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    Voxel Colosseum Scene Specification - Ancient Rome (Offline, High-Performance)

    Updated Aug 13, 2026

    Objective

    Design an elaborate, detailed, and vibrant voxel-art scene depicting the Colosseum in Ancient Rome.


    User Controls

    Camera

    • Free-orbit + zoom camera
    • Controls should feel lightweight and responsive:
      • Minimal inertia/damping
      • No "heavy" feel

    Re-centre

    • Include a Re-centre button
    • Resets focus/target back onto the Colosseum

    Scene Requirements

    Colosseum

    • Accurate Colosseum architecture rendered in colorful voxel detail
    • Rich structure definition and readable silhouette

    Arena & Action

    • Gladiators in the arena:
      • Engaged in combat or
      • Preparing for battle (staging, ready poses, etc.)

    Crowds

    • Crowds populating the seating tiers
    • Visual variety (densities, colors, groupings) to avoid repetitive patterns

    Artefacts & Props

    • Ancient Roman artefacts placed thoughtfully around the scene (e.g., statues, banners, shields, weapon racks, crates, amphorae, standards)

    Background & Environment

    • Ancient Roman background environment
    • Visually rich atmosphere that clearly conveys Ancient Rome (city hints, roads, surrounding structures, greenery, distant silhouettes, etc.)

    UI / Overlay Constraints

    • Keep the control panel minimal and unobtrusive
      • Only essential controls
      • Include compact stats only
    • Remove extra on-screen commentary / help panels

    Technical Specifications

    Deliverable

    • Output a full implementation (provided in full in chat)

    Offline Only (No Network Calls)

    • Must run from file:// in the latest Chrome
    • All code and assets embedded/inlined
      • Use data URIs where needed
      • No external requests / no CDNs

    Performance Target

    • Smooth rendering + interaction
    • Sustain >= 55 FPS on modern desktop hardware

    Implementation Guardrails (Pre-emptive Fixes)

    Module Resolution (No Bare Imports)

    If importing anything:

    • Provide a <script type="importmap"> before the module script
    • Map every specifier to an inline module using data: URLs defined inside the same deliverable

    If using Three.js (or examples):

    • Embed minimal inline modules
    • Import map must include:
      • "three"
      • "three/addons/"
    • No network URLs

    Alternative:

    • Use no third-party libraries and implement directly in WebGL2 / Canvas

    Naming & Scope Safety

    • Use "use strict"
    • Never redeclare identifiers in the same scope
    • Avoid single-letter names in nested blocks Use descriptive names (e.g., prevTime / currTime, rCh / gCh / bCh)
    • No global leaks

    Performance Tactics

    Geometry & Rendering

    • Precompute / merge geometry
    • Instance voxels wherever possible (aim for single draw per material)
    • Pack data in typed arrays

    Culling & LOD

    • Frustum + distance culling for crowds/props
    • Dynamic LOD for:
      • Crowds
      • Arena detail
    • Adaptive spawn/budget to maintain >= 55 FPS

    Runtime Discipline

    • Avoid per-frame allocations
    • Reuse objects / pools
    • Clamp devicePixelRatio <= 2
    • Use requestAnimationFrame

    Stats

    • Track and display:
      • FPS
      • Draw counts

    Controls

    • Orbit yaw about world-up
    • Pitch about camera-right
    • Clamp pitch to +/-(pi/2 - epsilon) to avoid flips
    • Keep damping low for a light/immediate feel
    • Re-centre re-targets the camera on the arena/Colosseum focus point

    Assets

    • Textures/fonts must be embedded as data URIs
    • Prefer procedural sprite/texture generation where practical

    Quality Bar

    • Zero console errors/warnings
    • Runs offline with 0 network calls