no 2D-canvas usage in the six migrated titles, including offscreen texture generation. Conventional HUDs and controls remain HTML; tactical maps/radar use SVG. In-world indicators remain WebGL geometry. There is no CanvasTexture, second gameplay canvas or retained Canvas drawing path.
Executed validation
make -C TERNARYDRIFT test.cargo test --manifest-path SIGNAL_BREACH/rust/Cargo.toml --locked(available local Rust 1.74.1).git diff --checkand JavaScript syntax checks.Local browser runs used Chromium 153 with software WebGL through an isolated loopback HTTP server. Existing browser tests retain direct-file startup as their default; repository CI exercises that path. Tests accept an explicit browser executable and test origin without changing production runtime. Two timing-sensitive browser assertions now wait for simulation behavior / replay duration rather than short fixed delays.
The new Native Three.js gameplay workflow retains screenshots as an artifact. The per-title source audit, scene inventories, lifecycle contract and validation commands are documented in
docs/NATIVE_RENDERING.md, with corrected root and game READMEs.Final removal gate: for every migrated title, removing the sole Three.js canvas removes the actual rendered game world. Only conventional interface elements remain. The framebuffer ablation check also verifies that the native gameplay groups materially produce the image.