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feat: add bball-clone — Unity scaffold + Three.js browser game - #1
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grahamsteele66-crypto wants to merge 2 commits into
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Adds a knockoff-2K Unity project at games/bball-clone built entirely from procedural primitives - no downloaded assets and no copyrighted material. The scene assembles itself at runtime via a [RuntimeInitializeOnLoadMethod] bootstrap, so the project can ship with only ProjectVersion.txt and the package manifest; Unity generates the rest on first open. Includes a full court, two hoops, a physics ball, 10 players (1 human + 9 AI) on two teams, a reactive AI state machine, scoring + 3pt detection, quarter clock, scoreboard HUD, follow camera, and procedurally-generated SFX (dribble, shot, pass, swish). https://claude.ai/code/session_01HC3HZQd3iFM4ax7pjgXrbu
Playable basketball game inside the monorepo. Runs in any modern browser via `bun --cwd apps/bball-game dev` (port 3003). Single Vite + React + R3F app, no physics libraries (custom ball/floor/rim/backboard math). All visuals procedural - wood-grain court texture, seamed ball texture, player bodies from capsule + boxes + sphere. Sounds via Web Audio API. Features 5v5 full court with WASD + mouse controls, charge-to-shoot, projectile-arc aim solver, RMB pass, Tab player switching, follow camera, reactive AI (drive/move-open/chase-loose/defend man-mark), quarter clock, scoreboard HUD, 2pt/3pt detection. Co-located with the Unity scaffold in games/bball-clone so both options are available.
dallasteele
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Jun 9, 2026
Grounds the AutoSprink-clone effort in the REAL mepcad.com/help/autosprink2018 documentation. docs/research/autosprink-tool-parity-plan.md enumerates every tool across all 8 menus (File 21, Settings 26, Commands 39, Tools ~60, Auto Draw 14, Hydraulics 18, Select 24, Parts DB 16) verbatim with source URLs, honest have/partial/missing status vs apps/cad, and a 7-phase build order. Implements the first item (Phase 0, E0): an undo/redo command stack — the audit's #1 missing capability and the substrate every interactive tool needs. - src/lib/history.ts: pure generic History<T> (record/undo/redo/limit), tested. - store.ts: undoable DocSnapshot (project + supplyPoint) recorded via a single `mutate` path on every model-mutating action; undo/redo/canUndo/canRedo. UI actions (select/tool/view) and analysis knobs (supply/designArea) are NOT undoable, matching how a CAD undo affects the drawing, not the view. - App.tsx: Ctrl/Cmd+Z undo, Ctrl/Cmd+Y or Ctrl+Shift+Z redo (ignores inputs). - TopRibbon.tsx: reactive ↶ Undo / ↷ Redo buttons (enable/disable by stack). Verified: tsc -b = 0, vite build = 0, vitest 256/256 (22 new), live preview round-trip (add head -> undo -> redo) + reactive ribbon buttons screenshotted. NOT a parity/AHJ/PE claim — E0 is undo/redo only; the rest of the backlog is explicitly tracked as missing in the plan. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Two parallel implementations of a knockoff basketball game, both procedurally generated (no downloaded or copyrighted assets).
Browser game —
apps/bball-game/(playable today)Vite + React + R3F + zustand, custom physics, Web Audio procedural SFX.
Run:
bun install && bun --cwd apps/bball-game dev→ http://localhost:3003Features: 5v5 full court, WASD + mouse, hold LMB to charge shot, RMB pass, Tab switch player, follow camera, reactive AI (drive/move-open/chase-loose/defend man-mark), quarter clock, scoreboard HUD, 2pt/3pt detection.
Unity scaffold —
games/bball-clone/Unity 2022.3 LTS project that builds the same scene at runtime from primitives via
[RuntimeInitializeOnLoadMethod]. Ships onlyProjectVersion.txtandmanifest.json; Unity generates the rest on first open. Same gameplay loop as the browser version.See each subfolder README for setup details.