# ActVox share (agent twin)

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- Kind: page
- Share link: <https://os.actvox.com/share/fb49779c-a312-47b7-a9e0-5fe9dab04392>
- Updated: 2026-11-15T03:20:29.700Z
- JSON: <https://os.actvox.com/share/fb49779c-a312-47b7-a9e0-5fe9dab04392/agent.json>

<shared_content>
# Maplewick — Interactive 3D Cartoon Town

**Maplewick 3D Preview**

Interactive 3D preview of Maplewick. Explore the town, view building interiors and play the construction timeline.

## Build prompt

```
Build an interactive 3D cartoon town in ONE self-contained HTML file.

MY TOWN
- Town name: [Maplewick]
- Theme/mood: [cheerful, vivid cartoon town]
- Landmarks (keep 7–8): [a detailed two-storey family house, a tavern, a
  convenience store, an elementary school with playground, a power station
  with cooling towers, a drive-through burger diner, a central town square,
  a circular Japanese bar with hanging lanterns]
Everything must be an original design: invent the town, building names,
signage and characters. Do not recreate any existing show, game, film,
brand or character.

TECHNICAL RULES
- Three.js r180 bundled inline, vanilla JS, HTML5/CSS3. One file, works
  offline from file://, zero network requests, no external models, images
  or fonts. All geometry is procedural.
- WebGL with antialiasing, shadows, responsive resize, requestAnimationFrame.
  Quality selector: Low / Medium / High.
- Performance: merge each building component into one vertex-coloured mesh
  plus one outline mesh; instance trees and lamps; reuse materials.

LOOK
- Cel-shaded toon materials with three lighting tones, black ink outlines,
  highly saturated colours.
- A procedural texture atlas drawn on a canvas (brick, siding, shingles,
  planks, grass, paving, tile) blended over the flat colours.
- Default camera: orthographic isometric.
- Three art styles, switchable from a menu with an animated wave that
  spreads across the town:
  1. Classic toon.
  2. Snowy storybook: snow on upward-facing surfaces, pastel palette,
     pencil-style outlines, paper grain, falling snow.
  3. Neon comic: thick black outlines, neon colours, halftone dots and
     hatching (screen-space post-process).

WORLD
- Terrain, a ring of roads around the square, sidewalks, crosswalks, lamps,
  trees, clouds, moving vehicles, steam from the power station.
- The house is the most detailed: furnished living room, kitchen, stairs,
  upstairs hallway, bedrooms, bathroom, garage, backyard with treehouse,
  fence and patio. Every other landmark has a furnished interior too.
- Register every building in a component registry: id, name, district,
  type, position, dimensions, components, materials, assemblyOrder,
  explodeOffset, cameraTarget, interactions. Components have parent/child
  links and a dependency graph (foundation → walls → upper floor → roof →
  details).

CONSTRUCTION ANIMATION
- Start on an empty landscape. The town builds itself in about 26 seconds:
  terrain, roads, sidewalks, foundations, house, shops, school, diner,
  power station, then props, with a scripted camera.
- Time-based and deterministic. Controls: play, pause, replay,
  0.5×/1×/2× speed, timeline scrubber.

INTERFACE
- Three translucent glass panels: left = searchable explorer tree of
  districts and buildings; centre = 3D view; right = object inspector
  (name, district, description, size, component count, material breakdown,
  visibility state, action buttons, component list) plus a clickable
  top-down minimap.
- Click selects, double-click enters a building, drag orbits, wheel zooms,
  right-drag pans, keyboard shortcuts for everything.
- Camera modes: Aerial, Isometric, Street, Top-down, Building, Interior,
  Cinematic. Transitions 0.4–1.2 s, framed from the bounding box.
- Per building: Explode / Assemble, X-Ray, Remove roof, Hide upper floor.
  All reversible.
- Day/Night toggle with a gradual transition through sunset; windows,
  signs and street lamps glow at night.

WALK MODE
- WASD move, mouse look, Shift run, Space jump, E open doors, V switch
  first/third person, C change character, Esc exit. Wall collision.
- Seven original playable characters with distinct outfits and a walk
  cycle, shown in third person. The same cast appears as townsfolk walking
  the sidewalks and standing at landmarks.
- On-screen move/jump buttons for touch devices.

CINEMATIC WALKTHROUGH
- Starts automatically when construction ends (Esc skips). About 46 s:
  aerial overview → circle the house → roof lifts to show the interior →
  town turns snowy → fly to the circular lantern bar as the town turns
  neon comic at dusk → wide final shot.
- Smooth spline camera, captions, pause / restart / exit, and a Record
  button that saves the walkthrough as a .webm video.

TESTING (do this before delivering)
- Run it in headless Chromium with Playwright, network disabled.
- Verify: no JavaScript errors, no network requests, every landmark is
  click-selectable, all camera modes, explode/assemble, X-ray, roof
  removal, interior view, timeline play/pause/scrub/replay, day/night,
  all three styles, walk + collision + doors + jump + character switch,
  walkthrough completes, no floating components, no geometry leak after
  repeated interactions.
- Capture screenshots of the full town, the house, its interior, the
  exploded view, night, the snowy style and the comic style.
- Fix and retest anything that fails. Only report a feature as working
  if it was verified. List anything you could not complete.

If the full scope does not fit in one pass, build the house and its
streets as a complete working slice first, then add districts one at a
time. Never ship buttons that do nothing.
```
</shared_content>
