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title: 🧜♀️Streamlit🧠CV📚Scroller | |
emoji: 🧜♀️📚🧜♂️ | |
colorFrom: gray | |
colorTo: pink | |
sdk: streamlit | |
sdk_version: 1.45.0 | |
app_file: app.py | |
pinned: false | |
license: mit | |
short_description: 🧠CV Scroller🧜♀️🧜♂️🧜3D Graphs | |
# 🌟 Master Asset Component Library 🌟 | |
## 🏙️ 1. Cyberpunk City Builder Kit | |
* ### 🧱 Modular Building Prefabs | |
* 1. 🏢 **Cyberpunk Wall Panel:** Parameterized dimensions (WxH), base material slot (plasteel, concrete), trim material slot (neon glow, metal), connection points (top, bottom, sides). Boolean cutouts for windows/doors. | |
`Gold Prompt: modular cyberpunk wall panel plasteel neon trim grid snap` | |
* 2. 🌃 **Rooftop AC Unit:** Box primitive geometry, fan grille detail (alpha texture or geometry), rust/grime PBR material, attachment base. | |
`Gold Prompt: rooftop AC unit cyberpunk boxy grime rust PBR` | |
* 3. 🪟 **Holographic Window Display:** Plane primitive, animated emissive shader (parameterized content/color cycle), frame geometry slot. | |
`Gold Prompt: holographic window display cyberpunk animated emissive shader glow` | |
* 4. 🔩 **Greeble Set:** Collection of small primitives (pipes, vents, boxes, wires) designed for surface detailing, attachable via snapping, shared PBR material (worn metal). | |
`Gold Prompt: cyberpunk greeble set small pipes vents boxes worn metal detail` | |
* ### 💡 Exterior Decorative Prefabs | |
* 1. 🚦 **Neon Sign:** Spline-based tube geometry, emissive material (parameterized text/symbol, color, flicker), mounting bracket. | |
`Gold Prompt: neon sign cyberpunk spline tube emissive text glow flicker` | |
* 2. 🪜 **Fire Escape Stair:** Modular stair/platform sections (metal grid PBR), railing spline geometry, rust/wear parameters. | |
`Gold Prompt: modular fire escape stairs metal grid platform rust wear cyberpunk` | |
* 3. 💈 **Street Lamp Post:** Tall cylindrical or complex spline pole, light source geometry (parameterized color/intensity), weathered metal PBR. | |
`Gold Prompt: cyberpunk street lamp post tall sleek weathered metal cyan light` | |
* 4. 🚧 **Holographic Barrier:** Plane geometry with animated projected texture, emitter base primitive, parameterized color/pattern. | |
`Gold Prompt: holographic barrier projector cyberpunk animated energy pattern` | |
* ### 🛋️ Interior Building Prefabs | |
* 1. 🚪 **Sci-Fi Door:** Sliding panel geometry, frame geometry, emissive light strips (parameterized color), activation panel detail, metallic PBR. | |
`Gold Prompt: sci-fi interior door sliding panel emissive strips metallic` | |
* 2. ✨ **Floating Data Kiosk:** Screen primitive (parameterized UI texture), base pedestal (geometric or anti-gravity effect), emissive highlights. | |
`Gold Prompt: floating data kiosk cyberpunk screen UI pedestal emissive` | |
* ### 🏭 Premade Buildings (Conceptual Assembly) | |
* 1. 🏢 **Modular Hab Block:** Assembled from Wall Panels, Windows, Rooftop AC units, Fire Escapes via blueprint data. | |
`Gold Prompt: assembled cyberpunk hab block modular panels windows AC units gritty` | |
* 2. 🗼 **MegaCorp Skyscraper:** Assembled from unique facade modules, spire components, large signage, glass PBR materials, defined by assembly data. | |
`Gold Prompt: towering cyberpunk skyscraper glass facade mega corp logo neon lights` | |
* ### 🎨 Materials & Textures | |
* 1. 💿 **PBR Material - Wet Asphalt:** Parameterized base color, high roughness, normal map for bumps/cracks, reflection map slot (for puddles). | |
`Gold Prompt: PBR material wet asphalt texture puddles reflections cracks` | |
* 2. 💡 **PBR Material - Neon Glow:** Base color (black), high emissive color parameter, bloom intensity parameter. | |
`Gold Prompt: PBR material neon glow emissive bright bloom effect` | |
* 3. 🧱 **Texture - Tiled Grime:** 2K tileable texture map (color, normal, roughness) depicting urban grime and leakage. | |
`Gold Prompt: tileable grime texture urban leakage stains PBR 2K` | |
## 🏰 2. POLYGON - Fantasy Kingdom Pack | |
* ### 🧑🤝🧑 Characters (Low Poly Style) | |
* 1. 👑 **King Figure:** Low-poly mesh, distinct silhouette, material IDs for clothing (velvet texture parameter), skin, hair, crown (metallic PBR parameter). Rigged. | |
`Gold Prompt: low poly king figure regal pose velvet texture gold crown stylized` | |
* 2. 🛡️ **Soldier Figure:** Low-poly mesh, armor material ID (parameterized metal/leather), helmet attachment point, weapon grip point. Rigged. | |
`Gold Prompt: low poly fantasy soldier plate armor helmet spear stylized` | |
* 3. 🧙 **Mage Figure:** Low-poly mesh, robe material ID (parameterized color/symbol), staff grip point, particle emitter attachment point (hands). Rigged. | |
`Gold Prompt: low poly fantasy mage flowing robes pointy hat magic staff stylized` | |
* ### 🧢 Character Attachments | |
* 1. 👑 **King's Crown:** Low-poly mesh, metallic PBR material (gold parameter), jewel geometry slots (parameterized color). Attaches to head bone. | |
`Gold Prompt: low poly king crown gold metallic jewels fantasy stylized` | |
* 2. ⛑️ **Soldier Helmet:** Low-poly mesh, PBR material matching soldier armor, optional visor/plume boolean state. Attaches to head bone. | |
`Gold Prompt: low poly soldier helmet steel plate simple design fantasy stylized` | |
* ### 🐎 Vehicles & Siege Weapons | |
* 1. 🛒 **Wooden Cart:** Low-poly assembly of wood planks (texture parameter), wheels (spinning parameter), attachment point for horse/ox. | |
`Gold Prompt: low poly wooden cart fantasy simple planks spinning wheels stylized` | |
* 2. 🏹 **Ballista:** Low-poly wood frame, rope/winch detail, bolt projectile slot, aiming parameters (pitch/yaw). | |
`Gold Prompt: low poly ballista siege weapon wood frame rope stylized fantasy` | |
* 3. 🏰 **Siege Tower:** Low-poly modular wood sections (height parameter), ramp (boolean deployed state), wheels, attach points for soldiers. | |
`Gold Prompt: low poly siege tower wooden modular ramp wheels stylized fantasy` | |
* ### 🧱 Modular Castle & Houses | |
* 1. 🧱 **Stone Wall Section:** Low-poly block mesh, stone PBR material (parameterized color/moss amount), crenellation boolean option, snap connectors. | |
`Gold Prompt: low poly castle wall stone block modular crenellated mossy stylized` | |
* 2. 🚪 **Wooden Door:** Low-poly plank geometry, frame, metal hinge/handle primitives, PBR material (parameterized wood type/wear). Opens via rotation parameter. | |
`Gold Prompt: low poly wooden door planks metal hinges fantasy stylized simple` | |
* 3. 🏠 **House Roof Section:** Low-poly tile/thatch geometry, PBR material, modular edge connectors, chimney attachment point. | |
`Gold Prompt: low poly house roof tile thatch modular simple stylized fantasy` | |
* ### 🌳 Environment | |
* 1. 🌲 **Pine Tree:** Low-poly trunk cylinder, layered plane geometry for needles, simple bark/needle PBR materials. | |
`Gold Prompt: low poly pine tree stylized simple layered needles bark texture` | |
* 2. 🪨 **Boulder:** Low-poly smoothed rock primitive, stone PBR material (parameterized moss/lichen coverage), variable scale parameter. | |
`Gold Prompt: low poly boulder smooth rock mossy stone stylized fantasy` | |
* ### 🏮 Props & Items | |
* 1. 🚩 **Banner:** Cloth plane geometry (physics simulation parameters), pole primitive, material slot for faction symbol texture. | |
`Gold Prompt: low poly fantasy banner cloth physics faction symbol pole stylized` | |
* 2. 🏺 **Clay Pot:** Low-poly revolved spline geometry, terracotta PBR material, breakable state (boolean/mesh swap). | |
`Gold Prompt: low poly clay pot terracotta simple breakable stylized fantasy` | |
* 3. ⚔️ **Sword:** Low-poly blade primitive, hilt primitive, crossguard primitive, PBR material (parameterized metal/leather). | |
`Gold Prompt: low poly sword simple blade leather hilt stylized fantasy weapon` | |
* ### 💥 FX | |
* 1. 🕯️ **Candle Flame:** Particle system emitter, simple flame texture sheet, light component (parameterized color/intensity). | |
`Gold Prompt: low poly candle flame particle effect stylized simple glow` | |
* 2. 💨 **Dust Cloud:** Particle system emitter, soft alpha texture, parameterized color/density/duration. | |
`Gold Prompt: low poly dust cloud particle effect stylized soft brown puff` | |
## 👹 3. HEROIC FANTASY CREATURES FULL PACK VOL 1 (Conceptual Categories) | |
* 1. 😈 **Demonic Creature Base Mesh:** Parameterized base mesh (bipedal, quadrupedal), material slots for skin (scaled, leathery PBR), horns (bone PBR), claws (chitin PBR), eye glow (emissive). Rigged. | |
`Gold Prompt: fantasy demonic creature base mesh scales horns claws glowing eyes PBR rigged` | |
* 2. 🐾 **Fantasy Animal Base Mesh:** Parameterized base mesh (quadrupedal common forms), material slots for fur/scales/hide PBR, eye material. Rigged. | |
`Gold Prompt: fantasy animal base mesh wolf stag bear fur hide PBR rigged stylized` | |
* 3. 🦎 **Fantasy Lizard Base Mesh:** Parameterized base mesh (reptilian forms), scale PBR material slots (parameterized color/pattern), claw/teeth material. Rigged. | |
`Gold Prompt: fantasy lizard base mesh reptilian scales pattern PBR rigged stylized` | |
* 4. 💀 **Living Dead Base Mesh:** Parameterized base mesh (humanoid skeleton/zombie), material slots for bone (PBR), decayed flesh (PBR), tattered cloth. Rigged. | |
`Gold Prompt: fantasy undead skeleton zombie base mesh bone decayed flesh PBR rigged stylized` | |
* 5. 🦹 **Fantasy Villain Base Mesh:** Parameterized base mesh (humanoid archetypes - warrior, mage), material slots for menacing armor/robes PBR, unique feature attachments (horns, scars). Rigged. | |
`Gold Prompt: fantasy villain base mesh humanoid dark armor robes menacing PBR rigged stylized` | |
* 6. 🦄 **Mythological Creature Base Mesh:** Parameterized base mesh (unique forms - griffin, centaur), multiple material slots for fur, feathers, scales, etc. Rigged. | |
`Gold Prompt: mythological creature base mesh griffin centaur feathers fur PBR rigged stylized` | |
## ☢️ 4. POLYGON - Apocalypse Pack (Low Poly Style) | |
* ### 🚶 Characters (Low Poly Style) | |
* 1. 🧟 **Zombie Figure:** Low-poly humanoid mesh, material IDs for decayed skin (PBR), tattered clothes (PBR), optional gore decals. Rigged, unique animation set parameter. | |
`Gold Prompt: low poly zombie figure decayed skin tattered clothes gore stylized apocalypse` | |
* 2. 🧑🔧 **Survivor Figure:** Low-poly humanoid mesh, material IDs for rugged clothing (leather, denim PBR), skin, hair. Attachment points for gear. Rigged. | |
`Gold Prompt: low poly survivor figure rugged clothes leather jacket denim stylized apocalypse` | |
* ### 🎒 Character Attachments | |
* 1. 🎒 **Backpack:** Low-poly container shape, canvas/nylon PBR material, strap geometry. Attaches to back bone slot. | |
`Gold Prompt: low poly backpack canvas rugged straps stylized apocalypse gear` | |
* 2. 🛡️ **Makeshift Armor:** Low-poly plates (tire, metal sign geometry), strap primitives, PBR materials (rubber, rusted metal). Attaches to torso/limbs. | |
`Gold Prompt: low poly makeshift armor tire metal sign straps stylized apocalypse` | |
* ### 🚗 Vehicles & Attachments | |
* 1. 🚙 **Buggy Frame:** Low-poly vehicle chassis base, wheel attachment points, driver seat position, basic metal PBR. | |
`Gold Prompt: low poly dune buggy frame chassis simple metal stylized apocalypse` | |
* 2. <0xF0><0x9F><0x9B><0x82>️ **Motorbike:** Low-poly core bike geometry, wheel primitives, handlebar control points, metal/rubber PBR. | |
`Gold Prompt: low poly motorbike simple rugged metal rubber stylized apocalypse` | |
* 3. 🔩 **Vehicle Spike Armor:** Sharp cone/pyramid primitives, weld bead details, rusted metal PBR. Attaches to vehicle armor slots. | |
`Gold Prompt: low poly vehicle spike armor cone rusted metal weld stylized apocalypse` | |
* ### 🏠 Buildings & Modular Systems | |
* 1. 🧱 **Concrete Bunker Wall:** Low-poly thick wall section, concrete PBR material (parameterized damage/grime), modular snap connectors. | |
`Gold Prompt: low poly concrete bunker wall thick damaged grime modular stylized apocalypse` | |
* 2. 🏘️ **Damaged House Facade:** Low-poly building front, broken window booleans, burnt wood/brick PBR materials, rubble pile attachment points. | |
`Gold Prompt: low poly damaged house facade broken windows burnt wood brick stylized apocalypse` | |
* 3. 🚧 **Quarantine Wall Section:** Low-poly large panel (metal/concrete), barbed wire spline geometry on top, warning symbol decal slot. Modular connectors. | |
`Gold Prompt: low poly quarantine wall concrete metal panel barbed wire modular stylized apocalypse` | |
* ### 🌲 Environment | |
* 1. 🛣️ **Cracked Road Segment:** Low-poly plane geometry, asphalt PBR material, crack decal/geometry boolean, modular connectors. | |
`Gold Prompt: low poly cracked road asphalt modular segment stylized apocalypse` | |
* 2. <0xF0><0x9F><0xAA><0xB1> **Rubble Pile:** Low-poly collection of broken concrete/brick primitives, dust/debris PBR material. Parameterized size. | |
`Gold Prompt: low poly rubble pile broken concrete bricks dust stylized apocalypse` | |
* ### 📦 Props & Items | |
* 1. 🚧 **Jersey Barrier:** Low-poly concrete barrier shape, weathered concrete PBR, optional graffiti decal slot. | |
`Gold Prompt: low poly jersey barrier concrete weathered graffiti stylized apocalypse` | |
* 2. <0xF0><0x9F><0x️ **Oil Drum:** Low-poly cylinder primitive, rusted metal PBR, optional bullet hole decals/boolean. | |
`Gold Prompt: low poly oil drum cylinder rusted metal bullet holes stylized apocalypse` | |
* 3. 🥫 **Canned Food:** Low-poly cylinder primitive, label texture slot (parameterized brand/condition), dent deformer parameter. | |
`Gold Prompt: low poly canned food cylinder label dented rusty stylized apocalypse item` | |
* ### 🔫 Weapons & Modular Guns | |
* 1. 🔪 **Makeshift Machete:** Low-poly blade shape, wrapped handle primitive, PBR materials (sharpened metal, dirty tape). | |
`Gold Prompt: low poly makeshift machete sharpened metal taped handle stylized apocalypse weapon` | |
* 2. 🔫 **Pistol Body (Modular):** Low-poly core gun receiver geometry, attachment points for barrel, grip, magazine, sight. Basic metal/polymer PBR. | |
`Gold Prompt: low poly modular pistol body receiver attachment points polymer stylized apocalypse` | |
* 3. <0xF0><0x9F><0x9E><0xAB> **Scope Attachment (Modular):** Low-poly cylinder/box geometry for scope body/lens, PBR material. Attaches to weapon sight rail. | |
`Gold Prompt: low poly scope attachment sight modular weapon stylized apocalypse` | |
* ### ✨ FX | |
* 1. 🩸 **Blood Splat Decal:** Projected decal texture, parameterized size/color/opacity. | |
`Gold Prompt: blood splat decal projected texture red transparent gore effect` | |
* 2. 🔥 **Burning Barrel Fire:** Particle system emitter placed inside barrel prop, flame/smoke texture sheets, heat distortion parameter. | |
`Gold Prompt: low poly fire effect burning barrel flames smoke particles stylized apocalypse` | |
## 🗺️ 5. Fantastic City Generator (Conceptual Components) | |
* 1. 🏢 **Procedural Building Volume:** Bounding box primitive defining space. Populated by facade/roof/detail modules based on parameters (style, height, wealth). | |
`Gold Prompt: procedural city building volume wireframe bounding box generator` | |
* 2. <0xF0><0x9F><0x9A><0x9D>️ **Road Network Spline:** 3D spline defining road path, width parameter, intersection generation logic. Material slot for asphalt PBR. | |
`Gold Prompt: procedural road network spline 3D path asphalt generator` | |
* 3. 🌉 **Bridge Module:** Parameterized geometry for bridge spans (arch, beam), support pillars, road surface connector. Snaps to road splines over gaps (like rivers). | |
`Gold Prompt: procedural bridge module arch beam supports road generator` | |
* 4. 🏞️ **River Volume/Spline:** Spline defining river path, boolean geometry for carving terrain, water shader material slot. | |
`Gold Prompt: procedural river spline water volume terrain carve generator` | |
* 5. 🚗 **Basic Traffic Vehicle:** Simplified car mesh primitive, parameterized color, basic wheel rotation, path-following agent behavior. | |
`Gold Prompt: simple traffic vehicle low poly car path following agent generator` | |
* 6. 🌳 **Prop Placement Area:** Defined volume (e.g., park polygon) where prop assets (trees, benches) are scattered based on density/type parameters. | |
`Gold Prompt: procedural prop placement area park scatter trees benches generator` | |
## 🚀 6. POLYGON - Sci-Fi Worlds Pack (Low Poly Style) | |
* ### 👽 Characters (Low Poly Style) | |
* 1. 🤖 **Soldier Figure (Sci-Fi):** Low-poly humanoid mesh, material IDs for futuristic armor (clean PBR, faction color parameter), helmet/visor geometry. Rigged. | |
`Gold Prompt: low poly sci-fi soldier futuristic armor faction colors helmet stylized` | |
* 2. 👾 **Alien Figure (Rock Type):** Low-poly non-humanoid mesh, crystalline/rock PBR material, emissive eye slots. Rigged. | |
`Gold Prompt: low poly sci-fi alien rock creature crystalline PBR stylized rigged` | |
* 3. 👨🚀 **Space Suit Figure:** Low-poly bulky humanoid mesh, material IDs for suit fabric/panels, helmet with reflection parameter. Rigged. | |
`Gold Prompt: low poly space suit figure bulky helmet reflection stylized sci-fi` | |
* ### 🎒 Character Attachments | |
* 1. 🎒 **Jetpack:** Low-poly geometry, engine nozzle primitives, metallic/panel PBR, particle emitter points for thrust FX. Attaches to back slot. | |
`Gold Prompt: low poly jetpack sci-fi engine nozzles metallic PBR stylized attachment` | |
* 2. 🎭 **VR Visor:** Low-poly headset geometry, emissive lens material (parameterized color/pattern). Attaches to head slot. | |
`Gold Prompt: low poly VR visor headset emissive lens pattern stylized sci-fi attachment` | |
* ### 🏢 Buildings (Faction Specific) | |
* 1. 🏭 **Industrial Faction Wall:** Low-poly modular panel, heavy metal PBR (parameterized rust/wear), pipe/conduit details, snap connectors. | |
`Gold Prompt: low poly sci-fi industrial wall heavy metal pipes rust modular stylized` | |
* 2. <0xF0><0x9F><0xAA><0xB2> **Sleek Faction Platform:** Low-poly smooth curved platform section, clean white/grey PBR, edge emissive strip (parameterized color), snap connectors. | |
`Gold Prompt: low poly sci-fi sleek platform smooth white emissive edge modular stylized` | |
* 3. 👽 **Alien Faction Structure:** Low-poly organic/crystalline shapes, bio-luminescent PBR material (parameterized pulse/color), non-standard connection logic. | |
`Gold Prompt: low poly sci-fi alien structure organic crystalline bioluminescent modular stylized` | |
* ### ⚙️ Props | |
* 1. 📦 **Sci-Fi Crate:** Low-poly box primitive, panel line details, metallic PBR with faction decal slot. | |
`Gold Prompt: low poly sci-fi crate metallic panel lines faction logo stylized prop` | |
* 2. 🖥️ **Holographic Display Table:** Low-poly table geometry, projected volumetric display effect (parameterized content), emissive base. | |
`Gold Prompt: low poly sci-fi holographic display table volumetric projection emissive stylized prop` | |
* 3. 💎 **Energy Crystal:** Low-poly sharp geometric crystal mesh, emissive PBR material (parameterized color/intensity), floating animation parameter. | |
`Gold Prompt: low poly energy crystal sharp geometric emissive glow floating stylized sci-fi prop` | |
* ### 🌳 Environment | |
* 1. <0xF0><0x9F><0xAA><0xA8> **Alien Plant:** Low-poly strange organic shape, unusual PBR material (parameterized color/texture), optional animation (pulse/sway). | |
`Gold Prompt: low poly alien plant strange organic pulsating texture stylized sci-fi environment` | |
* 2. <0xF0><0x9F><0xAA><0xB0> **Floating Rock Platform:** Low-poly rock mesh, standard rock PBR, anti-gravity particle effect emitter at base. Parameterized size/shape variation. | |
`Gold Prompt: low poly floating rock platform anti-gravity effect particles stylized sci-fi environment` | |
* ### 🛸 Vehicles & Attachments | |
* 1. 🛵 **Hover Bike:** Low-poly sleek chassis, handlebar controls, engine/repulsor primitives, PBR material (faction colors), particle emitter for trail FX. | |
`Gold Prompt: low poly hover bike sleek sci-fi repulsors faction colors trail FX stylized vehicle` | |
* 2. <0xF0><0x9F><0x9A><0x9F>️ **APC (Armored Personnel Carrier):** Low-poly blocky vehicle, wheel/track primitives (or hover pads), armor panel details, turret attachment point. | |
`Gold Prompt: low poly APC armored vehicle blocky turret sci-fi stylized vehicle` | |
* 3. 💥 **Vehicle Turret Attachment:** Low-poly gun geometry (laser/projectile), rotating base primitive, attaches to vehicle turret slot. | |
`Gold Prompt: low poly vehicle turret laser projectile rotating base sci-fi stylized attachment` | |
* ### 🔫 Weapons | |
* 1. 🔫 **Laser Pistol:** Low-poly pistol shape, energy cell geometry slot, nozzle primitive for beam FX emitter, emissive PBR details. | |
`Gold Prompt: low poly laser pistol energy cell emissive sci-fi stylized weapon` | |
* 2. <0xF0><0x9F><0xA7><0xA1> **Energy Sword:** Low-poly hilt primitive, beam blade geometry (emissive shader, parameterized length/color). | |
`Gold Prompt: low poly energy sword hilt beam blade emissive lightsaber stylized sci-fi weapon` | |
* ### ✨ FX | |
* 1. 💫 **Warp Tunnel Effect:** Animated mesh tunnel/particle system, space distortion shader, parameterized color/speed. | |
`Gold Prompt: warp tunnel effect animated mesh particles distortion shader sci-fi FX` | |
* 2. ⚡ **Laser Beam:** Particle system or line renderer effect, bright core, glow parameter, impact particle system parameter. | |
`Gold Prompt: laser beam effect bright core glow impact particles sci-fi FX` | |
## 🌍 7. POLYGON - Dungeons Pack (Low Poly Style) | |
* ### 😈 Characters (Low Poly Style) | |
* 1. <0xF0><0x9F><0xA7><0xB2> **Dwarf Miner Figure:** Low-poly stout humanoid, material IDs for beard (parameterized color), simple clothes, helmet (metal PBR). Pickaxe grip point. Rigged. | |
`Gold Prompt: low poly dwarf miner figure beard helmet pickaxe stylized fantasy rigged` | |
* 2. 💀 **Undead Knight Figure:** Low-poly skeletal mesh, material IDs for bone, rusted armor PBR. Glowing eye sockets (emissive parameter). Rigged. | |
`Gold Prompt: low poly undead knight skeleton rusted armor glowing eyes stylized fantasy rigged` | |
* 3. 🦸 **Hero Figure:** Low-poly adventurer archetype, material IDs for leather/cloth armor, hair. Weapon grip points. Rigged. | |
`Gold Prompt: low poly hero figure adventurer leather armor sword stylized fantasy rigged` | |
* ### 🧢 Character Attachments | |
* 1. <0xF0><0x9F><0xAB><0x85> **Dwarven Beard:** Low-poly braided beard geometry, hair texture parameter. Attaches to face slot. | |
`Gold Prompt: low poly dwarven beard braided long stylized fantasy attachment` | |
* 2. 🤘 **Demon Horns:** Low-poly curved horn geometry, bone/chitin PBR material. Attaches to head slot. | |
`Gold Prompt: low poly demon horns curved bone texture stylized fantasy attachment` | |
* ### 🧱 Environment & Modular Dungeon | |
* 1. 🧱 **Dungeon Wall Section:** Low-poly stone block mesh, damp PBR material (parameterized moss/slime), optional torch holder attachment point, modular snap connectors. | |
`Gold Prompt: low poly dungeon wall stone block damp mossy modular stylized fantasy` | |
* 2. <0xF0><0x9F><0xAA><0xA6> **Floor Grate:** Low-poly plane with cutout pattern geometry, rusted metal PBR, optional particle emitter below (steam/mist). Modular tile. | |
`Gold Prompt: low poly floor grate metal rusted pattern modular steam stylized fantasy` | |
* 3. <0xF0><0x9F><0xAA><0xA8> **Spider Web:** Low-poly plane geometry with alpha texture for web strands, optional dewdrop particle effect. Corner/wall placement type. | |
`Gold Prompt: low poly spider web alpha texture strands dew drops stylized fantasy environment` | |
* 4. 🔥 **Lava Floor Tile:** Low-poly plane, PBR material with emissive cracks (parameterized color/intensity), heat distortion shader effect. Modular tile. | |
`Gold Prompt: low poly lava floor tile emissive cracks glowing heat distortion modular stylized fantasy` | |
* ### 🏛️ Buildings (Exterior/Tents) | |
* 1. ⛺ **Nomad Tent:** Low-poly cloth geometry draped over pole primitives, weathered fabric PBR material (parameterized pattern/color). | |
`Gold Prompt: low poly nomad tent cloth fabric weathered poles stylized fantasy building` | |
* 2. <0xF0><0x9F><0x97><0xBC>️ **Stone Archway:** Low-poly modular arch geometry, stone block PBR, optional keystone detail slot, snap connectors. | |
`Gold Prompt: low poly stone archway modular blocks keystone stylized fantasy building` | |
* ### 🏺 Props | |
* 1. <0xF0><0x9F><0xAA><0x84> **Treasure Chest:** Low-poly box with lid primitive, wood/metal PBR materials (parameterized richness/wear), hinged lid parameter (open/closed state), optional glow FX inside. | |
`Gold Prompt: low poly treasure chest wood metal bands locked glow stylized fantasy prop` | |
* 2. <0xF0><0x9F><0xAB><0xAD> **Wall Torch:** Low-poly holder geometry (rusted metal PBR), flame FX attachment point. Attaches to wall points. | |
`Gold Prompt: low poly wall torch metal holder flame FX stylized fantasy prop` | |
* 3. 🦴 **Bone Pile:** Low-poly collection of simple bone primitives, aged bone PBR material. Parameterized size. | |
`Gold Prompt: low poly bone pile skulls various aged texture stylized fantasy prop` | |
* ### ⚔️ Weapons | |
* 1. <0xF0><0x9F><0xAA><0x93> **Dwarven Axe:** Low-poly axe head geometry (heavy, ornate), handle primitive, PBR materials (steel, wood, gold inlay parameter). | |
`Gold Prompt: low poly dwarven axe heavy ornate steel wood gold inlay stylized fantasy weapon` | |
* 2. <0xF0><0x9B><0x84>️ **Magic Staff:** Low-poly wooden staff primitive, crystal geometry slot at top (emissive PBR, parameterized color), optional particle FX emitter. | |
`Gold Prompt: low poly magic staff wood crystal orb glowing particle FX stylized fantasy weapon` | |
* ### ⛵ Vehicles | |
* 1. ⛵ **Sand Boat:** Low-poly boat hull geometry, sail plane geometry (cloth PBR), steering rudder primitive. Designed for sand/dune environment. | |
`Gold Prompt: low poly sand boat hull sail rudder desert stylized fantasy vehicle` | |
* ### ✨ FX | |
* 1. ✨ **Gold Sparkle:** Particle system emitter, small bright yellow/gold particle texture, short lifespan, often used with treasure props. | |
`Gold Prompt: gold sparkle particle effect bright shiny treasure stylized fantasy FX` | |
* 2. 💨 **Steam Vent:** Particle system emitter, white/grey soft cloud texture, upward velocity parameter, often used with grates or lava. | |
`Gold Prompt: steam vent particle effect white soft cloud upward stylized fantasy FX` | |
## 🏞️ 8. Polyquest Worlds Full Pack Vol.1 (Terrain Focus) | |
* 1. ⛰️ **Cliff Mesh (Layered):** Polygonal mesh geometry representing cliff face. UV mapped for layered shader (base rock texture, secondary overlay texture like snow/moss, mask texture control). Vertex colors for blending. | |
`Gold Prompt: polygonal cliff mesh layered shader rock snow moss blend PBR terrain` | |
* 2. ⛰️ **Cliff Mesh (MultiMat):** Polygonal mesh geometry representing cliff face. Mesh faces assigned different Material IDs (e.g., rock, crevices, topsoil) for applying separate standard materials. Optimized for draw calls in some engines. | |
`Gold Prompt: polygonal cliff mesh multi-material rock crevice topsoil optimized PBR terrain` | |
* 3. <0xF0><0x9F><0xAA><0xB0> **Gravel Scatter Preset:** Prefab containing multiple small gravel stone meshes, randomized rotation/position within a boundary, optimized for scattering on terrain. PBR gravel material. | |
`Gold Prompt: gravel scatter preset small stones randomized PBR terrain detail` | |
* 4. 🌳 **Ground Mesh (Layered):** Polygonal terrain plane mesh. UV mapped for layered shader (dirt, grass, path textures + mask). Vertex colors for blending. | |
`Gold Prompt: polygonal ground mesh layered shader dirt grass path blend PBR terrain` | |
* 5. <0xF0><0x9F><0xAA><0xA8> **Rock Mesh (Standard):** Standalone polygonal rock model. Standard UV layout for single PBR rock material (parameterized color, moss amount). | |
`Gold Prompt: polygonal rock standalone PBR material mossy standard terrain asset` | |
* 6. <0xF0><0x9F><0xAA><0xB1> **Stones Mesh (MultiMat):** Polygonal mesh representing smaller stones/pebbles. Faces assigned Material IDs (stone types, wetness) for multiple standard PBR materials. | |
`Gold Prompt: polygonal stones pebbles multi-material different types wetness PBR terrain asset` | |
* 7. 🌊 **Ocean Plane:** Large plane geometry, complex water shader material (parameterized waves, foam, depth color, reflections, refraction). | |
`Gold Prompt: ocean plane large water shader waves foam depth reflections PBR environment` | |
* 8. <0xF0><0x9F><0xAA><0xA8> **Skybox Texture:** Set of 6 textures (cubemap) for environment background. Parameterized time of day (e.g., Day, Sunset, Night variants). | |
`Gold Prompt: skybox cubemap texture clear day sunset night atmospheric environment` | |
## 🛋️ 9. Hazelwood Loft (Photo-real Optimized) | |
* 1. <0xF0><0x9F><0xAA><0x91> **Modern Sofa:** Optimized low-poly mesh, clean lines. High-res PBR fabric texture (color parameter), normal map for subtle folds/details, baked Ambient Occlusion map. | |
`Gold Prompt: modern sofa low-poly PBR fabric normal map baked AO photoreal optimized` | |
* 2. <0xF0><0x9F><0xAA><0x91> **Coffee Table:** Optimized low-poly mesh (wood/glass primitives). PBR materials (parameterized wood grain, glass reflection/refraction). | |
`Gold Prompt: modern coffee table low-poly PBR wood grain glass reflection photoreal optimized` | |
* 3. 💡 **Floor Lamp:** Optimized low-poly stand/shade geometry. PBR metal/fabric materials. Light component source (parameterized intensity/color/temperature). | |
`Gold Prompt: modern floor lamp low-poly PBR metal fabric light source photoreal optimized` | |
* 4. 🧱 **Interior Wall Section:** Optimized plane primitive. High-res PBR material (paint/wallpaper - parameterized), normal map for subtle texture, UVs tiled appropriately. Sockets for light switches/outlets (detail meshes). | |
`Gold Prompt: interior wall plane low-poly PBR paint wallpaper normal map photoreal optimized` | |
* 5. 🖼️ **Picture Frame:** Optimized low-poly frame geometry, glass plane primitive. Material slot for artwork texture (parameterized). PBR frame material (wood/metal). | |
`Gold Prompt: picture frame low-poly PBR wood metal glass artwork slot photoreal optimized` | |
* 6. <0xF0><0x9F><0xAA><0x9F> **Window Frame:** Optimized low-poly geometry. PBR material (wood/vinyl). Glass pane primitive with PBR glass material (parameterized dirt/smudges). | |
`Gold Prompt: window frame low-poly PBR wood vinyl glass pane dirt photoreal optimized` | |
* 7. 🏙️ **Surrounding City Backdrop:** Highly optimized, low-poly distant building meshes. Facade textures baked into atlas. Emissive map for night windows (parameterized on/off state or pattern). Designed for exterior views through windows. | |
`Gold Prompt: distant city backdrop highly optimized low-poly facade atlas emissive night windows background` | |
* 8. <0xF0><0x9F><0xAA><0xA8> **4K Skybox (Day/Night):** High-resolution cubemap textures for day and night scenes, matched perspective for window reflections. Parameterized transition/blending capability. | |
`Gold Prompt: 4K skybox cubemap day night matched reflections photoreal environment` | |
## 📂 File Cast & Roles | |
- **`app.py`** — 🧑✈️ **The Conductor** | |
Orchestrates Streamlit: | |
- Loads per‑plot CSVs (your saved “tiles”) | |
- Fetches the **GameState vault** | |
- Injects everything into the browser | |
- Listens for your “💾 Save” click and hands new objects off to both the plot‑file writer **and** the GameState vault | |
- **`gamestate.py`** — 💼 **The Vault** | |
A thread‑safe singleton that: | |
- On startup, reads `world_state.csv` → `world_state[]` | |
- On update, merges in new objects by `obj_id` and writes back to `world_state.csv` | |
- Serves as the **shared truth** for everyone who joins | |
- **`index.html`** — 🎭 **The Stage** | |
Three.js world where: | |
- Injected arrays (`ALL_INITIAL_OBJECTS`, `PLOTS_METADATA`, `GAME_STATE`) arrive as `window…` variables | |
- Ground tiles and objects are rendered from those arrays | |
- Local clicks spawn new objects into a **sessionStorage** “back‑pocket” until you hit Save | |
- A tiny 5 s timer peeks at `window.GAME_STATE` so you can see others’ updates in near‑real time | |
- **`requirements.txt`** — 🛠️ **The Toolbox** | |
Lists exactly the small helper you need (`streamlit_js_eval`) to bridge JS ↔️ Python | |
--- | |
## 🔄 How State Sticks | |
1. **Persistent CSVs** | |
- **Per‑plot files** (`plot_X3_Z2.csv`) hold each tile’s snapshot | |
- **Global file** (`world_state.csv`) holds the universal list of all objects | |
2. **In‑Memory Caching** | |
- `@st.cache_data` for plot metadata (avoids re‑reading disk for 1 h) | |
- `@st.cache_resource` for the GameState singleton (one vault, never re‑instantiated) | |
3. **Browser Session Storage** | |
- Unsaved objects live in `sessionStorage` so you don’t lose placements on refresh | |
- Cleared only when you “Reset” or after a successful Save | |
4. **JS ↔️ Python Bridge** | |
- JS `getSaveDataAndPosition()` → returns your new objects + player coords as JSON | |
- Streamlit parses that, writes CSV, merges vault, clears caches, and **reruns** to inject the fresh state back into the Stage | |
--- | |
## 🌊 Flow of Play (Intuition) | |
1. **Boot Up** | |
- Conductor (`app.py`) reads all the saved chunks → tells the Stage (`index.html`) “Here’s what’s out there!” | |
2. **Explore & Build** | |
- You walk around (WASD) and click to place “House🌳Rock🏠Tree” | |
- New pieces go into your **back pocket** (`sessionStorage`)—invisible until saved | |
3. **Save the Day** | |
- Hit “💾 Save” → Conductor grabs your pocket’s contents | |
- Vault (`GameState`) merges them into the master record | |
- Plot files get updated so new visitors see your work | |
4. **Collaborate in Near‑Real Time** | |
- Every 5 s the Stage peeks at `window.GAME_STATE` | |
- You see newcomers’ additions pop in without a full reload | |
✨ a tiny toolbox keep a **persistent**, **shared**, **interactive** 3D world humming! 🎉``` | |
- 🐍 **Python Startup** | |
- 📂 `load_plot_metadata()` → scan `saved_worlds/` for `plot_X…_Z…csv` (cached) | |
- 📑 `load_plot_objects()` → read CSV → build `ALL_INITIAL_OBJECTS` | |
- 🔒 `get_game_state()` → singleton `GameState` → load/hold `world_state.csv` | |
- 🚀 Inject → `ALL_INITIAL_OBJECTS`, `PLOTS_METADATA`, `GAME_STATE` into `index.html` | |
- 💾 **Save Flow** | |
- 🖱️ User clicks “💾 Save” → JS `getSaveDataAndPosition()` → returns JSON payload | |
- 🔄 Py parses → computes `plot_X…_Z….csv` → `save_plot_data()` writes per‑plot file | |
- ➕ `game_state.update_state()` merges into `world_state.csv` | |
- 🔁 `load_plot_metadata.clear()` + `st.rerun()` → refreshed state | |
- 🌐 **Three.js Init** | |
- 🌟 `init()` → scene, camera, lights | |
- 🛤️ `setupInitialGround()` → one plane per saved plot (or at 0,0) | |
- 👤 `setupPlayer()` → capsule mesh at center | |
- 📦 `loadInitialObjects()` → instantiate all persisted objects | |
- 🎮 **Interaction & Local State** | |
- 🖱️ `onDocumentClick()` → raycast → spawn `House/Tree/Rock…` → add to `newlyPlacedObjects` | |
- 💾 `saveUnsavedState()` → persist `newlyPlacedObjects` to `sessionStorage` | |
- 🔄 `restoreUnsavedState()` on reload → rehydrate unsaved objects | |
- 🗑️ `resetNewlyPlacedObjects()` → clear sessionStorage | |
- ⏩ **Game Loop** | |
- 🔑 `onKeyDown`/`onKeyUp` → track WASD/Arrows | |
- 🚶 `updatePlayerMovement()` → camera‑relative walk + `checkAndExpandGround()` | |
- 🌱 `checkAndExpandGround()` → add placeholder planes around player | |
- 📽️ `animate()` → movement, camera lerp, `renderer.render()` | |
- 🔄 **Collab Sync** | |
- ⏲️ `setInterval(pollGameState, 5000)` → logs or applies updated `window.GAME_STATE` | |
✨ **All set!** end‑to‑end state protocol. |