@aicolab/kolo playground
Each route below mounts a slice of @aicolab/kolo against a minimal scene so the primitives can be eyeballed in isolation, away from the source repo's /hd2d demo where they were originally tuned.
Tilt-shift cubes
/tilt-shift-cubesFull-bleed WebGPU scene wiring the engine primitives — TiltShiftDiorama recipe, AdaptiveDpr, keyboard + touch input, camera follow, physics, stats panel, error capture. Cubes on a ground plane, no avatar.
Avatar builder
/avatar-builderMounts AvatarBuilder against the in-package LPC manifest, then spawns the resulting AvatarSelection into a physics scene through LayeredAvatarAnimator. Sprite assets served by the dedicated aicolab-sprites worker through the SPRITES service binding (`pnpm sprites:dev` locally). Exercises the avatar-system subpath end to end.
Top-down squish
/topdown-squishThe avatar-system's opt-in stylised foreshortening. Build an avatar, then orbit the camera from eye-level up to straight-down: the sprite squishes toward its feet (head-dominant chibi blob instead of an edge-on sliver) while its shadow stays pinned to the feet. Curvature + engage band tunable live; off by default for every other consumer.
House interior · portal destination scene
/house-interiorA cozy tavern-room interior built as its own three.js Scene from the VoxelDungeonSet asset pack (served by the three-resources worker): modular floor/wall grid, furniture, warm flickering torch + lantern light, its own fog/atmosphere. Rendered by a standalone non-R3F harness (rendering kept separate from the scene file) so it can be eyeballed in isolation before being wired as a portal destination in /portals. Needs `pnpm three-resources:dev`.
Portal village · scene-linking prototype
/portalsStaging ground for the three.js portal system (linking scenes with seamless transitions). Avatar control + physics from /avatar-builder, but under a fixed-angle ORTHOGRAPHIC pan-follow camera (HD-2D 3/4 read) and a portal-ready village: cottages with glowing doorways and mountains with cave mouths. Each opening is registered as a portal anchor (world position + outward normal) — the attachment points for the real render-target portals + walk-through transitions to come.
Broker pattern · Morton-sharded
/brokerClient↔Worker↔DOs broker prototype on @aicolab/room-service RoomServer. Per-entity hub DOs + Morton-shard-named directory DOs; the Worker isolate brokers so two tabs interact in real time while never sharing an entity DO, and re-brokers across shard borders with no socket reconnect. Requires an auth session (real workers/auth, no placeholder).
Archipelago · world-composer demo
/archipelagoFour hand-authored island scenes + an imported glTF on one flat plane wrapped onto a sphere by the shared kolo warp. A/B toggle between water-pro (photoreal FFT) and the toon-ocean package built fresh on the same warp; sliders for sphere radius, island scale, warp blend; legend teleport; shadow-probe diagnostic for swappable light types. Walk far enough to circle the globe.