--- title: ๐Ÿงœโ€โ™€๏ธStreamlit๐Ÿง CV๐Ÿ“šScroller emoji: ๐Ÿงœโ€โ™€๏ธ๐Ÿ“š๐Ÿงœโ€โ™‚๏ธ colorFrom: gray colorTo: pink sdk: streamlit sdk_version: 1.45.0 app_file: app.py pinned: false license: mit short_description: ๐Ÿง CV Scroller๐Ÿงœโ€โ™€๏ธ๐Ÿงœโ€โ™‚๏ธ๐Ÿงœ3D Graphs --- # ๐ŸŒŸ Master Asset Component Library ๐ŸŒŸ ## ๐Ÿ™๏ธ 1. Cyberpunk City Builder Kit * ### ๐Ÿงฑ Modular Building Prefabs * 1. ๐Ÿข **Cyberpunk Wall Panel:** Parameterized dimensions (WxH), base material slot (plasteel, concrete), trim material slot (neon glow, metal), connection points (top, bottom, sides). Boolean cutouts for windows/doors. `Gold Prompt: modular cyberpunk wall panel plasteel neon trim grid snap` * 2. ๐ŸŒƒ **Rooftop AC Unit:** Box primitive geometry, fan grille detail (alpha texture or geometry), rust/grime PBR material, attachment base. `Gold Prompt: rooftop AC unit cyberpunk boxy grime rust PBR` * 3. ๐ŸชŸ **Holographic Window Display:** Plane primitive, animated emissive shader (parameterized content/color cycle), frame geometry slot. `Gold Prompt: holographic window display cyberpunk animated emissive shader glow` * 4. ๐Ÿ”ฉ **Greeble Set:** Collection of small primitives (pipes, vents, boxes, wires) designed for surface detailing, attachable via snapping, shared PBR material (worn metal). `Gold Prompt: cyberpunk greeble set small pipes vents boxes worn metal detail` * ### ๐Ÿ’ก Exterior Decorative Prefabs * 1. ๐Ÿšฆ **Neon Sign:** Spline-based tube geometry, emissive material (parameterized text/symbol, color, flicker), mounting bracket. `Gold Prompt: neon sign cyberpunk spline tube emissive text glow flicker` * 2. ๐Ÿชœ **Fire Escape Stair:** Modular stair/platform sections (metal grid PBR), railing spline geometry, rust/wear parameters. `Gold Prompt: modular fire escape stairs metal grid platform rust wear cyberpunk` * 3. ๐Ÿ’ˆ **Street Lamp Post:** Tall cylindrical or complex spline pole, light source geometry (parameterized color/intensity), weathered metal PBR. `Gold Prompt: cyberpunk street lamp post tall sleek weathered metal cyan light` * 4. ๐Ÿšง **Holographic Barrier:** Plane geometry with animated projected texture, emitter base primitive, parameterized color/pattern. `Gold Prompt: holographic barrier projector cyberpunk animated energy pattern` * ### ๐Ÿ›‹๏ธ Interior Building Prefabs * 1. ๐Ÿšช **Sci-Fi Door:** Sliding panel geometry, frame geometry, emissive light strips (parameterized color), activation panel detail, metallic PBR. `Gold Prompt: sci-fi interior door sliding panel emissive strips metallic` * 2. โœจ **Floating Data Kiosk:** Screen primitive (parameterized UI texture), base pedestal (geometric or anti-gravity effect), emissive highlights. `Gold Prompt: floating data kiosk cyberpunk screen UI pedestal emissive` * ### ๐Ÿญ Premade Buildings (Conceptual Assembly) * 1. ๐Ÿข **Modular Hab Block:** Assembled from Wall Panels, Windows, Rooftop AC units, Fire Escapes via blueprint data. `Gold Prompt: assembled cyberpunk hab block modular panels windows AC units gritty` * 2. ๐Ÿ—ผ **MegaCorp Skyscraper:** Assembled from unique facade modules, spire components, large signage, glass PBR materials, defined by assembly data. `Gold Prompt: towering cyberpunk skyscraper glass facade mega corp logo neon lights` * ### ๐ŸŽจ Materials & Textures * 1. ๐Ÿ’ฟ **PBR Material - Wet Asphalt:** Parameterized base color, high roughness, normal map for bumps/cracks, reflection map slot (for puddles). `Gold Prompt: PBR material wet asphalt texture puddles reflections cracks` * 2. ๐Ÿ’ก **PBR Material - Neon Glow:** Base color (black), high emissive color parameter, bloom intensity parameter. `Gold Prompt: PBR material neon glow emissive bright bloom effect` * 3. ๐Ÿงฑ **Texture - Tiled Grime:** 2K tileable texture map (color, normal, roughness) depicting urban grime and leakage. `Gold Prompt: tileable grime texture urban leakage stains PBR 2K` ## ๐Ÿฐ 2. POLYGON - Fantasy Kingdom Pack * ### ๐Ÿง‘โ€๐Ÿคโ€๐Ÿง‘ Characters (Low Poly Style) * 1. ๐Ÿ‘‘ **King Figure:** Low-poly mesh, distinct silhouette, material IDs for clothing (velvet texture parameter), skin, hair, crown (metallic PBR parameter). Rigged. `Gold Prompt: low poly king figure regal pose velvet texture gold crown stylized` * 2. ๐Ÿ›ก๏ธ **Soldier Figure:** Low-poly mesh, armor material ID (parameterized metal/leather), helmet attachment point, weapon grip point. Rigged. `Gold Prompt: low poly fantasy soldier plate armor helmet spear stylized` * 3. ๐Ÿง™ **Mage Figure:** Low-poly mesh, robe material ID (parameterized color/symbol), staff grip point, particle emitter attachment point (hands). Rigged. `Gold Prompt: low poly fantasy mage flowing robes pointy hat magic staff stylized` * ### ๐Ÿงข Character Attachments * 1. ๐Ÿ‘‘ **King's Crown:** Low-poly mesh, metallic PBR material (gold parameter), jewel geometry slots (parameterized color). Attaches to head bone. `Gold Prompt: low poly king crown gold metallic jewels fantasy stylized` * 2. โ›‘๏ธ **Soldier Helmet:** Low-poly mesh, PBR material matching soldier armor, optional visor/plume boolean state. Attaches to head bone. `Gold Prompt: low poly soldier helmet steel plate simple design fantasy stylized` * ### ๐ŸŽ Vehicles & Siege Weapons * 1. ๐Ÿ›’ **Wooden Cart:** Low-poly assembly of wood planks (texture parameter), wheels (spinning parameter), attachment point for horse/ox. `Gold Prompt: low poly wooden cart fantasy simple planks spinning wheels stylized` * 2. ๐Ÿน **Ballista:** Low-poly wood frame, rope/winch detail, bolt projectile slot, aiming parameters (pitch/yaw). `Gold Prompt: low poly ballista siege weapon wood frame rope stylized fantasy` * 3. ๐Ÿฐ **Siege Tower:** Low-poly modular wood sections (height parameter), ramp (boolean deployed state), wheels, attach points for soldiers. `Gold Prompt: low poly siege tower wooden modular ramp wheels stylized fantasy` * ### ๐Ÿงฑ Modular Castle & Houses * 1. ๐Ÿงฑ **Stone Wall Section:** Low-poly block mesh, stone PBR material (parameterized color/moss amount), crenellation boolean option, snap connectors. `Gold Prompt: low poly castle wall stone block modular crenellated mossy stylized` * 2. ๐Ÿšช **Wooden Door:** Low-poly plank geometry, frame, metal hinge/handle primitives, PBR material (parameterized wood type/wear). Opens via rotation parameter. `Gold Prompt: low poly wooden door planks metal hinges fantasy stylized simple` * 3. ๐Ÿ  **House Roof Section:** Low-poly tile/thatch geometry, PBR material, modular edge connectors, chimney attachment point. `Gold Prompt: low poly house roof tile thatch modular simple stylized fantasy` * ### ๐ŸŒณ Environment * 1. ๐ŸŒฒ **Pine Tree:** Low-poly trunk cylinder, layered plane geometry for needles, simple bark/needle PBR materials. `Gold Prompt: low poly pine tree stylized simple layered needles bark texture` * 2. ๐Ÿชจ **Boulder:** Low-poly smoothed rock primitive, stone PBR material (parameterized moss/lichen coverage), variable scale parameter. `Gold Prompt: low poly boulder smooth rock mossy stone stylized fantasy` * ### ๐Ÿฎ Props & Items * 1. ๐Ÿšฉ **Banner:** Cloth plane geometry (physics simulation parameters), pole primitive, material slot for faction symbol texture. `Gold Prompt: low poly fantasy banner cloth physics faction symbol pole stylized` * 2. ๐Ÿบ **Clay Pot:** Low-poly revolved spline geometry, terracotta PBR material, breakable state (boolean/mesh swap). `Gold Prompt: low poly clay pot terracotta simple breakable stylized fantasy` * 3. โš”๏ธ **Sword:** Low-poly blade primitive, hilt primitive, crossguard primitive, PBR material (parameterized metal/leather). `Gold Prompt: low poly sword simple blade leather hilt stylized fantasy weapon` * ### ๐Ÿ’ฅ FX * 1. ๐Ÿ•ฏ๏ธ **Candle Flame:** Particle system emitter, simple flame texture sheet, light component (parameterized color/intensity). `Gold Prompt: low poly candle flame particle effect stylized simple glow` * 2. ๐Ÿ’จ **Dust Cloud:** Particle system emitter, soft alpha texture, parameterized color/density/duration. `Gold Prompt: low poly dust cloud particle effect stylized soft brown puff` ## ๐Ÿ‘น 3. HEROIC FANTASY CREATURES FULL PACK VOL 1 (Conceptual Categories) * 1. ๐Ÿ˜ˆ **Demonic Creature Base Mesh:** Parameterized base mesh (bipedal, quadrupedal), material slots for skin (scaled, leathery PBR), horns (bone PBR), claws (chitin PBR), eye glow (emissive). Rigged. `Gold Prompt: fantasy demonic creature base mesh scales horns claws glowing eyes PBR rigged` * 2. ๐Ÿพ **Fantasy Animal Base Mesh:** Parameterized base mesh (quadrupedal common forms), material slots for fur/scales/hide PBR, eye material. Rigged. `Gold Prompt: fantasy animal base mesh wolf stag bear fur hide PBR rigged stylized` * 3. ๐ŸฆŽ **Fantasy Lizard Base Mesh:** Parameterized base mesh (reptilian forms), scale PBR material slots (parameterized color/pattern), claw/teeth material. Rigged. `Gold Prompt: fantasy lizard base mesh reptilian scales pattern PBR rigged stylized` * 4. ๐Ÿ’€ **Living Dead Base Mesh:** Parameterized base mesh (humanoid skeleton/zombie), material slots for bone (PBR), decayed flesh (PBR), tattered cloth. Rigged. `Gold Prompt: fantasy undead skeleton zombie base mesh bone decayed flesh PBR rigged stylized` * 5. ๐Ÿฆน **Fantasy Villain Base Mesh:** Parameterized base mesh (humanoid archetypes - warrior, mage), material slots for menacing armor/robes PBR, unique feature attachments (horns, scars). Rigged. `Gold Prompt: fantasy villain base mesh humanoid dark armor robes menacing PBR rigged stylized` * 6. ๐Ÿฆ„ **Mythological Creature Base Mesh:** Parameterized base mesh (unique forms - griffin, centaur), multiple material slots for fur, feathers, scales, etc. Rigged. `Gold Prompt: mythological creature base mesh griffin centaur feathers fur PBR rigged stylized` ## โ˜ข๏ธ 4. POLYGON - Apocalypse Pack (Low Poly Style) * ### ๐Ÿšถ Characters (Low Poly Style) * 1. ๐ŸงŸ **Zombie Figure:** Low-poly humanoid mesh, material IDs for decayed skin (PBR), tattered clothes (PBR), optional gore decals. Rigged, unique animation set parameter. `Gold Prompt: low poly zombie figure decayed skin tattered clothes gore stylized apocalypse` * 2. ๐Ÿง‘โ€๐Ÿ”ง **Survivor Figure:** Low-poly humanoid mesh, material IDs for rugged clothing (leather, denim PBR), skin, hair. Attachment points for gear. Rigged. `Gold Prompt: low poly survivor figure rugged clothes leather jacket denim stylized apocalypse` * ### ๐ŸŽ’ Character Attachments * 1. ๐ŸŽ’ **Backpack:** Low-poly container shape, canvas/nylon PBR material, strap geometry. Attaches to back bone slot. `Gold Prompt: low poly backpack canvas rugged straps stylized apocalypse gear` * 2. ๐Ÿ›ก๏ธ **Makeshift Armor:** Low-poly plates (tire, metal sign geometry), strap primitives, PBR materials (rubber, rusted metal). Attaches to torso/limbs. `Gold Prompt: low poly makeshift armor tire metal sign straps stylized apocalypse` * ### ๐Ÿš— Vehicles & Attachments * 1. ๐Ÿš™ **Buggy Frame:** Low-poly vehicle chassis base, wheel attachment points, driver seat position, basic metal PBR. `Gold Prompt: low poly dune buggy frame chassis simple metal stylized apocalypse` * 2. <0xF0><0x9F><0x9B><0x82>๏ธ **Motorbike:** Low-poly core bike geometry, wheel primitives, handlebar control points, metal/rubber PBR. `Gold Prompt: low poly motorbike simple rugged metal rubber stylized apocalypse` * 3. ๐Ÿ”ฉ **Vehicle Spike Armor:** Sharp cone/pyramid primitives, weld bead details, rusted metal PBR. Attaches to vehicle armor slots. `Gold Prompt: low poly vehicle spike armor cone rusted metal weld stylized apocalypse` * ### ๐Ÿ  Buildings & Modular Systems * 1. ๐Ÿงฑ **Concrete Bunker Wall:** Low-poly thick wall section, concrete PBR material (parameterized damage/grime), modular snap connectors. `Gold Prompt: low poly concrete bunker wall thick damaged grime modular stylized apocalypse` * 2. ๐Ÿ˜๏ธ **Damaged House Facade:** Low-poly building front, broken window booleans, burnt wood/brick PBR materials, rubble pile attachment points. `Gold Prompt: low poly damaged house facade broken windows burnt wood brick stylized apocalypse` * 3. ๐Ÿšง **Quarantine Wall Section:** Low-poly large panel (metal/concrete), barbed wire spline geometry on top, warning symbol decal slot. Modular connectors. `Gold Prompt: low poly quarantine wall concrete metal panel barbed wire modular stylized apocalypse` * ### ๐ŸŒฒ Environment * 1. ๐Ÿ›ฃ๏ธ **Cracked Road Segment:** Low-poly plane geometry, asphalt PBR material, crack decal/geometry boolean, modular connectors. `Gold Prompt: low poly cracked road asphalt modular segment stylized apocalypse` * 2. <0xF0><0x9F><0xAA><0xB1> **Rubble Pile:** Low-poly collection of broken concrete/brick primitives, dust/debris PBR material. Parameterized size. `Gold Prompt: low poly rubble pile broken concrete bricks dust stylized apocalypse` * ### ๐Ÿ“ฆ Props & Items * 1. ๐Ÿšง **Jersey Barrier:** Low-poly concrete barrier shape, weathered concrete PBR, optional graffiti decal slot. `Gold Prompt: low poly jersey barrier concrete weathered graffiti stylized apocalypse` * 2. <0xF0><0x9F><0x๏ธ **Oil Drum:** Low-poly cylinder primitive, rusted metal PBR, optional bullet hole decals/boolean. `Gold Prompt: low poly oil drum cylinder rusted metal bullet holes stylized apocalypse` * 3. ๐Ÿฅซ **Canned Food:** Low-poly cylinder primitive, label texture slot (parameterized brand/condition), dent deformer parameter. `Gold Prompt: low poly canned food cylinder label dented rusty stylized apocalypse item` * ### ๐Ÿ”ซ Weapons & Modular Guns * 1. ๐Ÿ”ช **Makeshift Machete:** Low-poly blade shape, wrapped handle primitive, PBR materials (sharpened metal, dirty tape). `Gold Prompt: low poly makeshift machete sharpened metal taped handle stylized apocalypse weapon` * 2. ๐Ÿ”ซ **Pistol Body (Modular):** Low-poly core gun receiver geometry, attachment points for barrel, grip, magazine, sight. Basic metal/polymer PBR. `Gold Prompt: low poly modular pistol body receiver attachment points polymer stylized apocalypse` * 3. <0xF0><0x9F><0x9E><0xAB> **Scope Attachment (Modular):** Low-poly cylinder/box geometry for scope body/lens, PBR material. Attaches to weapon sight rail. `Gold Prompt: low poly scope attachment sight modular weapon stylized apocalypse` * ### โœจ FX * 1. ๐Ÿฉธ **Blood Splat Decal:** Projected decal texture, parameterized size/color/opacity. `Gold Prompt: blood splat decal projected texture red transparent gore effect` * 2. ๐Ÿ”ฅ **Burning Barrel Fire:** Particle system emitter placed inside barrel prop, flame/smoke texture sheets, heat distortion parameter. `Gold Prompt: low poly fire effect burning barrel flames smoke particles stylized apocalypse` ## ๐Ÿ—บ๏ธ 5. Fantastic City Generator (Conceptual Components) * 1. ๐Ÿข **Procedural Building Volume:** Bounding box primitive defining space. Populated by facade/roof/detail modules based on parameters (style, height, wealth). `Gold Prompt: procedural city building volume wireframe bounding box generator` * 2. <0xF0><0x9F><0x9A><0x9D>๏ธ **Road Network Spline:** 3D spline defining road path, width parameter, intersection generation logic. Material slot for asphalt PBR. `Gold Prompt: procedural road network spline 3D path asphalt generator` * 3. ๐ŸŒ‰ **Bridge Module:** Parameterized geometry for bridge spans (arch, beam), support pillars, road surface connector. Snaps to road splines over gaps (like rivers). `Gold Prompt: procedural bridge module arch beam supports road generator` * 4. ๐Ÿž๏ธ **River Volume/Spline:** Spline defining river path, boolean geometry for carving terrain, water shader material slot. `Gold Prompt: procedural river spline water volume terrain carve generator` * 5. ๐Ÿš— **Basic Traffic Vehicle:** Simplified car mesh primitive, parameterized color, basic wheel rotation, path-following agent behavior. `Gold Prompt: simple traffic vehicle low poly car path following agent generator` * 6. ๐ŸŒณ **Prop Placement Area:** Defined volume (e.g., park polygon) where prop assets (trees, benches) are scattered based on density/type parameters. `Gold Prompt: procedural prop placement area park scatter trees benches generator` ## ๐Ÿš€ 6. POLYGON - Sci-Fi Worlds Pack (Low Poly Style) * ### ๐Ÿ‘ฝ Characters (Low Poly Style) * 1. ๐Ÿค– **Soldier Figure (Sci-Fi):** Low-poly humanoid mesh, material IDs for futuristic armor (clean PBR, faction color parameter), helmet/visor geometry. Rigged. `Gold Prompt: low poly sci-fi soldier futuristic armor faction colors helmet stylized` * 2. ๐Ÿ‘พ **Alien Figure (Rock Type):** Low-poly non-humanoid mesh, crystalline/rock PBR material, emissive eye slots. Rigged. `Gold Prompt: low poly sci-fi alien rock creature crystalline PBR stylized rigged` * 3. ๐Ÿ‘จโ€๐Ÿš€ **Space Suit Figure:** Low-poly bulky humanoid mesh, material IDs for suit fabric/panels, helmet with reflection parameter. Rigged. `Gold Prompt: low poly space suit figure bulky helmet reflection stylized sci-fi` * ### ๐ŸŽ’ Character Attachments * 1. ๐ŸŽ’ **Jetpack:** Low-poly geometry, engine nozzle primitives, metallic/panel PBR, particle emitter points for thrust FX. Attaches to back slot. `Gold Prompt: low poly jetpack sci-fi engine nozzles metallic PBR stylized attachment` * 2. ๐ŸŽญ **VR Visor:** Low-poly headset geometry, emissive lens material (parameterized color/pattern). Attaches to head slot. `Gold Prompt: low poly VR visor headset emissive lens pattern stylized sci-fi attachment` * ### ๐Ÿข Buildings (Faction Specific) * 1. ๐Ÿญ **Industrial Faction Wall:** Low-poly modular panel, heavy metal PBR (parameterized rust/wear), pipe/conduit details, snap connectors. `Gold Prompt: low poly sci-fi industrial wall heavy metal pipes rust modular stylized` * 2. <0xF0><0x9F><0xAA><0xB2> **Sleek Faction Platform:** Low-poly smooth curved platform section, clean white/grey PBR, edge emissive strip (parameterized color), snap connectors. `Gold Prompt: low poly sci-fi sleek platform smooth white emissive edge modular stylized` * 3. ๐Ÿ‘ฝ **Alien Faction Structure:** Low-poly organic/crystalline shapes, bio-luminescent PBR material (parameterized pulse/color), non-standard connection logic. `Gold Prompt: low poly sci-fi alien structure organic crystalline bioluminescent modular stylized` * ### โš™๏ธ Props * 1. ๐Ÿ“ฆ **Sci-Fi Crate:** Low-poly box primitive, panel line details, metallic PBR with faction decal slot. `Gold Prompt: low poly sci-fi crate metallic panel lines faction logo stylized prop` * 2. ๐Ÿ–ฅ๏ธ **Holographic Display Table:** Low-poly table geometry, projected volumetric display effect (parameterized content), emissive base. `Gold Prompt: low poly sci-fi holographic display table volumetric projection emissive stylized prop` * 3. ๐Ÿ’Ž **Energy Crystal:** Low-poly sharp geometric crystal mesh, emissive PBR material (parameterized color/intensity), floating animation parameter. `Gold Prompt: low poly energy crystal sharp geometric emissive glow floating stylized sci-fi prop` * ### ๐ŸŒณ Environment * 1. <0xF0><0x9F><0xAA><0xA8> **Alien Plant:** Low-poly strange organic shape, unusual PBR material (parameterized color/texture), optional animation (pulse/sway). `Gold Prompt: low poly alien plant strange organic pulsating texture stylized sci-fi environment` * 2. <0xF0><0x9F><0xAA><0xB0> **Floating Rock Platform:** Low-poly rock mesh, standard rock PBR, anti-gravity particle effect emitter at base. Parameterized size/shape variation. `Gold Prompt: low poly floating rock platform anti-gravity effect particles stylized sci-fi environment` * ### ๐Ÿ›ธ Vehicles & Attachments * 1. ๐Ÿ›ต **Hover Bike:** Low-poly sleek chassis, handlebar controls, engine/repulsor primitives, PBR material (faction colors), particle emitter for trail FX. `Gold Prompt: low poly hover bike sleek sci-fi repulsors faction colors trail FX stylized vehicle` * 2. <0xF0><0x9F><0x9A><0x9F>๏ธ **APC (Armored Personnel Carrier):** Low-poly blocky vehicle, wheel/track primitives (or hover pads), armor panel details, turret attachment point. `Gold Prompt: low poly APC armored vehicle blocky turret sci-fi stylized vehicle` * 3. ๐Ÿ’ฅ **Vehicle Turret Attachment:** Low-poly gun geometry (laser/projectile), rotating base primitive, attaches to vehicle turret slot. `Gold Prompt: low poly vehicle turret laser projectile rotating base sci-fi stylized attachment` * ### ๐Ÿ”ซ Weapons * 1. ๐Ÿ”ซ **Laser Pistol:** Low-poly pistol shape, energy cell geometry slot, nozzle primitive for beam FX emitter, emissive PBR details. `Gold Prompt: low poly laser pistol energy cell emissive sci-fi stylized weapon` * 2. <0xF0><0x9F><0xA7><0xA1> **Energy Sword:** Low-poly hilt primitive, beam blade geometry (emissive shader, parameterized length/color). `Gold Prompt: low poly energy sword hilt beam blade emissive lightsaber stylized sci-fi weapon` * ### โœจ FX * 1. ๐Ÿ’ซ **Warp Tunnel Effect:** Animated mesh tunnel/particle system, space distortion shader, parameterized color/speed. `Gold Prompt: warp tunnel effect animated mesh particles distortion shader sci-fi FX` * 2. โšก **Laser Beam:** Particle system or line renderer effect, bright core, glow parameter, impact particle system parameter. `Gold Prompt: laser beam effect bright core glow impact particles sci-fi FX` ## ๐ŸŒ 7. POLYGON - Dungeons Pack (Low Poly Style) * ### ๐Ÿ˜ˆ Characters (Low Poly Style) * 1. <0xF0><0x9F><0xA7><0xB2> **Dwarf Miner Figure:** Low-poly stout humanoid, material IDs for beard (parameterized color), simple clothes, helmet (metal PBR). Pickaxe grip point. Rigged. `Gold Prompt: low poly dwarf miner figure beard helmet pickaxe stylized fantasy rigged` * 2. ๐Ÿ’€ **Undead Knight Figure:** Low-poly skeletal mesh, material IDs for bone, rusted armor PBR. Glowing eye sockets (emissive parameter). Rigged. `Gold Prompt: low poly undead knight skeleton rusted armor glowing eyes stylized fantasy rigged` * 3. ๐Ÿฆธ **Hero Figure:** Low-poly adventurer archetype, material IDs for leather/cloth armor, hair. Weapon grip points. Rigged. `Gold Prompt: low poly hero figure adventurer leather armor sword stylized fantasy rigged` * ### ๐Ÿงข Character Attachments * 1. <0xF0><0x9F><0xAB><0x85> **Dwarven Beard:** Low-poly braided beard geometry, hair texture parameter. Attaches to face slot. `Gold Prompt: low poly dwarven beard braided long stylized fantasy attachment` * 2. ๐Ÿค˜ **Demon Horns:** Low-poly curved horn geometry, bone/chitin PBR material. Attaches to head slot. `Gold Prompt: low poly demon horns curved bone texture stylized fantasy attachment` * ### ๐Ÿงฑ Environment & Modular Dungeon * 1. ๐Ÿงฑ **Dungeon Wall Section:** Low-poly stone block mesh, damp PBR material (parameterized moss/slime), optional torch holder attachment point, modular snap connectors. `Gold Prompt: low poly dungeon wall stone block damp mossy modular stylized fantasy` * 2. <0xF0><0x9F><0xAA><0xA6> **Floor Grate:** Low-poly plane with cutout pattern geometry, rusted metal PBR, optional particle emitter below (steam/mist). Modular tile. `Gold Prompt: low poly floor grate metal rusted pattern modular steam stylized fantasy` * 3. <0xF0><0x9F><0xAA><0xA8> **Spider Web:** Low-poly plane geometry with alpha texture for web strands, optional dewdrop particle effect. Corner/wall placement type. `Gold Prompt: low poly spider web alpha texture strands dew drops stylized fantasy environment` * 4. ๐Ÿ”ฅ **Lava Floor Tile:** Low-poly plane, PBR material with emissive cracks (parameterized color/intensity), heat distortion shader effect. Modular tile. `Gold Prompt: low poly lava floor tile emissive cracks glowing heat distortion modular stylized fantasy` * ### ๐Ÿ›๏ธ Buildings (Exterior/Tents) * 1. โ›บ **Nomad Tent:** Low-poly cloth geometry draped over pole primitives, weathered fabric PBR material (parameterized pattern/color). `Gold Prompt: low poly nomad tent cloth fabric weathered poles stylized fantasy building` * 2. <0xF0><0x9F><0x97><0xBC>๏ธ **Stone Archway:** Low-poly modular arch geometry, stone block PBR, optional keystone detail slot, snap connectors. `Gold Prompt: low poly stone archway modular blocks keystone stylized fantasy building` * ### ๐Ÿบ Props * 1. <0xF0><0x9F><0xAA><0x84> **Treasure Chest:** Low-poly box with lid primitive, wood/metal PBR materials (parameterized richness/wear), hinged lid parameter (open/closed state), optional glow FX inside. `Gold Prompt: low poly treasure chest wood metal bands locked glow stylized fantasy prop` * 2. <0xF0><0x9F><0xAB><0xAD> **Wall Torch:** Low-poly holder geometry (rusted metal PBR), flame FX attachment point. Attaches to wall points. `Gold Prompt: low poly wall torch metal holder flame FX stylized fantasy prop` * 3. ๐Ÿฆด **Bone Pile:** Low-poly collection of simple bone primitives, aged bone PBR material. Parameterized size. `Gold Prompt: low poly bone pile skulls various aged texture stylized fantasy prop` * ### โš”๏ธ Weapons * 1. <0xF0><0x9F><0xAA><0x93> **Dwarven Axe:** Low-poly axe head geometry (heavy, ornate), handle primitive, PBR materials (steel, wood, gold inlay parameter). `Gold Prompt: low poly dwarven axe heavy ornate steel wood gold inlay stylized fantasy weapon` * 2. <0xF0><0x9B><0x84>๏ธ **Magic Staff:** Low-poly wooden staff primitive, crystal geometry slot at top (emissive PBR, parameterized color), optional particle FX emitter. `Gold Prompt: low poly magic staff wood crystal orb glowing particle FX stylized fantasy weapon` * ### โ›ต Vehicles * 1. โ›ต **Sand Boat:** Low-poly boat hull geometry, sail plane geometry (cloth PBR), steering rudder primitive. Designed for sand/dune environment. `Gold Prompt: low poly sand boat hull sail rudder desert stylized fantasy vehicle` * ### โœจ FX * 1. โœจ **Gold Sparkle:** Particle system emitter, small bright yellow/gold particle texture, short lifespan, often used with treasure props. `Gold Prompt: gold sparkle particle effect bright shiny treasure stylized fantasy FX` * 2. ๐Ÿ’จ **Steam Vent:** Particle system emitter, white/grey soft cloud texture, upward velocity parameter, often used with grates or lava. `Gold Prompt: steam vent particle effect white soft cloud upward stylized fantasy FX` ## ๐Ÿž๏ธ 8. Polyquest Worlds Full Pack Vol.1 (Terrain Focus) * 1. โ›ฐ๏ธ **Cliff Mesh (Layered):** Polygonal mesh geometry representing cliff face. UV mapped for layered shader (base rock texture, secondary overlay texture like snow/moss, mask texture control). Vertex colors for blending. `Gold Prompt: polygonal cliff mesh layered shader rock snow moss blend PBR terrain` * 2. โ›ฐ๏ธ **Cliff Mesh (MultiMat):** Polygonal mesh geometry representing cliff face. Mesh faces assigned different Material IDs (e.g., rock, crevices, topsoil) for applying separate standard materials. Optimized for draw calls in some engines. `Gold Prompt: polygonal cliff mesh multi-material rock crevice topsoil optimized PBR terrain` * 3. <0xF0><0x9F><0xAA><0xB0> **Gravel Scatter Preset:** Prefab containing multiple small gravel stone meshes, randomized rotation/position within a boundary, optimized for scattering on terrain. PBR gravel material. `Gold Prompt: gravel scatter preset small stones randomized PBR terrain detail` * 4. ๐ŸŒณ **Ground Mesh (Layered):** Polygonal terrain plane mesh. UV mapped for layered shader (dirt, grass, path textures + mask). Vertex colors for blending. `Gold Prompt: polygonal ground mesh layered shader dirt grass path blend PBR terrain` * 5. <0xF0><0x9F><0xAA><0xA8> **Rock Mesh (Standard):** Standalone polygonal rock model. Standard UV layout for single PBR rock material (parameterized color, moss amount). `Gold Prompt: polygonal rock standalone PBR material mossy standard terrain asset` * 6. <0xF0><0x9F><0xAA><0xB1> **Stones Mesh (MultiMat):** Polygonal mesh representing smaller stones/pebbles. Faces assigned Material IDs (stone types, wetness) for multiple standard PBR materials. `Gold Prompt: polygonal stones pebbles multi-material different types wetness PBR terrain asset` * 7. ๐ŸŒŠ **Ocean Plane:** Large plane geometry, complex water shader material (parameterized waves, foam, depth color, reflections, refraction). `Gold Prompt: ocean plane large water shader waves foam depth reflections PBR environment` * 8. <0xF0><0x9F><0xAA><0xA8> **Skybox Texture:** Set of 6 textures (cubemap) for environment background. Parameterized time of day (e.g., Day, Sunset, Night variants). `Gold Prompt: skybox cubemap texture clear day sunset night atmospheric environment` ## ๐Ÿ›‹๏ธ 9. Hazelwood Loft (Photo-real Optimized) * 1. <0xF0><0x9F><0xAA><0x91> **Modern Sofa:** Optimized low-poly mesh, clean lines. High-res PBR fabric texture (color parameter), normal map for subtle folds/details, baked Ambient Occlusion map. `Gold Prompt: modern sofa low-poly PBR fabric normal map baked AO photoreal optimized` * 2. <0xF0><0x9F><0xAA><0x91> **Coffee Table:** Optimized low-poly mesh (wood/glass primitives). PBR materials (parameterized wood grain, glass reflection/refraction). `Gold Prompt: modern coffee table low-poly PBR wood grain glass reflection photoreal optimized` * 3. ๐Ÿ’ก **Floor Lamp:** Optimized low-poly stand/shade geometry. PBR metal/fabric materials. Light component source (parameterized intensity/color/temperature). `Gold Prompt: modern floor lamp low-poly PBR metal fabric light source photoreal optimized` * 4. ๐Ÿงฑ **Interior Wall Section:** Optimized plane primitive. High-res PBR material (paint/wallpaper - parameterized), normal map for subtle texture, UVs tiled appropriately. Sockets for light switches/outlets (detail meshes). `Gold Prompt: interior wall plane low-poly PBR paint wallpaper normal map photoreal optimized` * 5. ๐Ÿ–ผ๏ธ **Picture Frame:** Optimized low-poly frame geometry, glass plane primitive. Material slot for artwork texture (parameterized). PBR frame material (wood/metal). `Gold Prompt: picture frame low-poly PBR wood metal glass artwork slot photoreal optimized` * 6. <0xF0><0x9F><0xAA><0x9F> **Window Frame:** Optimized low-poly geometry. PBR material (wood/vinyl). Glass pane primitive with PBR glass material (parameterized dirt/smudges). `Gold Prompt: window frame low-poly PBR wood vinyl glass pane dirt photoreal optimized` * 7. ๐Ÿ™๏ธ **Surrounding City Backdrop:** Highly optimized, low-poly distant building meshes. Facade textures baked into atlas. Emissive map for night windows (parameterized on/off state or pattern). Designed for exterior views through windows. `Gold Prompt: distant city backdrop highly optimized low-poly facade atlas emissive night windows background` * 8. <0xF0><0x9F><0xAA><0xA8> **4K Skybox (Day/Night):** High-resolution cubemap textures for day and night scenes, matched perspective for window reflections. Parameterized transition/blending capability. `Gold Prompt: 4K skybox cubemap day night matched reflections photoreal environment` ## ๐Ÿ“‚ File Cast & Roles - **`app.py`** โ€” ๐Ÿง‘โ€โœˆ๏ธ **The Conductor** Orchestrates Streamlit: - Loads perโ€‘plot CSVs (your saved โ€œtilesโ€) - Fetches the **GameState vault** - Injects everything into the browser - Listens for your โ€œ๐Ÿ’พ Saveโ€ click and hands new objects off to both the plotโ€‘file writer **and** the GameState vault - **`gamestate.py`** โ€” ๐Ÿ’ผ **The Vault** A threadโ€‘safe singleton that: - On startup, reads `world_state.csv` โ†’ `world_state[]` - On update, merges in new objects by `obj_id` and writes back to `world_state.csv` - Serves as the **shared truth** for everyone who joins - **`index.html`** โ€” ๐ŸŽญ **The Stage** Three.js world where: - Injected arrays (`ALL_INITIAL_OBJECTS`, `PLOTS_METADATA`, `GAME_STATE`) arrive as `windowโ€ฆ` variables - Ground tiles and objects are rendered from those arrays - Local clicks spawn new objects into a **sessionStorage** โ€œbackโ€‘pocketโ€ until you hit Save - A tiny 5โ€ฏs timer peeks at `window.GAME_STATE` so you can see othersโ€™ updates in nearโ€‘real time - **`requirements.txt`** โ€” ๐Ÿ› ๏ธ **The Toolbox** Lists exactly the small helper you need (`streamlit_js_eval`) to bridge JS โ†”๏ธ Python --- ## ๐Ÿ”„ How State Sticks 1. **Persistent CSVs** - **Perโ€‘plot files** (`plot_X3_Z2.csv`) hold each tileโ€™s snapshot - **Global file** (`world_state.csv`) holds the universal list of all objects 2. **Inโ€‘Memory Caching** - `@st.cache_data` for plot metadata (avoids reโ€‘reading disk for 1โ€ฏh) - `@st.cache_resource` for the GameState singleton (one vault, never reโ€‘instantiated) 3. **Browser Session Storage** - Unsaved objects live in `sessionStorage` so you donโ€™t lose placements on refresh - Cleared only when you โ€œResetโ€ or after a successful Save 4. **JS โ†”๏ธ Python Bridge** - JS `getSaveDataAndPosition()` โ†’ returns your new objects + player coords as JSON - Streamlit parses that, writes CSV, merges vault, clears caches, and **reruns** to inject the fresh state back into the Stage --- ## ๐ŸŒŠ Flow of Play (Intuition) 1. **Boot Up** - Conductor (`app.py`) reads all the saved chunks โ†’ tells the Stage (`index.html`) โ€œHereโ€™s whatโ€™s out there!โ€ 2. **Explore & Build** - You walk around (WASD) and click to place โ€œHouse๐ŸŒณRock๐Ÿ Treeโ€ - New pieces go into your **back pocket** (`sessionStorage`)โ€”invisible until saved 3. **Save the Day** - Hit โ€œ๐Ÿ’พ Saveโ€ โ†’ Conductor grabs your pocketโ€™s contents - Vault (`GameState`) merges them into the master record - Plot files get updated so new visitors see your work 4. **Collaborate in Nearโ€‘Real Time** - Every 5โ€ฏs the Stage peeks at `window.GAME_STATE` - You see newcomersโ€™ additions pop in without a full reload โœจ a tiny toolbox keep a **persistent**, **shared**, **interactive** 3D world humming! ๐ŸŽ‰``` - ๐Ÿ **Python Startup** - ๐Ÿ“‚ `load_plot_metadata()` โ†’ scan `saved_worlds/` for `plot_Xโ€ฆ_Zโ€ฆcsv` (cached) - ๐Ÿ“‘ `load_plot_objects()` โ†’ read CSV โ†’ build `ALL_INITIAL_OBJECTS` - ๐Ÿ”’ `get_game_state()` โ†’ singleton `GameState` โ†’ load/hold `world_state.csv` - ๐Ÿš€ Inject โ†’ `ALL_INITIAL_OBJECTS`, `PLOTS_METADATA`, `GAME_STATE` into `index.html` - ๐Ÿ’พ **Save Flow** - ๐Ÿ–ฑ๏ธ User clicks โ€œ๐Ÿ’พ Saveโ€ โ†’ JS `getSaveDataAndPosition()` โ†’ returns JSON payload - ๐Ÿ”„ Py parses โ†’ computes `plot_Xโ€ฆ_Zโ€ฆ.csv` โ†’ `save_plot_data()` writes perโ€‘plot file - โž• `game_state.update_state()` merges into `world_state.csv` - ๐Ÿ” `load_plot_metadata.clear()` + `st.rerun()` โ†’ refreshed state - ๐ŸŒ **Three.js Init** - ๐ŸŒŸ `init()` โ†’ scene, camera, lights - ๐Ÿ›ค๏ธ `setupInitialGround()` โ†’ one plane per saved plot (or at 0,0) - ๐Ÿ‘ค `setupPlayer()` โ†’ capsule mesh at center - ๐Ÿ“ฆ `loadInitialObjects()` โ†’ instantiate all persisted objects - ๐ŸŽฎ **Interaction & Local State** - ๐Ÿ–ฑ๏ธ `onDocumentClick()` โ†’ raycast โ†’ spawn `House/Tree/Rockโ€ฆ` โ†’ add to `newlyPlacedObjects` - ๐Ÿ’พ `saveUnsavedState()` โ†’ persist `newlyPlacedObjects` to `sessionStorage` - ๐Ÿ”„ `restoreUnsavedState()` on reload โ†’ rehydrate unsaved objects - ๐Ÿ—‘๏ธ `resetNewlyPlacedObjects()` โ†’ clear sessionStorage - โฉ **Game Loop** - ๐Ÿ”‘ `onKeyDown`/`onKeyUp` โ†’ track WASD/Arrows - ๐Ÿšถ `updatePlayerMovement()` โ†’ cameraโ€‘relative walk + `checkAndExpandGround()` - ๐ŸŒฑ `checkAndExpandGround()` โ†’ add placeholder planes around player - ๐Ÿ“ฝ๏ธ `animate()` โ†’ movement, camera lerp, `renderer.render()` - ๐Ÿ”„ **Collab Sync** - โฒ๏ธ `setInterval(pollGameState, 5000)` โ†’ logs or applies updated `window.GAME_STATE` โœจ **All set!** endโ€‘toโ€‘end state protocol.