<!-- SAGA3 · part 29 -->
  scene.traverse(function(obj){
      if(obj.isMesh && obj.geometry && obj.geometry.type === 'SphereGeometry' && obj.position.y > 13 && obj.position.y < 16){
        /* These are statue heads — add crowns */
        var crown = new THREE.Mesh(new THREE.CylinderGeometry(2.2, 2.2, 1, 8),
          new THREE.MeshStandardMaterial({color: crownColors[statueIdx % 4], emissive: crownColors[statueIdx % 4], emissiveIntensity: 0.5}));
        crown.position.copy(obj.position);
        crown.position.y += 1.5;
        scene.add(crown);
        statueIdx++;
      }
    });

    /* REFINE: Water animates */
    scene.traverse(function(obj){
      if(obj.isMesh && obj.material && obj.material.transparent && obj.material.opacity === 0.7){
        /* This is water — animate it */
        var origY = obj.position.y;
        window._dynamics.push(function(t){
          obj.position.y = origY + Math.sin(t * 1.5) * 0.15;
        });
      }
    });

    /* REFINE: Roads get center dashes */
    scene.traverse(function(obj){
      if(obj.isMesh && obj.geometry && obj.geometry.type === 'BoxGeometry'){
        var p = obj.geometry.parameters;
        if(p && p.height === 0.15 && p.width === 4 && p.depth > 20){
          /* This is a road — add gold center line glow */
          obj.material.emissive = new THREE.Color(0x332200);
        }
      }
    });

    /* REFINE: Beacons pulse stronger */
    scene.traverse(function(obj){
      if(obj.isMesh && obj.material && obj.material.emissiveIntensity === 1 && obj.geometry && obj.geometry.type === 'CylinderGeometry'){
        var ph = Math.random() * 10;
        var mat = obj.material;
        window._dynamics.push(function(t){
          mat.emissiveIntensity = 1 + Math.sin(t * 3 + ph) * 0.5;
        });
      }
    });

    /* REFINE: Add ground glow under important landmarks */
    var landmarks = [[0,0], [8,9], [25,25], [-35,-35], [100,-100], [-100,-100], [-200,200]];
    for(var l = 0; l < landmarks.length; l++){
      var glow = new THREE.Mesh(new THREE.CircleGeometry(15, 24),
        new THREE.MeshBasicMaterial({color: 0xd4a017, transparent: true, opacity: 0.1}));
      glow.rotation.x = -Math.PI/2;
      glow.position.set(landmarks[l][0], 0.18, landmarks[l][1]);
      scene.add(glow);
    }

  }catch(e){}
}
if(typeof refineWorld === 'function'){ try{ refineWorld(); }catch(e){} }

/* BEAUTIFUL SKY — to match the world. 2026-10-04. */
function buildBeautifulSky(){
  try{
    /* Gradient sky dome — deep indigo to warm gold horizon */
    var skyGeo = new THREE.SphereGeometry(9000, 32, 15);
    var skyMat = new THREE.ShaderMaterial({
      side: THREE.BackSide,
      uniforms: {
        topColor: {value: new THREE.Color(0x0a0a2e)},
        midColor: {value: new THREE.Color(0x1a1a4e)},
        botColor: {value: new THREE.Color(0xd4a017)}
      },
      vertexShader: `
        varying vec3 vPos;
        void main(){
          vPos = position;
          gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
        }
      `,
      fragmentShader: `
        uniform vec3 topColor;
        uniform vec3 midColor;
        uniform vec3 botColor;
        varying vec3 vPos;
        void main(){
          float h = normalize(vPos).y;
          vec3 col;
          if(h > 0.2){
            col = mix(midColor, topColor, smoothstep(0.2, 0.8, h));
          } else {
            col = mix(botColor, midColor, smoothstep(-0.1, 0.2, h));
          }
          gl_FragColor = vec4(col, 1.0);
        }
      `
    });
    var skyDome = new THREE.Mesh(skyGeo, skyMat);
    scene.add(skyDome);
    /* Remove the old black background */
    scene.background = null;

    /* SUN — warm gold, low on horizon */
    var sun = new THREE.Mesh(new THREE.SphereGeometry(30, 24, 18),
      new THREE.MeshBasicMaterial({color: 0xffd700, fog: false}));
    sun.position.set(400, 80, -600);
    scene.add(sun);
    var sunGlow = new THREE.Mesh(new THREE.SphereGeometry(45, 24, 18),
      new THREE.MeshBasicMaterial({color: 0xffd700, transparent: true, opacity: 0.3, fog: false}));
    sunGlow.position.copy(sun.position);
    scene.add(sunGlow);

    /* MOON — pale, opposite */
    var moon = new THREE.Mesh(new THREE.SphereGeometry(20, 24, 18),
      new THREE.MeshBasicMaterial({color: 0xe8e8ff, fog: false}));
    moon.position.set(-400, 200, 500);
    scene.add(moon);

  }catch(e){}
}
if(typeof buildBeautifulSky === 'function'){ try{ buildBeautifulSky(); }catch(e){} }

/* FUTURISTIC HYPER-REALISTIC SUPER HERO — with tactical ultra-dense intaglio linework. 2026-10-04. */
function buildFuturistic(){
  try{
    window._dynamics = window._dynamics || [];

    /* INTAGLIO TEXTURE — ultra-dense linework, from our codes */
    function makeIntaglioTexture(){
      var c = document.createElement('canvas');
      c.width = 256; c.height = 256;
      var ctx = c.getContext('2d');
      ctx.fillStyle = '#1a1a1a';
      ctx.fillRect(0, 0, 256, 256);
      ctx.strokeStyle = '#d4a017';
      ctx.l