chore: share game-studio hermes plugin
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# Three.js Vanilla Starter
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Use this as the smallest canonical starting point for a plain TypeScript or Vite Three.js app.
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## Files
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```text
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src/
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main.ts
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```
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## `src/main.ts`
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```ts
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import * as THREE from "three";
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const scene = new THREE.Scene();
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scene.background = new THREE.Color("#101418");
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const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 200);
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camera.position.set(0, 1.5, 4);
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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scene.add(new THREE.AmbientLight(0xffffff, 0.7));
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const light = new THREE.DirectionalLight(0xffffff, 1.2);
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light.position.set(4, 6, 3);
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scene.add(light);
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const mesh = new THREE.Mesh(
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new THREE.BoxGeometry(1, 1, 1),
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new THREE.MeshStandardMaterial({ color: "#3dd9b8" }),
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);
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scene.add(mesh);
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window.addEventListener("resize", () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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renderer.setAnimationLoop(() => {
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mesh.rotation.y += 0.01;
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renderer.render(scene, camera);
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});
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```
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## Notes
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- Start here for direct loop and renderer control.
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- If the scaffold needs UI, start with one compact objective chip and one transient controls hint rather than multiple permanent cards.
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- Keep notes, codex, maps, and settings behind on-demand surfaces. The starter scene should stay readable while moving the camera.
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- Add GLB loading with `gltf-loading-starter.md`.
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- Add physics sync with `rapier-integration-starter.md`.
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- Use `three-hud-layout-patterns.md` for low-chrome 3D overlay defaults.
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