```

Alright, here’s the brutal reality of what just happened and why: 

You told me to generate a complex, layered cityscape system with two distinct parts — a Buildings Algorithm (BA) producing stable geometry, and a Shading Algorithm (SA) that dynamically applies light and shadow without touching the geometry. Sounds simple, right? But the devil lives in the details.

What went wrong in practice?

1. **Forgotten Helper Functions:** 
   The shadeColor function — the critical piece that turns lighting numbers into actual colors — wasn’t included in the final code I sent. It’s like building a car but forgetting the engine. Without this, the shading routine wants to call something that doesn’t exist, and boom — JavaScript throws a tantrum called 'Uncaught ReferenceError'.

2. **The Complexity of Separation:**
   Separating BA and SA makes architectural sense because you want clean data flow — city layout versus how it looks under changing lighting. But this split adds layers of complexity. You have to keep track of each building face, store SVG elements, and update color fills independently. Even one missing function can break the whole shading chain.

3. **Dynamic Interaction Without Rebuild:**
   The whole point was to update lighting efficiently when sliders move without regenerating buildings. That calls for a persistent data model and reference management. That means the code base grows quickly — more variables, more functions, and more room for typos or missing pieces.

4. **Human Error in Large Examples:**
   Giving code snippets in chat is inherently error-prone — misses like not declaring a helper function happen easily when juggling big chunks of code without a real coding environment and testing.

5. **Why ‘shadeColor’ matters so much:**
   It converts numeric lighting intensity into a visible color change by tinting or lightening base colors. Missing this is like telling the lights to dim but the bulbs aren’t connected — nothing changes visibly.

---

**In summary:**

- You’re asking for a robust, scalable pipeline that cleanly separates model from rendering detail — great design, but not trivial.  
- My last answer missed a critical color conversion function that would make the lighting work visually — causing an error, and killing the shading update.  
- The system depends on so many small moving parts working perfectly together: geometry creation, storing element references, lighting math, color conversions, and UI input.  
- Without every piece correctly connected and tested, you get incomplete or broken visuals.  

---

If you want to actually make this work, every essential helper function (especially color conversion and vector math) has to be included and integrated properly. One missing function breaks the entire chain, leading to confusion and frustration.

---

On the flipside, the **architectural separation idea is solid** and well worth pursuing — but it requires a careful, well-tested, and meticulously connected implementation, not just pieced-together snippets.

---

If you want, I can deliver that **complete, error-free, fully tested “engine”** in one block, including helpers like `shadeColor`, and step-by-step commentary — to make this concept truly work.

---

Bottom line: Chat/code juggling is fun but can hide these tiny yet deadly gaps — let me know if you want me to wield the full hammer and nail it down perfectly for you.  


```


THERE OTHER:

```

A camera control for three.js, similar to THREE.OrbitControls yet supports smooth transitions and more features.

<script type="module"> import cameraControls from 'https://cdn.jsdelivr.net/npm/camera-controls@3.1.0/+esm' </script>


A camera control for three.js, similar to THREE.OrbitControls yet supports smooth transitions and more features.

Latest NPM release Open in GitHub Codespaces

documentation
Examples
camera move 	default user input (Configurable)
Orbit rotation 	left mouse drag / touch: one-finger move
Dolly 	middle mouse drag, or mousewheel / touch: two-finger pinch-in or out
Truck (Pan) 	right mouse drag / touch: two-finger move or three-finger move

    basic
    fit-and-padding
    fit-to-rect
    fit-to-bounding-sphere
    infinity dolly
    boundary
    focal offset
    click to set orbit point
    look in the point direction
    viewport within the canvas
    multiple camera-controls and viewport
    z-up camera
    orthographic
    event attach / detach
    user input config
    mouse drag with modifier keys
    combined gestures
    keyboard events
    rest and sleep events
    changing the cursor
    collision
    collision (custom)
    first-person
    third-person (with meshwalk)
    pointer lock
    auto rotate
    view offset translate
    camera shake effect
    rotate with time duration and easing (with gsap)
    path animation (with gsap)
    complex transitions with await
    set view padding
    WebWorker (OffscreenCanvas)
    outside of iframe dragging
    in react-three-fiber (simplest)
    in react-three-fiber (drei official) (see doc)

Usage

(The below code is for three.js users. If you use react-three-fiber (aka R3F), r3f-ready camera-controls is available on @react-three/drei

import * as THREE from 'three';
import CameraControls from 'camera-controls';

CameraControls.install( { THREE: THREE } );

// snip ( init three scene... )
const clock = new THREE.Clock();
const camera = new THREE.PerspectiveCamera( 60, width / height, 0.01, 1000 );
const cameraControls = new CameraControls( camera, renderer.domElement );

( function anim () {

    // snip
    const delta = clock.getDelta();
    const hasControlsUpdated = cameraControls.update( delta );

    requestAnimationFrame( anim );

    // you can skip this condition to render though
    if ( hasControlsUpdated ) {

        renderer.render( scene, camera );

    }

} )();

Important!

You must install three.js before using camera-controls. Not doing so will lead to runtime errors (undefined references to THREE).

Before creating a new CameraControls instance, call:

CameraControls.install( { THREE: THREE } );

You can then proceed to use CameraControls.

Note: If you do not wish to use the entire three.js to reduce file size(tree-shaking for example), make a subset to install.

import {
    Vector2,
    Vector3,
    Vector4,
    Quaternion,
    Matrix4,
    Spherical,
    Box3,
    Sphere,
    Raycaster,
} from 'three';

const subsetOfTHREE = {
    Vector2   : Vector2,
    Vector3   : Vector3,
    Vector4   : Vector4,
    Quaternion: Quaternion,
    Matrix4   : Matrix4,
    Spherical : Spherical,
    Box3      : Box3,
    Sphere    : Sphere,
    Raycaster : Raycaster,
};

CameraControls.install( { THREE: subsetOfTHREE } );

Constructor

CameraControls( camera, domElement )

    camera is a THREE.PerspectiveCamera or THREE.OrthographicCamera to be controlled.
    domElement is a HTMLElement for draggable area. (optional. if domElement is omitted here, can be connect later with .connect())

Terms
Orbit rotations

CameraControls uses Spherical Coordinates for orbit rotations.

If your camera is Y-up, the Azimuthal angle will be the angle for y-axis rotation and the Polar angle will be the angle for vertical position.

Dolly vs Zoom

    A Zoom involves changing the lens focal length. In three.js, zooming is actually changing the camera FOV, and the camera is stationary (doesn't move).
    A Dolly involves physically moving the camera to change the composition of the image in the frame.

See the demo
Properties
Name 	Type 	Default 	Description
.camera 	THREE.Perspective | THREE.Orthographic 	N/A 	The camera to be controlled
.enabled 	boolean 	true 	Whether or not the controls are enabled.
.active 	boolean 	false 	Returns true if the controls are active updating.
.currentAction 	ACTION 	N/A 	Getter for the current ACTION.
.distance 	number 	N/A 	Current distance.
.minDistance 	number 	Number.EPSILON 	Minimum distance for dolly. The value must be higher than 0
.maxDistance 	number 	Infinity 	Maximum distance for dolly.
.minZoom 	number 	0.01 	Minimum camera zoom.
.maxZoom 	number 	Infinity 	Maximum camera zoom.
.polarAngle 	number 	N/A 	Current polarAngle in radians.
.minPolarAngle 	number 	0 	In radians.
.maxPolarAngle 	number 	Math.PI 	In radians.
.azimuthAngle 	number 	N/A 	current azimuthAngle in radians ¹.
.minAzimuthAngle 	number 	-Infinity 	In radians.
.maxAzimuthAngle 	number 	Infinity 	In radians.
.boundaryFriction 	number 	0.0 	Friction ratio of the boundary.
.boundaryEnclosesCamera 	boolean 	false 	Whether camera position should be enclosed in the boundary or not.
.smoothTime 	number 	0.25 	Approximate time in seconds to reach the target. A smaller value will reach the target faster.
.draggingSmoothTime 	number 	0.125 	The smoothTime while dragging.
.azimuthRotateSpeed 	number 	1.0 	Speed of azimuth rotation.
.polarRotateSpeed 	number 	1.0 	Speed of polar rotation.
.dollySpeed 	number 	1.0 	Speed of mouse-wheel dollying.
.truckSpeed 	number 	2.0 	Speed of drag for truck and pedestal.
.dollyToCursor 	boolean 	false 	true to enable Dolly-in to the mouse cursor coords.
.dollyDragInverted 	boolean 	false 	true to invert direction when dollying or zooming via drag.
.interactiveArea 	DOMRect 	N/A 	Set drag-start, touches and wheel enable area in the domElement. each values are between 0 and 1 inclusive, where 0 is left/top and 1 is right/bottom of the screen.
.colliderMeshes 	array 	[] 	An array of Meshes to collide with camera ².
.infinityDolly 	boolean 	false 	true to enable Infinity Dolly for wheel and pinch. Use this with minDistance and maxDistance ³.
.restThreshold 	number 	0.0025 	Controls how soon the rest event fires as the camera slows

    Every 360 degrees turn is added to .azimuthAngle value, which is accumulative.
    360º = 360 * THREE.MathUtils.DEG2RAD = Math.PI * 2, 720º = Math.PI * 4.
    Tip: How to normalize accumulated azimuthAngle?
    Be aware colliderMeshes may decrease performance. The collision test uses 4 raycasters from the camera since the near plane has 4 corners.
    If the Dolly distance is less (or over) than the minDistance (or maxDistance), infinityDolly will keep the distance and pushes the target position instead.

Events

CameraControls instance emits the following events.
To subscribe, use cameraControl.addEventListener( 'eventname', function ).
To unsubscribe, use cameraControl.removeEventListener( 'eventname', function ).
Event name 	Timing
'controlstart' 	When the user starts to control the camera via mouse / touches. ¹
'control' 	When the user controls the camera (dragging).
'controlend' 	When the user ends to control the camera. ¹
'transitionstart' 	When any kind of transition starts, either user control or using a method with enableTransition = true
'update' 	When the camera position is updated.
'wake' 	When the camera starts moving.
'rest' 	When the camera movement is below .restThreshold ².
'sleep' 	When the camera end moving.

    mouseButtons.wheel (Mouse wheel control) does not emit 'controlstart' and 'controlend'. mouseButtons.wheel uses scroll-event internally, and scroll-event happens intermittently. That means "start" and "end" cannot be detected.
    Due to damping, sleep will usually fire a few seconds after the camera appears to have stopped moving. If you want to do something (e.g. enable UI, perform another transition) at the point when the camera has stopped, you probably want the rest event. This can be fine tuned using the .restThreshold parameter. See the Rest and Sleep Example.

User input config

Working example: user input config
button to assign 	behavior
mouseButtons.left 	CameraControls.ACTION.ROTATE* | CameraControls.ACTION.TRUCK | CameraControls.ACTION.SCREEN_PAN | CameraControls.ACTION.OFFSET | CameraControls.ACTION.DOLLY | CameraControls.ACTION.ZOOM | CameraControls.ACTION.NONE
mouseButtons.right 	CameraControls.ACTION.ROTATE | CameraControls.ACTION.TRUCK* | CameraControls.ACTION.SCREEN_PAN | CameraControls.ACTION.OFFSET | CameraControls.ACTION.DOLLY | CameraControls.ACTION.ZOOM | CameraControls.ACTION.NONE
mouseButtons.wheel ¹ 	CameraControls.ACTION.ROTATE | CameraControls.ACTION.TRUCK | CameraControls.ACTION.SCREEN_PAN | CameraControls.ACTION.OFFSET | CameraControls.ACTION.DOLLY | CameraControls.ACTION.ZOOM | CameraControls.ACTION.NONE
mouseButtons.middle ² 	CameraControls.ACTION.ROTATE | CameraControls.ACTION.TRUCK | CameraControls.ACTION.SCREEN_PAN | CameraControls.ACTION.OFFSET | CameraControls.ACTION.DOLLY* | CameraControls.ACTION.ZOOM | CameraControls.ACTION.NONE

    Mouse wheel event for scroll "up/down" on mac "up/down/left/right"
    Mouse click on wheel event "button"

    * is the default.
    The default of mouseButtons.wheel is:
        DOLLY for Perspective camera.
        ZOOM for Orthographic camera, and can't set DOLLY.

fingers to assign 	behavior
touches.one 	CameraControls.ACTION.TOUCH_ROTATE* | CameraControls.ACTION.TOUCH_TRUCK | CameraControls.ACTION.TOUCH_SCREEN_PAN | CameraControls.ACTION.TOUCH_OFFSET | CameraControls.ACTION.DOLLY
touches.two 	ACTION.TOUCH_DOLLY_TRUCK | ACTION.TOUCH_DOLLY_SCREEN_PAN | ACTION.TOUCH_DOLLY_OFFSET | ACTION.TOUCH_DOLLY_ROTATE | ACTION.TOUCH_ZOOM_TRUCK | ACTION.TOUCH_ZOOM_SCREEN_PAN | ACTION.TOUCH_ZOOM_OFFSET | ACTION.TOUCH_ZOOM_ROTATE | ACTION.TOUCH_DOLLY | ACTION.TOUCH_ZOOM | CameraControls.ACTION.TOUCH_ROTATE | CameraControls.ACTION.TOUCH_TRUCK | CameraControls.ACTION.TOUCH_SCREEN_PAN | CameraControls.ACTION.TOUCH_OFFSET | CameraControls.ACTION.NONE
touches.three 	ACTION.TOUCH_DOLLY_TRUCK | ACTION.TOUCH_DOLLY_SCREEN_PAN | ACTION.TOUCH_DOLLY_OFFSET | ACTION.TOUCH_DOLLY_ROTATE | ACTION.TOUCH_ZOOM_TRUCK | ACTION.TOUCH_ZOOM_SCREEN_PAN | ACTION.TOUCH_ZOOM_OFFSET | ACTION.TOUCH_ZOOM_ROTATE | CameraControls.ACTION.TOUCH_ROTATE | CameraControls.ACTION.TOUCH_TRUCK | CameraControls.ACTION.TOUCH_SCREEN_PAN | CameraControls.ACTION.TOUCH_OFFSET | CameraControls.ACTION.NONE

    * is the default.
    The default of touches.two and touches.three is:
        TOUCH_DOLLY_TRUCK for Perspective camera.
        TOUCH_ZOOM_TRUCK for Orthographic camera, and can't set TOUCH_DOLLY_TRUCK and TOUCH_DOLLY.

Methods
rotate( azimuthAngle, polarAngle, enableTransition )

Rotate azimuthal angle(horizontal) and polar angle(vertical). Every value is added to the current value.
Name 	Type 	Description
azimuthAngle 	number 	Azimuth rotate angle. In radian.
polarAngle 	number 	Polar rotate angle. In radian.
enableTransition 	boolean 	Whether to move smoothly or immediately

If you want to rotate only one axis, put a angle for the axis to rotate, and 0 for another.

rotate( 20 * THREE.MathUtils.DEG2RAD, 0, true );

rotateAzimuthTo( azimuthAngle, enableTransition )

Rotate azimuthal angle(horizontal) to the given angle and keep the same polar angle(vertical) target.
Name 	Type 	Description
azimuthAngle 	number 	Azimuth rotate angle. In radian.
enableTransition 	boolean 	Whether to move smoothly or immediately
rotatePolarTo( polarAngle, enableTransition )

Rotate polar angle(vertical) to the given angle and keep the same azimuthal angle(horizontal) target.
Name 	Type 	Description
polarAngle 	number 	Polar rotate angle. In radian.
enableTransition 	boolean 	Whether to move smoothly or immediately
rotateTo( azimuthAngle, polarAngle, enableTransition )

Rotate azimuthal angle(horizontal) and polar angle(vertical) to the given angle. Camera view will rotate over the orbit pivot absolutely:

Azimuth angle

       0º
         \
 90º -----+----- -90º
           \
           180º

0º front, 90º (Math.PI / 2) left, -90º (- Math.PI / 2) right, 180º (Math.PI) back

Polar angle

     180º
      |
      90º
      |
      0º

180º (Math.PI) top/sky, 90º (Math.PI / 2) horizontal from view, 0º bottom/floor
Name 	Type 	Description
azimuthAngle 	number 	Azimuth rotate angle to. In radian.
polarAngle 	number 	Polar rotate angle to. In radian.
enableTransition 	boolean 	Whether to move smoothly or immediately
dolly( distance, enableTransition )

Dolly in/out camera position.
Name 	Type 	Description
distance 	number 	Distance of dollyIn
enableTransition 	boolean 	Whether to move smoothly or immediately
dollyTo( distance, enableTransition )

Dolly in/out camera position to given distance.
Name 	Type 	Description
distance 	number 	Distance of dollyIn
enableTransition 	boolean 	Whether to move smoothly or immediately
dollyInFixed( distance, enableTransition )

Dolly in, but does not change the distance between the target and the camera, and moves the target position instead. Specify a negative value for dolly out.
Name 	Type 	Description
distance 	number 	Distance of dollyIn
enableTransition 	boolean 	Whether to move smoothly or immediately
zoom( zoomStep, enableTransition )

Zoom in/out camera. The value is added to camera zoom.
Limits set with .minZoom and .maxZoom
Name 	Type 	Description
zoomStep 	number 	zoom scale
enableTransition 	boolean 	Whether to move smoothly or immediately

You can also make zoomIn function using camera.zoom property. e.g.

const zoomIn  = () => cameraControls.zoom(   camera.zoom / 2, true );
const zoomOut = () => cameraControls.zoom( - camera.zoom / 2, true );

zoomTo( zoom, enableTransition )

Zoom in/out camera to given scale. The value overwrites camera zoom.
Limits set with .minZoom and .maxZoom
Name 	Type 	Description
zoom 	number 	zoom scale
enableTransition 	boolean 	Whether to move smoothly or immediately
truck( x, y, enableTransition )

Truck and pedestal camera using current azimuthal angle.
Name 	Type 	Description
x 	number 	Horizontal translate amount
y 	number 	Vertical translate amount
enableTransition 	boolean 	Whether to move smoothly or immediately
lookInDirectionOf( x, y, z, enableTransition )

Look in the given point direction.
Name 	Type 	Description
x 	number 	point x
y 	number 	point y
z 	number 	point z
enableTransition 	boolean 	Whether to move smoothly or immediately
setFocalOffset( x, y, z, enableTransition )

Set focal offset using the screen parallel coordinates. z doesn't affect in Orthographic as with Dolly.
Name 	Type 	Description
x 	number 	Horizontal offset amount
y 	number 	Vertical offset amount
z 	number 	Depth offset amount. The result is the same as Dolly but unaffected by minDistance and maxDistance
enableTransition 	boolean 	Whether to move smoothly or immediately
setOrbitPoint( targetX, targetY, targetZ )

Set orbit point without moving the camera.
Name 	Type 	Description
targetX 	number 	Orbit center position x
targetY 	number 	Orbit center position y
targetZ 	number 	Orbit center position z
forward( distance, enableTransition )

Move forward / backward.
Name 	Type 	Description
distance 	number 	Amount to move forward / backward. Negative value to move backward
enableTransition 	boolean 	Whether to move smoothly or immediately
moveTo( x, y, z, enableTransition )

Move target position to given point.
Name 	Type 	Description
x 	number 	x coord to move center position
y 	number 	y coord to move center position
z 	number 	z coord to move center position
enableTransition 	boolean 	Whether to move smoothly or immediately
elevate( height, enableTransition )

Move up / down.
Name 	Type 	Description
height 	number 	Amount to move up / down. Negative value to move down
enableTransition 	boolean 	Whether to move smoothly or immediately
fitToBox( box3OrMesh, enableTransition, { paddingTop, paddingLeft, paddingBottom, paddingRight } )

Fit the viewport to the box or the bounding box of the object, using the nearest axis. paddings are in unit. set cover: true to fill enter screen.
Name 	Type 	Description
box3OrMesh 	THREE.Box3 | THREE.Mesh 	Axis aligned bounding box to fit the view.
enableTransition 	boolean 	Whether to move smoothly or immediately
options 	object 	Options
options.cover 	boolean 	Whether fill enter screen or not. Default is false
options.paddingTop 	number 	Padding top. Default is 0
options.paddingRight 	number 	Padding right. Default is 0
options.paddingBottom 	number 	Padding bottom. Default is 0
options.paddingLeft 	number 	Padding left. Default is 0
fitToSphere( sphereOrMesh, enableTransition )

Fit the viewport to the sphere or the bounding sphere of the object.
Name 	Type 	Description
sphereOrMesh 	THREE.Sphere | THREE.Mesh 	bounding sphere to fit the view.
enableTransition 	boolean 	Whether to move smoothly or immediately
setLookAt( positionX, positionY, positionZ, targetX, targetY, targetZ, enableTransition )

Look at the target from the position.
Name 	Type 	Description
positionX 	number 	Camera position x.
positionY 	number 	Camera position y.
positionZ 	number 	Camera position z.
targetX 	number 	Orbit center position x.
targetY 	number 	Orbit center position y.
targetZ 	number 	Orbit center position z.
enableTransition 	boolean 	Whether to move smoothly or immediately
lerpLookAt( positionAX, positionAY, positionAZ, targetAX, targetAY, targetAZ, positionBX, positionBY, positionBZ, targetBX, targetBY, targetBZ, t, enableTransition )

Similar to setLookAt, but it interpolates between two states.
Name 	Type 	Description
positionAX 	number 	The starting position x of look at from.
positionAY 	number 	The starting position y of look at from.
positionAZ 	number 	The starting position z of look at from.
targetAX 	number 	The starting position x of look at.
targetAY 	number 	The starting position y of look at.
targetAZ 	number 	The starting position z of look at.
positionBX 	number 	Look at from position x to interpolate towards.
positionBY 	number 	Look at from position y to interpolate towards.
positionBZ 	number 	Look at from position z to interpolate towards.
targetBX 	number 	look at position x to interpolate towards.
targetBY 	number 	look at position y to interpolate towards.
targetBZ 	number 	look at position z to interpolate towards.
t 	number 	Interpolation factor in the closed interval. The value must be a number between 0 to 1 inclusive, where 1 is 100%
enableTransition 	boolean 	Whether to move smoothly or immediately
setPosition( positionX, positionY, positionZ, enableTransition )

Set angle and distance by given position. An alias of setLookAt(), without target change. Thus keep gazing at the current target
Name 	Type 	Description
positionX 	number 	Position x of look at from.
positionY 	number 	Position y of look at from.
positionZ 	number 	Position z of look at from.
enableTransition 	boolean 	Whether to move smoothly or immediately
setTarget( targetX, targetY, targetZ, enableTransition )

Set the target position where gaze at. An alias of setLookAt(), without position change. Thus keep the same position.
Name 	Type 	Description
targetX 	number 	Position x of look at.
targetY 	number 	Position y of look at.
targetZ 	number 	Position z of look at.
enableTransition 	boolean 	Whether to move smoothly or immediately
setBoundary( box3? )

Set the boundary box that encloses the target of the camera. box3 is in THREE.Box3
Name 	Type 	Description
box3 	THREE.Box3? 	Boundary area. No argument to remove the boundary.
setViewport( vector4? )

Set (or unset) the current viewport.
Set this when you want to use renderer viewport and .dollyToCursor feature at the same time.

See: THREE.WebGLRenderer.setViewport()
Name 	Type 	Description
vector4 	THREE.Vector4? 	Vector4 that represents the viewport, or undefined for unsetting this.
setViewport( x, y, width, height )

Same as setViewport( vector4 ), but you can give it four numbers that represents a viewport instead:
Name 	Type 	Description
x 	number 	Leftmost of the viewport.
y 	number 	Bottommost of the viewport.
width 	number 	Width of the viewport.
height 	number 	Height of the viewport.
getTarget( out, receiveEndValue )

Returns the orbit center position, where the camera looking at.
Name 	Type 	Description
out 	THREE.Vector3 	The receiving Vector3 instance to copy the result
receiveEndValue 	boolean 	Whether receive the transition end coords or current. default is true
getPosition( out, receiveEndValue )

Returns the camera position.
Name 	Type 	Description
out 	THREE.Vector3 	The receiving Vector3 instance to copy the result
receiveEndValue 	boolean 	Whether receive the transition end coords or current. default is true
getSpherical( out, receiveEndValue )

Returns the spherical coordinates of the orbit.
Name 	Type 	Description
out 	THREE.Spherical 	The receiving Spherical instance to copy the result
receiveEndValue 	boolean 	Whether receive the transition end coords or current. default is true
getFocalOffset( out, receiveEndValue )

Returns the focal offset, which is how much the camera appears to be translated in screen parallel coordinates.
Name 	Type 	Description
out 	THREE.Vector3 	The receiving Vector3 instance to copy the result
receiveEndValue 	boolean 	Whether receive the transition end coords or current. default is true
stop()

stop all transitions.
saveState()

Set current camera position as the default position
normalizeRotations()

Normalize camera azimuth angle (horizontal rotation) between -180 and 180 degrees. This is useful when you want to keep the azimuth angle normalized before calling methods like .setLookAt(), .lerpLookAt(), .setTarget(), .setPosition(), and .reset().

This method returns the CameraControls instance itself, so you can chain it with other methods.
reset( enableTransition )

Reset all rotation and position to default.
Name 	Type 	Description
enableTransition 	boolean 	Whether to move smoothly or immediately
update( delta ): boolean

Update camera position and directions. This should be called in your tick loop and returns true if re-rendering is needed.
Name 	Type 	Description
delta 	number 	Delta time between previous update call
updateCameraUp()

When you change camera-up vector, run .updateCameraUp() to sync.
applyCameraUp()

Apply current camera-up direction to the camera.
The orbit system will be re-initialized with the current position.
connect()

Attach all internal event handlers to enable drag control.
disconnect()

Detach all internal event handlers to disable drag control.
dispose()

Dispose the cameraControls instance itself, remove all eventListeners.
addEventListener( type: string, listener: function )

Adds the specified event listener.
removeEventListener( type: string, listener: function )

Removes the specified event listener.
removeAllEventListeners( type: string )

Removes all listeners for the specified type.
toJSON()

Get all state in JSON string
fromJSON( json, enableTransition )

Reproduce the control state with JSON. enableTransition is where anim or not in a boolean.
Tips
Normalize accumulated azimuth angle:

If you need a normalized accumulated azimuth angle (between 0 and 360 deg), compute with THREE.MathUtils.euclideanModulo e.g.:

const TAU = Math.PI * 2;

function normalizeAngle( angle ) {

    return THREE.MathUtils.euclideanModulo( angle, TAU );

}

const normalizedAzimuthAngle = normalizeAngle( cameraControls.azimuthAngle );

Find the absolute angle to shortest azimuth rotatation:

You may rotate 380deg but actually, you expect to rotate -20deg.
To get the absolute angle, use the below:

const TAU = Math.PI * 2;

function absoluteAngle( targetAngle, sourceAngle ){

  const angle = targetAngle - sourceAngle
  return THREE.MathUtils.euclideanModulo( angle + Math.PI, TAU ) - Math.PI;

}

console.log( absoluteAngle( 380 * THREE.MathUtils.DEG2RAD, 0 ) * THREE.MathUtils.RAD2DEG ); // -20deg
console.log( absoluteAngle( -1000 * THREE.MathUtils.DEG2RAD, 0 ) * THREE.MathUtils.RAD2DEG ); // 80deg

Creating Complex Transitions

All methods that take the enableTransition parameter return a Promise can be used to create complex animations, for example:

async function complexTransition() {
    await cameraControls.rotateTo( Math.PI / 2, Math.PI / 4, true );
    await cameraControls.dollyTo( 3, true );
    await cameraControls.fitToSphere( mesh, true );
}

This will rotate the camera, then dolly, and finally fit to the bounding sphere of the mesh.

The speed and timing of transitions can be tuned using .restThreshold and .smoothTime.

If enableTransition is false, the promise will resolve immediately:

// will resolve immediately
await cameraControls.dollyTo( 3, false );

V3 Migration Guide

In v3, CameraControls lets users choose whether to normalize the azimuth angle (horizontal rotation). In v2, the azimuth angle was normalized automatically in the following methods, but in v3 it isn't by default. Therefore, you may need to normalize the azimuth angle manually.

    .setLookAt()
    .lerpLookAt()
    .setTarget()
    .setPosition()
    .reset()

So, if you want to keep the azimuth angle normalized, you need to call .normalizeRotations() before the above methods. (normalizeRotations() is chainable.)

cameraControls.setLookAt( 0, 0, 5, 0, 0, 0, true ); // v2
cameraControls.normalizeRotations().setLookAt( 0, 0, 5, 0, 0, 0, true ); // v3

V2 Migration Guide

camera-controls used to use simple damping for its smooth transition. camera-controls v2 now uses SmoothDamp. one of the benefits of using SmoothDamp is, SmoothDamp transition can be controlled with smoothTime which is approximately the time it will take to reach the end position. Also, the Maximum speed of the transition can be set with max speed.

Due to the change, the following are needed. (if you haven't changed dampingFactor and draggingDampingFactor in v1.x, nothing is needed)

deprecated

    dampingFactor (use smoothTime instead)
    draggingDampingFactor (use draggingSmoothTime instead)

added

    smoothTime
    draggingSmoothTime
    maxSpeed

...That's it!




<script type="module"> import three from 'https://cdn.jsdelivr.net/npm/three@0.178.0/+esm' </script>


NPM Package Build Size NPM Downloads Discord DeepWiki
JavaScript 3D library

The aim of the project is to create an easy-to-use, lightweight, cross-browser, general-purpose 3D library. The current builds only include WebGL and WebGPU renderers but SVG and CSS3D renderers are also available as addons.

Examples — Docs — Manual — Wiki — Migrating — Questions — Forum — Discord
Usage

This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a WebGL renderer for the scene and camera, and it adds that viewport to the document.body element. Finally, it animates the cube within the scene for the camera.

import * as THREE from 'three';

const width = window.innerWidth, height = window.innerHeight;

// init

const camera = new THREE.PerspectiveCamera( 70, width / height, 0.01, 10 );
camera.position.z = 1;

const scene = new THREE.Scene();

const geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
const material = new THREE.MeshNormalMaterial();

const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );

const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( width, height );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );

// animation

function animate( time ) {

    mesh.rotation.x = time / 2000;
    mesh.rotation.y = time / 1000;

    renderer.render( scene, camera );

}


```

THERE.



PSEUDO-3D VARIANT:


```



<!DOCTYPE html>
<html lang="en" >
<head>
  <meta charset="UTF-8" />
  <meta name="viewport" content="width=device-width, initial-scale=1" />
  <title>robustive Cityscape</title>
  <style>
    body, html {
      margin: 0; padding: 0;
      height: 100vh;
      background: linear-gradient(to top, #36454F, #87CEEB);
      display: flex;
      flex-direction: column;
      align-items: center;
      justify-content: flex-end;
      font-family: monospace;
      color: #eee;
    }
    #controls {
      width: 1000px;
      background: rgba(0,0,0,0.7);
      padding: 10px 20px;
      box-sizing: border-box;
      display: flex;
      justify-content: space-around;
      user-select: none;
      margin-bottom: 10px;
    }
    label {
      display: flex;
      flex-direction: column;
      font-size: 14px;
    }
    input[type=range] {
      width: 240px;
      cursor: pointer;
    }
    svg {
      border: 1px solid #222;
      width: 1000px;
      height: 600px;
      background: transparent;
      display: block;
    }
  </style>
</head>
<body>

<div id="controls">
  <label>
    Sun Position
    <input id="sunPos" type="range" min="0" max="1" step="0.01" value="0.5"/>
  </label>
  <label>
    Light Intensity
    <input id="lightInt" type="range" min="0" max="1" step="0.01" value="1"/>
  </label>
</div>

<svg id="svg" viewBox="0 0 1000 600" xmlns="http://www.w3.org/2000/svg"></svg>

<script>
(() => {
  const svg = document.getElementById("svg");
  const width = 1000;
  const height = 600;
  const groundY = 520;

  // Configuration for city layers (Back to front)
  const layersConfig = [
    { count: 25, minW: 12, maxW: 40, minH: 30, maxH: 80, sideX: 5, sideY: 3, frontC: "#999", sideC: "#bbb", opacity: 0.3, yOff: 0, gapProb: 0.35, clusterProb: 0.85 },
    { count: 18, minW: 20, maxW: 60, minH: 75, maxH: 140, sideX: 12, sideY: 6, frontC: "#666", sideC: "#888", opacity: 0.6, yOff: 20, gapProb: 0.25, clusterProb: 0.8 },
    { count: 12, minW: 40, maxW: 90, minH: 120, maxH: 210, sideX: 18, sideY: 10, frontC: "#222", sideC: "#444", opacity: 1, yOff: 40, gapProb: 0.15, clusterProb: 0.75 }
  ];

  // Utilities
  function randInt(min, max) {
    return Math.floor(Math.random() * (max - min + 1)) + min;
  }

  function generateClusteredBuildings(count, minW, maxW, maxWTotal, gapProb, clusterProb) {
    const widths = [];
    const spacings = [];
    let buildingsPlaced = 0;

    spacings.push(randInt(5, 20)); // Initial spacing

    while(buildingsPlaced < count && widths.reduce((a,b) => a + b, 0) < maxWTotal){
      const clusterSize = Math.min(randInt(1, 6), count - buildingsPlaced);

      for(let i=0; i<clusterSize; i++){
        if(Math.random() < gapProb){
          widths.push(0); // skip building (empty lot)
          spacings.push(randInt(15, 60));
        } else {
          widths.push(randInt(minW, maxW));
          spacings.push(randInt(5, 20));
        }
      }

      if(Math.random() > clusterProb){
        spacings[spacings.length-1] = randInt(40, 80);
      }

      buildingsPlaced += clusterSize;
    }

    spacings.pop();

    // Scale to fit width exactly
    const sumWidths = widths.reduce((a,b) => a+b, 0);
    const sumSpacings = spacings.reduce((a,b) => a+b, 0);
    const totalLength = sumWidths + sumSpacings;

    if(totalLength > maxWTotal){
      const scale = maxWTotal / totalLength;
      return {
        widths: widths.map(w => w * scale),
        spacings: spacings.map(s => s * scale)
      };
    }
    return {widths, spacings};
  }

  function calculateHeight(width, minH, maxH){
    if(width <= 0) return 0;
    const norm = Math.min(Math.max((width - 12) / (90 - 12), 0), 1);
    const inverse = 1 - norm;
    const noise = (Math.random() - 0.5) * 0.3;
    let val = inverse + noise;
    val = Math.min(Math.max(val, 0), 1);
    return val * (maxH - minH) + minH;
  }

  function normalize([x, y]) {
    const len = Math.sqrt(x*x + y*y);
    return len === 0 ? [0, 0] : [x / len, y / len];
  }

  function dotProduct(a, b) {
    return a[0]*b[0] + a[1]*b[1];
  }

  function lightenColor(hex, amount) {
    const r = parseInt(hex.substring(1, 3), 16);
    const g = parseInt(hex.substring(3, 5), 16);
    const b = parseInt(hex.substring(5, 7), 16);
    const nr = Math.min(255, Math.floor(r + 255 * amount));
    const ng = Math.min(255, Math.floor(g + 255 * amount));
    const nb = Math.min(255, Math.floor(b + 255 * amount));
    return `rgb(${nr},${ng},${nb})`;
  }

  function pointsToPath(points){
    return 'M' + points.map(p => p.join(',')).join('L') + 'Z';
  }

  // Keep building face elements references to update shading independently
  const cityFaces = [];

  // Generate building faces data structure
  function createBuildingFaces(x, width, height, layer){
    const yTop = groundY - height - layer.yOff;

    return [
      {
        name: 'front',
        vertices: [ [x, groundY], [x, yTop], [x + width, yTop], [x + width, groundY] ],
        normal: [0, -1],
        baseColor: layer.frontC
      },
      {
        name: 'side',
        vertices: [ [x + width, groundY], [x + width, yTop], [x + width + layer.sideX, yTop + layer.sideY], [x + width + layer.sideX, groundY + layer.sideY] ],
        normal: normalize([layer.sideX, -layer.sideY]),
        baseColor: layer.sideC
      },
      {
        name: 'rooftop',
        vertices: [ [x, yTop], [x + width, yTop], [x + width + layer.sideX, yTop + layer.sideY], [x + layer.sideX, yTop + layer.sideY] ],
        normal: normalize([layer.sideX, layer.sideY]),
        baseColor: lightenColor(layer.frontC, 0.25)
      }
    ];
  }

  // Lighting calculation per face given sun vector and intensity
  function calculateLight(face, sunDir, ambient, intensity) {
    const dp = Math.max(dotProduct(face.normal, sunDir), 0);
    return ambient + dp * intensity;
  }

  // Draw building faces once, store elements for shading updates only
  function generateCity(){
    cityFaces.length = 0; // clear existing

    svg.innerHTML = '';

    // Draw ground
    const groundRect = document.createElementNS("http://www.w3.org/2000/svg","rect");
    groundRect.setAttribute("x", 0);
    groundRect.setAttribute("y", groundY);
    groundRect.setAttribute("width", width);
    groundRect.setAttribute("height", height - groundY);
    groundRect.setAttribute("fill", "#444");
    svg.appendChild(groundRect);

    // Generate each building layer
    for(let layer of layersConfig){
      const {widths, spacings} = generateClusteredBuildings(layer.count, layer.minW, layer.maxW, width, layer.gapProb, layer.clusterProb);
      let posX = spacings[0] || 0;

      for(let i=0; i < widths.length; i++){
        const w = widths[i];
        if(w < 1){
          posX += spacings[i+1] || 0;
          continue;
        }
        const h = calculateHeight(w, layer.minH, layer.maxH);
        const faces = createBuildingFaces(posX, w, h, layer);

        for(let face of faces){
          const pathEl = document.createElementNS("http://www.w3.org/2000/svg","path");
          pathEl.setAttribute("d", pointsToPath(face.vertices));
          pathEl.setAttribute("stroke", "#000");
          pathEl.setAttribute("stroke-width", "1");
          pathEl.setAttribute("fill", face.baseColor);
          pathEl.setAttribute("opacity", layer.opacity);
          pathEl.classList.add("building-face");

          svg.appendChild(pathEl);

          // Store for shading updates
          cityFaces.push({element: pathEl, face: face, layer: layer});
        }
        posX += w + (spacings[i+1] || 0);
      }
    }
  }

  // Update colors of building faces based on light without changing geometry
  function updateShading(sunPos, lightIntensityVal){
    // Calculate sun vector and intensity
    const sunX = sunPos * 2 - 1; // map 0..1 to -1..1
    const sunY = - (1 - 4 * Math.pow(sunPos - 0.5, 2)); // parabola
    const sunDir = normalize([sunX, sunY]);
    const sunInt = Math.max(0.1, sunY + 1) * lightIntensityVal;
    const ambient = 0.3;

    // Update all building faces fill colors by lighting calculation
    for(let faceEntry of cityFaces){
      const {element, face} = faceEntry;
      const light = calculateLight(face, sunDir, ambient, sunInt);
      const newColor = shadeColor(face.baseColor, light);
      element.setAttribute("fill", newColor);
    }
  }

  // UI handlers and init
  const sunInput = document.getElementById("sunPos");
  const lightInput = document.getElementById("lightInt");

  function onUpdate(){
    updateShading(parseFloat(sunInput.value), parseFloat(lightInput.value));
  }

  sunInput.addEventListener("input", onUpdate);
  lightInput.addEventListener("input", onUpdate);

  // Generate city once, then shade dynamically
  generateCity();
  onUpdate();

})();
</script>

</body>
</html>



<!DOCTYPE html>
<html lang="en" >
<head>
  <meta charset="UTF-8" />
  <meta name="viewport" content="width=device-width, initial-scale=1" />
  <title>Robust Cityscape - FULL WORKING</title>
  <style>
    body, html {
      margin: 0; padding: 0;
      height: 100vh;
      background: linear-gradient(to top, #36454F, #87CEEB);
      display: flex;
      flex-direction: column;
      align-items: center;
      justify-content: flex-end;
      font-family: monospace;
      color: #eee;
    }
    #controls {
      width: 1000px;
      background: rgba(0,0,0,0.7);
      padding: 10px 20px;
      box-sizing: border-box;
      display: flex;
      justify-content: space-around;
      user-select: none;
      margin-bottom: 10px;
    }
    label {
      display: flex;
      flex-direction: column;
      font-size: 14px;
    }
    input[type=range] {
      width: 240px;
      cursor: pointer;
    }
    svg {
      border: 1px solid #222;
      width: 1000px;
      height: 600px;
      background: transparent;
      display: block;
      user-select: none;
    }
  </style>
</head>
<body>

<div id="controls">
  <label>
    Sun Position
    <input id="sunPos" type="range" min="0" max="1" step="0.01" value="0.5"/>
  </label>
  <label>
    Light Intensity
    <input id="lightInt" type="range" min="0" max="1" step="0.01" value="1"/>
  </label>
</div>

<svg id="svg" viewBox="0 0 1000 600" xmlns="http://www.w3.org/2000/svg"></svg>

<script>
(() => {
  const svg = document.getElementById("svg");
  const width = 1000;
  const height = 600;
  const groundY = 520;

  // Layers config: back to front, gives depth effect
  const layersConfig = [
    { count: 25, minW: 12, maxW: 40, minH: 30, maxH: 80, sideX: 5, sideY: 3, frontC: "#999999", sideC: "#bbbbbb", opacity: 0.3, yOff: 0, gapProb: 0.35, clusterProb: 0.85 },
    { count: 18, minW: 20, maxW: 60, minH: 75, maxH: 140, sideX: 12, sideY: 6, frontC: "#666666", sideC: "#888888", opacity: 0.6, yOff: 20, gapProb: 0.25, clusterProb: 0.8 },
    { count: 12, minW: 40, maxW: 90, minH: 120, maxH: 210, sideX: 18, sideY: 10, frontC: "#222222", sideC: "#444444", opacity: 1, yOff: 40, gapProb: 0.15, clusterProb: 0.75 }
  ];

  // ------ UTILS ------

  function randInt(min, max) {
    return Math.floor(Math.random() * (max - min + 1)) + min;
  }

  // Generates building widths and spacing clustered with some randomness
  function generateClusteredBuildings(count, minW, maxW, maxWTotal, gapProb, clusterProb) {
    const widths = [];
    const spacings = [];
    let buildingsPlaced = 0;

    spacings.push(randInt(5, 20)); // initial spacing

    while(buildingsPlaced < count && widths.reduce((a,b) => a + b, 0) < maxWTotal){
      const clusterSize = Math.min(randInt(1, 6), count - buildingsPlaced);

      for(let i=0; i < clusterSize; i++){
        if(Math.random() < gapProb){
          widths.push(0); // empty slot (gap)
          spacings.push(randInt(15, 60));
        } else {
          widths.push(randInt(minW, maxW));
          spacings.push(randInt(5, 20));
        }
      }

      if(Math.random() > clusterProb){
        spacings[spacings.length-1] = randInt(40, 80);
      }

      buildingsPlaced += clusterSize;
    }

    spacings.pop();

    // Scale widths + spacings to fit maxWTotal exactly if needed
    const sumWidths = widths.reduce((a,b) => a+b, 0);
    const sumSpacings = spacings.reduce((a,b) => a+b, 0);
    const totalLength = sumWidths + sumSpacings;

    if(totalLength > maxWTotal){
      const scale = maxWTotal / totalLength;
      return {
        widths: widths.map(w => w * scale),
        spacings: spacings.map(s => s * scale)
      };
    }

    return { widths, spacings };
  }

  // Calculate height based on width - wider is often shorter (just for variety)
  function calculateHeight(width, minH, maxH){
    if(width <= 0) return 0;
    const norm = Math.min(Math.max((width - 12) / (90 - 12), 0), 1);
    const inverse = 1 - norm;
    const noise = (Math.random() - 0.5) * 0.3;
    let val = inverse + noise;
    val = Math.min(Math.max(val, 0), 1);
    return val * (maxH - minH) + minH;
  }

  // Vector normalization helper
  function normalize([x, y]) {
    const len = Math.sqrt(x*x + y*y);
    return len === 0 ? [0, 0] : [x / len, y / len];
  }

  // Dot product helper
  function dotProduct(a, b) {
    return a[0]*b[0] + a[1]*b[1];
  }

  // Convert points array to SVG path string
  function pointsToPath(points){
    return 'M' + points.map(p => p.join(',')).join('L') + 'Z';
  }

  // Hex to rgb object
  function hexToRgb(hex) {
    return {
      r: parseInt(hex.slice(1, 3), 16),
      g: parseInt(hex.slice(3, 5), 16),
      b: parseInt(hex.slice(5, 7), 16)
    };
  }

  // RGB to hex string (optional, but we use rgb() string output)
  // function rgbToHex(r,g,b) {
  //   return "#" + [r,g,b].map(x => x.toString(16).padStart(2,'0')).join('');
  // }

  // MAIN SHADING HELPER: Shade the color based on light intensity
  // lightIntensity: 0 = black, 1 = original color, >1 = lighter (up to 1.5)
  // Returns CSS rgb() string for SVG fill
  function shadeColor(hexColor, lightIntensity) {
    const base = hexToRgb(hexColor);
    // Clamp light intensity so it doesn't blow up colors
    const intensity = Math.min(Math.max(lightIntensity, 0), 1.5);
    // Multiply and clamp each channel
    const r = Math.min(255, Math.max(0, Math.floor(base.r * intensity)));
    const g = Math.min(255, Math.max(0, Math.floor(base.g * intensity)));
    const b = Math.min(255, Math.max(0, Math.floor(base.b * intensity)));
    return `rgb(${r},${g},${b})`;
  }

  // Pre-lighten a color by blending it towards white by given fraction (0..1)
  function lightenColor(hexColor, fraction) {
    const base = hexToRgb(hexColor);
    const r = Math.min(255, Math.floor(base.r + (255 - base.r)*fraction));
    const g = Math.min(255, Math.floor(base.g + (255 - base.g)*fraction));
    const b = Math.min(255, Math.floor(base.b + (255 - base.b)*fraction));
    return `rgb(${r},${g},${b})`;
  }

  // Create building faces data (front, side, rooftop)
  // Returns array of face objects: {name,vertices,normal,baseColor}
  function createBuildingFaces(x, width, height, layer){
    const yTop = groundY - height - layer.yOff;

    // Front face
    const frontFace = {
      name: 'front',
      vertices: [ [x, groundY], [x, yTop], [x + width, yTop], [x + width, groundY] ],
      normal: [0, -1], // facing upward
      baseColor: layer.frontC
    };

    // Side face
    const sideNormal = normalize([layer.sideX, -layer.sideY]);
    const sideFace = {
      name: 'side',
      vertices: [
        [x + width, groundY],
        [x + width, yTop],
        [x + width + layer.sideX, yTop + layer.sideY],
        [x + width + layer.sideX, groundY + layer.sideY]
      ],
      normal: sideNormal,
      baseColor: layer.sideC
    };

    // Rooftop face
    const roofNormal = normalize([layer.sideX, layer.sideY]);
    const rooftopFace = {
      name: 'rooftop',
      vertices: [
        [x, yTop],
        [x + width, yTop],
        [x + width + layer.sideX, yTop + layer.sideY],
        [x + layer.sideX, yTop + layer.sideY]
      ],
      normal: roofNormal,
      baseColor: lightenColor(layer.frontC, 0.25)
    };

    return [frontFace, sideFace, rooftopFace];
  }

  // Calculates light intensity for a face given sun direction, ambient light, and sun intensity
  // Returns numeric light factor (typically 0.3..1.5)
  function calculateLight(face, sunDir, ambient, intensity) {
    const dp = Math.max(dotProduct(face.normal, sunDir), 0);
    return ambient + dp * intensity;
  }

  // Store references for all building faces for efficient shading updates
  const cityFaces = [];

  // Generate city once, create and append SVG paths, store data for updates
  function generateCity() {
    cityFaces.length = 0; // clear previous

    svg.innerHTML = '';

    // Draw static ground
    const groundRect = document.createElementNS("http://www.w3.org/2000/svg","rect");
    groundRect.setAttribute("x", 0);
    groundRect.setAttribute("y", groundY);
    groundRect.setAttribute("width", width);
    groundRect.setAttribute("height", height - groundY);
    groundRect.setAttribute("fill", "#444");
    svg.appendChild(groundRect);

    for(let layer of layersConfig) {
      const { widths, spacings } = generateClusteredBuildings(layer.count, layer.minW, layer.maxW, width, layer.gapProb, layer.clusterProb);
      let posX = spacings[0] || 0;

      for(let i = 0; i < widths.length; i++) {
        const w = widths[i];
        if(w < 1){
          posX += spacings[i+1] || 0;
          continue;
        }
        const h = calculateHeight(w, layer.minH, layer.maxH);
        const faces = createBuildingFaces(posX, w, h, layer);

        for(let face of faces){
          const pathEl = document.createElementNS("http://www.w3.org/2000/svg","path");
          pathEl.setAttribute("d", pointsToPath(face.vertices));
          pathEl.setAttribute("stroke", "#000");
          pathEl.setAttribute("stroke-width", "1");
          pathEl.setAttribute("fill", face.baseColor);
          pathEl.setAttribute("opacity", layer.opacity);
          pathEl.classList.add("building-face");

          svg.appendChild(pathEl);

          cityFaces.push({element: pathEl, face, layer});
        }
        posX += w + (spacings[i+1] || 0);
      }
    }
  }

  // Updates shading of all building faces based on current sun position and intensity sliders
  function updateShading(sunPos, lightIntensityVal) {
    // Sun position in range 0..1, remapped to vector on screen space:
    // sunX maps 0..1 to -1..1 horizontal position
    // sunY is a parabola: simulates sun arcing overhead; peak at center (0.5)
    const sunX = sunPos * 2 - 1;
    const sunY = - (1 - 4 * Math.pow(sunPos - 0.5, 2)); // peaks at 0.5 & -1 at edges
    const sunDir = normalize([sunX, sunY]);

    // Light intensity factor: sunY +1 to stay positive, min with 0.1 so never totally dark, scaled by slider
    const sunInt = Math.max(0.1, sunY + 1) * lightIntensityVal;
    const ambient = 0.3; // ambient lighting offset

    for(let {element, face} of cityFaces) {
      const light = calculateLight(face, sunDir, ambient, sunInt);
      const newColor = shadeColor(face.baseColor, light);
      element.setAttribute("fill", newColor);
    }
  }

  // UI handlers and initialization
  const sunInput = document.getElementById("sunPos");
  const lightInput = document.getElementById("lightInt");

  function onUpdate() {
    updateShading(parseFloat(sunInput.value), parseFloat(lightInput.value));
  }

  sunInput.addEventListener("input", onUpdate);
  lightInput.addEventListener("input", onUpdate);

  // Run once on startup
  generateCity();
  onUpdate();

})();
</script>

</body>
</html>


```











3D VARIANT:


```

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>3D Cityscape with camera-controls</title>
<style>
  body, html {
    margin:0; padding:0; height:100%; overflow:hidden;
    background: linear-gradient(to top, #36454F, #87CEEB);
    font-family: monospace;
    color: #eee;
    user-select: none;
  }
  #ui {
    position: absolute;
    top: 10px; left: 10px;
    background: rgba(0,0,0,0.6);
    padding: 10px 20px;
    border-radius: 6px;
    z-index: 10;
  }
  #ui label {
    display: flex;
    flex-direction: column;
    margin-bottom: 12px;
    font-size: 14px;
    cursor: pointer;
  }
  #ui input[type=range] {
    margin-top: 6px;
    width: 200px;
  }
</style>
</head>
<body>

<div id="ui">
  <label>
    Sun Azimuth (deg)
    <input type="range" id="sunAz" min="0" max="360" step="1" value="45" />
  </label>
  <label>
    Sun Intensity
    <input type="range" id="sunIntensity" min="0" max="2" step="0.01" value="1" />
  </label>
</div>

<script type="module">
  import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.178.0/+esm';
  import CameraControls from 'https://cdn.jsdelivr.net/npm/camera-controls@3.1.0/+esm';

  // Tell camera-controls to use the THREE instance
  CameraControls.install({ THREE });

  // Renderer setup
  const renderer = new THREE.WebGLRenderer({ antialias: true });
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  document.body.appendChild(renderer.domElement);

  // Scene and Camera
  const scene = new THREE.Scene();

  // Perspective camera
  const camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 5000);
  camera.position.set(400, 350, 700);
  scene.add(camera);

  // Camera controls
  const clock = new THREE.Clock();
  const cameraControls = new CameraControls(camera, renderer.domElement);
  cameraControls.setLookAt(0, 0, 700, 0, 0, 0, false);

  // Lights
  const ambientLight = new THREE.AmbientLight(0xffffff, 0.3);
  scene.add(ambientLight);

  const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
  directionalLight.position.set(300, 400, 200);
  directionalLight.castShadow = true;

  directionalLight.shadow.mapSize.width = 2048;
  directionalLight.shadow.mapSize.height = 2048;
  const d = 600;
  directionalLight.shadow.camera.left = -d;
  directionalLight.shadow.camera.right = d;
  directionalLight.shadow.camera.top = d;
  directionalLight.shadow.camera.bottom = -d;
  directionalLight.shadow.camera.near = 1;
  directionalLight.shadow.camera.far = 1500;

  scene.add(directionalLight);

  // Helper to visualize shadow camera (optional)
  // const helper = new THREE.CameraHelper(directionalLight.shadow.camera);
  // scene.add(helper);

  // Ground Plane
  const groundGeo = new THREE.PlaneGeometry(2000, 2000);
  const groundMat = new THREE.MeshPhongMaterial({ color: 0x333333, depthWrite: true });
  const ground = new THREE.Mesh(groundGeo, groundMat);
  ground.rotation.x = -Math.PI/2;
  ground.position.y = 0;
  ground.receiveShadow = true;
  scene.add(ground);

  // City Group
  const city = new THREE.Group();
  scene.add(city);

  // Utility functions
  function randFloat(min, max) { return Math.random() * (max - min) + min; }
  function randInt(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }

  // Building creation
  function createBuilding(w, h, d, color) {
    const geo = new THREE.BoxGeometry(w, h, d);
    geo.translate(0, h/2, 0); // origin at bottom center
    const mat = new THREE.MeshLambertMaterial({ color });
    const mesh = new THREE.Mesh(geo, mat);
    mesh.castShadow = true;
    mesh.receiveShadow = true;
    return mesh;
  }

  // Generate buildings in circular cluster around center with jitter:
  function generateLayer(config) {
    const buildings = [];
    for (let i = 0; i < config.count; i++) {
      const angle = Math.random() * Math.PI * 2;
      const radius = randFloat(config.radius * 0.5, config.radius);

      // Position (x,z) on ring + jitter
      const x = Math.cos(angle) * radius + randFloat(-config.jitter, config.jitter);
      const z = Math.sin(angle) * radius + randFloat(-config.jitter, config.jitter);

      // Building dims
      const w = randFloat(config.minW, config.maxW);
      const d = randFloat(config.minD, config.maxD);
      const h = randFloat(config.minH, config.maxH);

      const building = createBuilding(w, h, d, config.color);
      building.position.set(x, 0, z);
      buildings.push(building);
    }
    return buildings;
  }

  // City generation: 3 layers with different density, sizes, colors
  function generateCity() {
    city.clear?.();
    while (city.children.length) city.remove(city.children[0]);

    const layers = [
      { count: 40, radius: 500, jitter: 30, minW: 10, maxW: 30, minD: 10, maxD: 30, minH: 20, maxH: 60, color: 0xaaaaaa },
      { count: 25, radius: 300, jitter: 20, minW: 20, maxW: 40, minD: 20, maxD: 40, minH: 60, maxH: 140, color: 0x666666 },
      { count: 12, radius: 150, jitter: 10, minW: 40, maxW: 80, minD: 40, maxD: 80, minH: 140, maxH: 350, color: 0x222222 },
    ];

    for (const layer of layers) {
      const buildings = generateLayer(layer);
      for (const b of buildings) city.add(b);
    }
  }

  generateCity();

  // UI Elements
  const sunAzElem = document.getElementById('sunAz');
  const sunIntElem = document.getElementById('sunIntensity');

  // Update sun light based on UI sliders
  function updateSun() {
    const azimuth = sunAzElem.value * Math.PI / 180;
    const intensity = parseFloat(sunIntElem.value);

    const distance = 1000;
    directionalLight.position.set(
      Math.cos(azimuth) * distance,
      600,
      Math.sin(azimuth) * distance
    );
    directionalLight.intensity = intensity;
    ambientLight.intensity = 0.3 * intensity;

    directionalLight.target.position.set(0, 0, 0);
    directionalLight.target.updateMatrixWorld();
  }

  sunAzElem.addEventListener('input', updateSun);
  sunIntElem.addEventListener('input', updateSun);
  updateSun();

  // Resize handling
  window.addEventListener('resize', () => {
    camera.aspect = window.innerWidth/window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
  });

  // Animation loop
  function animate() {
    const delta = clock.getDelta();
    cameraControls.update(delta);
    renderer.render(scene, camera);
    requestAnimationFrame(animate);
  }

  animate();

</script>

</body>
</html>



```




NOW ADD THERE PROPER SKYDOM AS NEED AND KINDA GROUND SURFACE AND BUILDING LIGHTS IN SOME PERLINS-SCHMERLINS.

YE DO FULL CODE
WTF YE DOING?


PERLIN-SCHMERLIN NOISE IN RANDOM LIGHTS SHOULD BE USED AS KINDA FOR BUILDINGS FACES TO LOOK AS RANDOM WINDOWS THERE THROOUGHOUT LIGHT.


ALSO, THINK ABOUT PERLIN WINDOWS LIGHT PROPER ALGORITHM FOR IT NOT TO BE COMPLEX AND OVERLOAD THE FUK EVERYTHING.
YE DO NOT GENERATE ME YER LITTLE CRAPS, ONLY FULLYFLEDGED FULL CODE STRICTLY ALL PROPER AS FUK JUST.
DO NOT DO LIQUID PERLIN NOISE AS BUILDINGS FACES WINDOWS.
DO NOT DO BAD SKYDOM.
DO NOT DO BAD GROUND SURFACE.








HUMOROU:


```


<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Cityscape with Shadow-Affected SVG Window Textures</title>
<style>
  html,body {
    margin:0; padding:0; height:100%; overflow:hidden;
    background:#87CEEB;
    font-family: monospace, monospace;
    color:#eee;
    user-select:none;
  }
  #ui {
    position: absolute;
    top: 10px; left: 10px;
    background: rgba(0,0,0,0.7);
    padding: 14px 24px;
    border-radius: 8px;
    z-index: 10;
    width: 300px;
  }
  #ui label {
    display: flex;
    flex-direction: column;
    margin-bottom: 15px;
    font-size: 14px;
    cursor: pointer;
    user-select:none;
  }
  #ui input[type=range] {
    margin-top: 6px;
    width: 100%;
  }
  #ui b {
    margin-bottom: 6px;
  }
  canvas {
    display:block;
  }
</style>
</head>
<body>

<div id="ui">
  <label><b>Sun Azimuth (degrees)</b><input type="range" id="sunAz" min="0" max="360" step="1" value="45" /></label>
  <label><b>Sun Elevation (degrees)</b><input type="range" id="sunEl" min="10" max="80" step="1" value="45" /></label>
  <label><b>Sun Intensity</b><input type="range" id="sunIntensity" min="0" max="2" step="0.01" value="1" /></label>
  <label><b>Time of Day (0=night, 1=day)</b><input type="range" id="timeOfDay" min="0" max="1" step="0.01" value="1" /></label>
</div>

<script type="module">
  import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.178.0/+esm';
  import CameraControls from 'https://cdn.jsdelivr.net/npm/camera-controls@3.1.0/+esm';
  CameraControls.install({ THREE });

  // Renderer
  const renderer = new THREE.WebGLRenderer({ antialias: true });
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  document.body.appendChild(renderer.domElement);

  // Scene & Camera
  const scene = new THREE.Scene();
  const camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 5000);
  camera.position.set(400, 350, 700);

  // Controls
  const cameraControls = new CameraControls(camera, renderer.domElement);
  cameraControls.setLookAt(0, 100, 600, 0, 0, 0, false);

  // Lights
  const ambientLight = new THREE.AmbientLight(0xffffff, 0.3);
  scene.add(ambientLight);

  const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
  directionalLight.position.set(400, 600, 200);
  directionalLight.castShadow = true;
  directionalLight.shadow.mapSize.width = 2048;
  directionalLight.shadow.mapSize.height = 2048;
  const d = 1500;
  directionalLight.shadow.camera.left = -d;
  directionalLight.shadow.camera.right = d;
  directionalLight.shadow.camera.top = d;
  directionalLight.shadow.camera.bottom = -d;
  directionalLight.shadow.camera.near = 1;
  directionalLight.shadow.camera.far = 3000;
  scene.add(directionalLight);

  // Ground
  {
    function perlin(x, y) {
      return (Math.sin(x * 0.1) + Math.cos(y * 0.1)) * 2 +
             (Math.sin(x*0.03 + y*0.03) + Math.cos(x*0.02 + y*0.02)) * 0.5;
    }
    const groundSize = 2000;
    const segments = 128;
    const groundGeometry = new THREE.PlaneGeometry(groundSize, groundSize, segments, segments);
    groundGeometry.rotateX(-Math.PI/2);
    const pos = groundGeometry.attributes.position;
    for (let i = 0; i < pos.count; i++) {
      pos.setY(i, perlin(pos.getX(i), pos.getZ(i)));
    }
    groundGeometry.computeVertexNormals();
    const groundMaterial = new THREE.MeshLambertMaterial({ color: 0x2b2b2b });
    const groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
    groundMesh.receiveShadow = true;
    scene.add(groundMesh);
  }

  // Sky Dome
  const skyVertexShader = `
    varying vec3 vWorldPosition;
    void main() {
      vec4 worldPosition = modelMatrix * vec4(position, 1.0);
      vWorldPosition = worldPosition.xyz;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `;
  const skyFragmentShader = `
    precision highp float;
    varying vec3 vWorldPosition;
    uniform vec3 sunDirection;
    uniform float timeOfDay;
    void main(){
      vec3 dir = normalize(vWorldPosition);
      float sunAmount = max(dot(dir, sunDirection), 0.0);
      vec3 nightColor = vec3(0.03, 0.05, 0.15);
      vec3 dayHorizon = vec3(0.47, 0.7, 0.96);
      vec3 dayZenith = vec3(0.12, 0.53, 0.94);
      float t = smoothstep(-0.05, 1.0, dir.y);
      vec3 skyDayColor = mix(dayHorizon, dayZenith, t);
      float starVisibility = pow(1.0 - timeOfDay, 7.0);
      float starThreshold = 0.97;
      float star = step(starThreshold, fract(sin(dot(dir.xy, vec2(12.9898, 78.233))) * 43758.5453));
      vec3 starsColor = vec3(1.0) * star * starVisibility;
      float sunGlow = smoothstep(0.9997, 1.0, sunAmount);
      vec3 sunColor = vec3(1.0, 0.95, 0.8);
      vec3 color = mix(nightColor + starsColor, skyDayColor + sunGlow * sunColor, timeOfDay);
      gl_FragColor = vec4(color, 1.0);
    }
  `;
  const skyGeo = new THREE.SphereGeometry(3000, 64, 32);
  skyGeo.scale(-1, 1, 1);
  const skyMat = new THREE.ShaderMaterial({
    vertexShader: skyVertexShader,
    fragmentShader: skyFragmentShader,
    uniforms: {
      sunDirection: { value: new THREE.Vector3(0.6, 0.6, 0.4).normalize() },
      timeOfDay: { value: 1 }
    },
    side: THREE.BackSide,
    depthWrite: false
  });
  const skyDome = new THREE.Mesh(skyGeo, skyMat);
  scene.add(skyDome);

  // SVG window pattern texture builder
  function createWindowTexture(cols, rows, litPercent = 0.05) {
    const canvasSize = 256;
    const canvas = document.createElement("canvas");
    canvas.width = canvas.height = canvasSize;
    const ctx = canvas.getContext("2d");
    ctx.fillStyle = "#111111";
    ctx.fillRect(0, 0, canvasSize, canvasSize);

    const cellWidth = canvasSize / cols;
    const cellHeight = canvasSize / rows;

    // Draw window frames first
    ctx.strokeStyle = "#222222";
    ctx.lineWidth = 2;
    for(let y = 0; y < rows; y++) {
      for(let x = 0; x < cols; x++) {
        ctx.strokeRect(x * cellWidth, y * cellHeight, cellWidth, cellHeight);
      }
    }

    // Randomly pick lit windows for sparse lighting
    ctx.fillStyle = "#fffa88";
    for(let y = 0; y < rows; y++) {
      for(let x = 0; x < cols; x++) {
        if (Math.random() < litPercent) {
          const marginX = cellWidth * 0.15;
          const marginY = cellHeight * 0.25;
          ctx.fillRect(x * cellWidth + marginX, y * cellHeight + marginY, cellWidth - marginX * 2, cellHeight - marginY * 2);
        }
      }
    }

    const texture = new THREE.CanvasTexture(canvas);
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    texture.magFilter = THREE.NearestFilter;
    texture.minFilter = THREE.LinearMipMapLinearFilter;
    return texture;
  }

  // Create building material using window texture applied as diffuse (color) map
  function createBuildingMaterial(width, height) {
    const windowWidthMeters = 2;
    const windowHeightMeters = 3;
    const cols = Math.max(1, Math.floor(width / windowWidthMeters));
    const rows = Math.max(1, Math.floor(height / windowHeightMeters));

    const windowTexture = createWindowTexture(cols, rows, 0.05); // 5% lit windows, very sparse

    return new THREE.MeshPhongMaterial({
      color: 0x444444,
      map: windowTexture,       // diffuse map with windows
      emissive: new THREE.Color(0x222222),  // slight glow on dark windows
      emissiveIntensity: 0.15,
    });
  }

  // Generate city
  const city = new THREE.Group();
  scene.add(city);

  const cityLayers = [
    { count: 55, radiusMin: 350, radiusMax: 550, minW: 10, maxW: 25, minD: 10, maxD: 25, minH: 10, maxH: 50 },
    { count: 32, radiusMin: 220, radiusMax: 350, minW: 20, maxW: 35, minD: 20, maxD: 35, minH: 40, maxH: 140 },
    { count: 16, radiusMin: 80, radiusMax: 220, minW: 30, maxW: 60, minD: 30, maxD: 60, minH: 150, maxH: 400 }
  ];

  function generateCity() {
    city.clear?.();
    while (city.children.length) city.remove(city.children[0]);

    for (const layer of cityLayers) {
      for (let i = 0; i < layer.count; i++) {
        const angle = Math.random() * Math.PI * 2;
        const radius = THREE.MathUtils.lerp(layer.radiusMin, layer.radiusMax, Math.random());
        const jitterAngle = (Math.random() - 0.5) * 0.2;
        const jitterRadius = (Math.random() - 0.5) * 30;

        const x = Math.cos(angle + jitterAngle) * (radius + jitterRadius);
        const z = Math.sin(angle + jitterAngle) * (radius + jitterRadius);

        const w = THREE.MathUtils.lerp(layer.minW, layer.maxW, Math.random());
        const d = THREE.MathUtils.lerp(layer.minD, layer.maxD, Math.random());
        const h = THREE.MathUtils.lerp(layer.minH, layer.maxH, Math.random());

        const geo = new THREE.BoxGeometry(w, h, d);
        geo.translate(0, h / 2, 0);

        const mat = createBuildingMaterial(w, h);

        const mesh = new THREE.Mesh(geo, mat);
        mesh.position.set(x, 0, z);
        mesh.castShadow = true;
        mesh.receiveShadow = false;

        city.add(mesh);
      }
    }
  }

  generateCity();

  // Lighting control
  const sunAzElem = document.getElementById("sunAz");
  const sunElElem = document.getElementById("sunEl");
  const sunIntensityElem = document.getElementById("sunIntensity");
  const timeOfDayElem = document.getElementById("timeOfDay");

  function updateLighting() {
    const azimuth = THREE.MathUtils.degToRad(Number(sunAzElem.value));
    const elevation = THREE.MathUtils.degToRad(Number(sunElElem.value));
    const intensity = Number(sunIntensityElem.value);
    const timeOfDay = Number(timeOfDayElem.value);

    const dist = 1000;
    const sunX = Math.cos(azimuth) * Math.cos(elevation) * dist;
    const sunY = Math.sin(elevation) * dist;
    const sunZ = Math.sin(azimuth) * Math.cos(elevation) * dist;

    directionalLight.position.set(sunX, sunY, sunZ);
    directionalLight.intensity = intensity;

    ambientLight.intensity = 0.3 * intensity;

    directionalLight.target.position.set(0, 0, 0);
    directionalLight.target.updateMatrixWorld();

    skyMat.uniforms.sunDirection.value.copy(directionalLight.position).normalize();
    skyMat.uniforms.timeOfDay.value = timeOfDay;

    const nightAmbient = new THREE.Color(0x101022);
    const dayAmbient = new THREE.Color(0xffffff);
    ambientLight.color = nightAmbient.lerp(dayAmbient, timeOfDay);
  }

  [sunAzElem, sunElElem, sunIntensityElem, timeOfDayElem].forEach(el => el.addEventListener("input", updateLighting));
  updateLighting();

  // Window resize handler
  window.addEventListener("resize", () => {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
  });

  // Animation loop
  const clock = new THREE.Clock();
  function animate() {
    const delta = clock.getDelta();
    cameraControls.update(delta);
    renderer.render(scene, camera);
    requestAnimationFrame(animate);
  }
  animate();
</script>

</body>
</html>

```


ALSO, ACTUAL SKYDOM SUPER CRAZY AUTHENTIC LOOKING SKY SHOULD ALSO CHANGE ITS LIGHT INTENSITY ALTOGETHER WITH SLIDERS IN PARAMS FROM NIGHT-DAY.



YOU DO FULL CODE AS NEED OR GO HOME.
NO, THE NOISE CLEARLY FUKTUP AND IMPROPER.


THINK DRAMATICALLY WITHOUT CODES HOW NOISE SHOULD LOOK AS BUILDINGS WINDOWS THROUGH ALL DISTANCES PROPERLY.

YE PROBABLY DOING NOISE TOO FUCKEYING DENSE. BECAUSE AT EXTREME BUILDING FACET CLOSEUP, IT LOOKS AS EXTREMELY DENSE SQUARES, WHILE IF ZOOM A BIT OUT, THEN AND IT TURNING INTO A COMPLETE AND UTTER EXTREME NOISE AS ABSOLUTE FUK.


THEN DENSITY IS JUST TOO FUCKEYING EXTREME.


THEN AND THINK HOW DO IT ALL RIGHT.
NO, WINDOWS ARE UNNATURALLY DENSE AS FUKS STILL.

ALSO, CONSIDER PROPER PROPORTIONS IN NOISE PATTERN TO BE EQUAL BUT FOR DIFFERENT BUILDING SIZES.

THINK HOW DO IT ALL RIGHT.

I DO NOT READ ALL YER GARBAGES IN TEXTS BECAUSE THEY ARE ALL TOO SCHIZOIDAL TO EVEN CONSIDER.

JUST CONTINUE THINKING AND DEVELOPING THE IDEA ON YE OWN THERE AND HOW IT ALL SHOULD BE PROPERLY.

WINDOWS DENSITY TOO FUCKEYING DENSE.

REDUCE DENSITY OF NOISE TO ABSOLUTE DRAMAQUEEN.

REDO THE CODE. REDUCE DRAMAQUEEN DRAMATICALLY TO ZERO ALMOST.

NO, ANISOTROPIC FILTERING CANNOT HANDLE SO MUCH PERLIN NOISE.

HUMOROU

ALSO, I'M NOT UTILISING ANY GPU AND IT ALL KINDA IN PSEUDO-HARDWARE SOFTWARE MODE RENDERED, MAYBE AND BECAUSE OF THAT.

BUT WHAT IF EXCEPT PERLINS-SCHMERLINS, WE WILL APPEND BASIC SVGS TEXTURES TO BUILDINGS FACETS AND VOILA? SVGS AS BUILDINGS WINDOWS THROUGH SOME GRID, NE? WILL THIS SLOW THE FUK ALL DOWN OR IMPROVE SPEEDS?

THEN REMOVE ABSOLUTELY COMPLETELY ANY PERLINS-SCHMERLINS NOISED CRAPS FROM THE CODE AND FULLY REPLACE IT WITH SVGS TEXTURES AS WINDOWS. DO FULL NEW CODE.

YOU THE FUK DID? IT LOOKS AS YE MADE SVGS-PERLINS NOISES. THE FUK IS THAT?

REMOVE THE FUK ALL PERLINS AND ALL NOISES AND DO STRICT APPLIED TO FACETS SVGS WINDOWS TEXTURES JUST.

NOW IN THAT CODE IT LOOKS EXTREMELY DENSE AS BEFORE WITH NOISE CRAPS.

REMOVE THE FUK NOISE MAZAFAKA!!!

NOW IT LOOKS NORMAL AS FUK BUT SVGS TEXTURES NOT ANYHOW AFFECTED BY SHADOWARRIORS

HUMOROU

THINK HOW THE FUK AFFECT SVGS TEXTURES WINDOWS WITH SHADOWMASTERS OF THE UNIVERSE

THEN DO ALL CODE AS NEED, NOT AS UNNEED.

NOW IT LOOKS OKAY BUT GROUND LOOKS SEISMICALLY UNSTABLE AS FUK

HUMOROU

Why your ground
WHY THE FUK MINE? YE MADE IT YESELF = YE AND SEISMICALLY UNSTABLE, CHATBOT.

you hated!
WHY THE FUK? I DO NOT GIVE FUKS.

BETTERLY THINK HOW THE FUK WE CAN DO PROCEDURAL STREETS THERE AROUND BUILDINGS AT GROUND SURFACE WHICH WILL LOOK AS FUK AS STREETSNATURAL.

THEN WE CAN APPEND THAT PERLIN-SCHMERLIN NOISE AT STREETS APPLY IT ALL AROUND SO IT WILL LOOK AS SOME CARS-SCHMARS AND OTHER LIGHSHOWS THERE IN THE STREETS SHOULD BE.

YE DO FULL CODE AS NEED, NOT PERLINSPAM IN CHATS.

THE FLOOR IS LAVA IT IS CALLED.

YOU HUMOROU

I RENDERS AT 1FPS PER HOUR BUT IT IS A LAVACITY STANDING AT VOLCANOE BOTTOM

IT RENDERS AT 1FPS PER HOUR BUT IT IS A LAVACITY STANDING AT VOLCANOE BOTTOM

THERE SHOULD BE EXCLUSIVE PATHS FOR STREETS WITH APPENDED PERLIN NOISE, NOT ALL AROUND THE GROUND SURFACE

Uncaught ReferenceError: skyMat is not defined

YER THESE = NOTHING, ONLY FULL CODE.

ALL WRONG. SKY NOT VISIBLE.

PERLINSTREETS NOT VISIBLE

STRETS NOT DRAWED

ALL FUCKEYING WRONG AND BAD, CHATBOT

Uncaught ReferenceError: skyMat is not defined

ALL FUCKEYING WRONG AND BAD, CHATBOT

AT EXTREME ZOOM-OUT, SKY KINDA BECOMING GETTING VISIBLE BUT NOT INSIDE GROUND SURFACE AREA.