NISHI SHORE - REVIEW STAGE b1790164131

the flat-light REVIEW STAGE: mixed beachwear across the cast (bred, stable per girl) · same engine, same controls as NISHI CRAFT · ?review=1 auto-frames the nearest girl
ISEKAI: cross to NISHI CRAFT or NISHI VALE — level, ledger and party come along

Alpha prepared-character readiness repair - 2026-09-23

Prepared character loading now follows the shared renderer resources even when resident characters are outside the view. Repeating a scene instance id with the same source, descriptor and pose identities preserves its existing body, placement and configuration; a conflicting revision is refused. Lost or replaced renderer resources report an unavailable instance. Native page-fit and JavaScript referee qualification are recorded separately from actual served interaction and visual review in worklog beach-prepared-readiness-20260923. Both native WASM modules, the catalogue and materials are unchanged. Skin, eyes, hair, anatomical contact, arbitrary dune occlusion and photoreal quality remain unaccepted. Earlier instrumented Alpha timings do not establish 60 FPS. Beta and Production are unchanged.

Prior Alpha imported contact and inspection repair - 2026-09-23

Imported models can bind their collision bounds to the shared native motion owner. Player sweeps, auto-step, gravity and existing resident movement honor those enabled bounds. Scene capacity follows admitted model identities; a full arena reports refusal while preserving its existing bodies. Imported Face requests keep Body inspection and orbit active while explaining that face correspondence is unqualified. Native qualification passed 140 contact, revision, memory and real-asset checks. Actual served interaction and visual review are recorded separately in the retained worklog: beach-body-resume-20260923. Collision bounds are conservative proxies; anatomical contact, rendered terrain/player/NPC support agreement, skin, eyes, hair, motion fidelity and photoreal quality remain unaccepted. Beta and Production are unchanged.

Prior Alpha camera repair - 2026-09-23

The current shared renderer now carries native character framing, orbit and distance controls. Native qualification passed 112 camera, memory and real-asset checks; both actual WebAssembly modules passed 53 camera checks, including the previous missing-export failure; shared/plain preservation passed 40 checks. Native qualification is recorded separately from served interaction review. Collision proxy binding remains unavailable. Anatomy, skin, terrain/player/NPC contact, motion, foliage and photoreal quality remain unaccepted. Retained worklog: beach-camera-resume-20260923. Beta and Production are unchanged.

Prior Alpha leaf geometry - 2026-09-21

Characters: Load Individual leaf geometry - quality unaccepted. Reusable seeded leaf emission replaces spherical canopy faces with 384 closed pointed leaves, retaining 998 wood triangles and the prior material factors. Final mesh: 2,900 vertices, 4,070 triangles, zero degenerate triangles. Capacity, extent, material and normal checks passed. Prior canopy comparisons remain available. This is artistic geometry: twig attachment, botanical silhouette, wind, contact and photoreal foliage remain unaccepted. Retained worklog: tree-leaves-t394.

Characters: Load Procedural foliage - quality unaccepted. Existing native vegetation growth now emits a continuous sampled surface with shared smooth normals and separate wood/leaf materials: 11,798 vertices, 23,608 triangles, zero degenerate triangles in the fixture. Material factors are artistic, not measured. This isolated static comparison does not replace the live voxel world, qualify wind or terrain contact, or establish photoreal foliage. Native gate 1789972746 passed 11 checks; visual review remains RED pending served inspection. Retained worklog: tree-foliage-t393.

Experimental bush surface: Characters, Load Bush surface comparison, then Frame character. The same native 14-cell bush fixture yields 236 triangles, including 76 non-axis-aligned facets. Capacity and source-preservation gates passed. This is an isolated static shape comparison with default white metallic material, not finished foliage or a world replacement. Terrain contact, motion and visual quality remain unaccepted. Retained worklog: beach-bush-surface-t391.

Prior Alpha review - 2026-09-19

Winding correction: the same procedural loft figure now preserves outward strip orientation for descending limbs and mirrored parts. Native checks preserve all 103,824 triangle attributes; 357 degenerate skin triangles remain. Profile input is absent (PROF0), skin binding and joints are absent. This static figure is an experimental renderer diagnostic, not a qualified NPC or anatomical improvement. Retained worklog: body-winding-review-t365. Prepared characters use declared shared scene lighting by default when admitted; authored lighting overrides and source materials remain intact. Native recipe, shader-preservation and allocation checks passed. The same-camera Chrome comparison shows shaded geometry instead of the prior white unlit silhouette. These are artistic renderer-relative coefficients, not measured light or calibrated skin. Direct lighting is unoccluded: cloud attenuation, terrain sun shadows and correct night response remain unfinished. Below-horizon direct can illuminate undersides. Generated anatomy remains visibly unacceptable. Alpha is experimental; Beta and Production are unchanged. Retained worklog: prepared-scene-light-review-t364. The existing collision runtime and exact generated asset remain unchanged.

Shared character inspection now supports full-turn drag orbit, elevation and Fit full body. Native camera fitting and actual Chrome input-isolation checks passed; source identity remains visible. This verifies inspection controls, not character quality. Selected static bounds blocked the actual served W/S movement probe when enabled and allowed it when disabled. That qualifies the existing point-footprint collision check, not anatomical foot support. Generated anatomy, skin materials, motion and contact remain unaccepted; static white source albedo is diagnostic geometry, not finished skin. The separate Rigview replacement and its cloth, figure and wind controls remain unfinished.

Generated body can now be loaded into this same world renderer using Characters: Load Generated body, then Frame character. This exact source is static and untextured, with no joints or motion. Its topology remains RED (8 zero-area triangles and 1 nonmanifold edge), and anatomy is unaccepted. The existing Rigview workbench and exact-version Push Alpha workflow are still being connected; this Alpha source test does not certify that workflow.

Procedural generation is now visible below: the native skeleton and body generators produced 103,824 triangles; the selected skin layer contains 34,608. Native conversion and projection checks passed. This is static, unrigged geometry, not a finished or animated character. Skin binding, useful anatomy, facial shape and rendered material quality remain unfinished.

Resident rig comparison can now capture one normal frame, freeze the shared scene, and show source articulation, current corrections, or native hierarchy-preserving corrections. All views use the same captured plant shift. Native composition passed 27 checks; the captured source comparison identifies an ankle/descendant discontinuity, not an overall deformation or foot-contact pass. Resume live scene releases the comparison. Continuous authored Catwalk playback and diagnostic controls are available in Alpha. Current resident eyes, hair, limb deformation, movement and terrain contact remain unaccepted. Conservative collision bounds do not establish foot support or anatomical collision. Native Nishi Browser parity remains unverified; browser observations use Chrome. Beta and Production are unchanged.

Inspect generated procedural body

Native renders of the same generated mesh. These are retained images, not a rigged scene actor. Coarse face, joins, hands and feet remain visible.

Generated procedural body: front, side and three-quarter views
Skin layer: three views at one scale, rendered by the native mesh viewer.
Same generated procedural body rendered from the front by the native anatomy renderer
Existing native anatomy renderer: a separate lighting view, not evidence of photoreal quality.

Download static generated geometry (GLB)

Retained worklogs: procedural-human-inspection-20260919; meshview-projection-reconcile-t332; resident-rig-observation-t331; resident-hierarchy-correction-t332; tifa-native-motion-qualification-t316. Graphics progress and remaining work


Renderer: CPU · WebGL fallback · WebGPU. Visiting characters: show · hide. Use Frame character for inspection; free movement is the default. Open Progress for verified changes and pending work. Show frame measurements.