<!-- SAGA3 · part 30 -->
ineWidth = 0.5;
      /* Ultra-dense crosshatch */
      for(var i = 0; i < 256; i += 4){
        ctx.beginPath(); ctx.moveTo(i, 0); ctx.lineTo(i, 256); ctx.stroke();
        ctx.beginPath(); ctx.moveTo(0, i); ctx.lineTo(256, i); ctx.stroke();
      }
      /* Diagonal */
      ctx.strokeStyle = '#8a6a1c';
      for(var j = -256; j < 256; j += 6){
        ctx.beginPath(); ctx.moveTo(j, 0); ctx.lineTo(j + 256, 256); ctx.stroke();
      }
      var tex = new THREE.CanvasTexture(c);
      tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
      return tex;
    }
    var intaglioTex = makeIntaglioTexture();
    var intaglioMat = new THREE.MeshStandardMaterial({map: intaglioTex, roughness: 0.5, metalness: 0.7});

    /* FUTURISTIC DISTRICT — neon towers */
    var fx = 350, fz = -200;
    for(var t = 0; t < 15; t++){
      var tx = fx + (Math.random() - 0.5) * 120;
      var tz = fz + (Math.random() - 0.5) * 120;
      var th = 30 + Math.random() * 40;
      /* Tower with intaglio */
      var tower = new THREE.Mesh(new THREE.BoxGeometry(10, th, 10), intaglioMat);
      tower.position.set(tx, th/2 + 0.13, tz);
      scene.add(tower);
      /* Neon edge glow */
      var edge = new THREE.Mesh(new THREE.BoxGeometry(10.5, 1, 10.5),
        new THREE.MeshBasicMaterial({color: 0x00ffff}));
      edge.position.set(tx, th + 0.5, tz);
      scene.add(edge);
      /* Holographic top */
      var holo = new THREE.Mesh(new THREE.ConeGeometry(6, 12, 4),
        new THREE.MeshBasicMaterial({color: 0x00ffff, transparent: true, opacity: 0.2, wireframe: true}));
      holo.position.set(tx, th + 8, tz);
      scene.add(holo);
      window._dynamics.push((function(h){
        return function(t){ h.rotation.y += 0.01; };
      })(holo));
    }

    /* SUPER HERO MONUMENT — epic scale figure */
    var heroG = new THREE.Group();
    var hx = 0, hz = -250;
    var heroMat = new THREE.MeshStandardMaterial({color: 0x2a2a3a, roughness: 0.4, metalness: 0.8});
    /* Colossal legs */
    for(var leg = 0; leg < 2; leg++){
      var legMesh = new THREE.Mesh(new THREE.CylinderGeometry(4, 5, 40, 8), heroMat);
      legMesh.position.set(hx + (leg === 0 ? -6 : 6), 20, hz);
      heroG.add(legMesh);
    }
    /* Torso */
    var torso = new THREE.Mesh(new THREE.BoxGeometry(20, 30, 12), intaglioMat);
    torso.position.set(hx, 55, hz);
    heroG.add(torso);
    /* Head */
    var head = new THREE.Mesh(new THREE.SphereGeometry(8, 16, 12), heroMat);
    head.position.set(hx, 78, hz);
    heroG.add(head);
    /* Cape — flowing */
    var cape = new THREE.Mesh(new THREE.PlaneGeometry(24, 50, 8, 8),
      new THREE.MeshStandardMaterial({color: 0x8a0a0a, side: THREE.DoubleSide, roughness: 0.8}));
    cape.position.set(hx, 50, hz - 8);
    heroG.add(cape);
    window._dynamics.push(function(t){
      var pos = cape.geometry.attributes.position;
      for(var i = 0; i < pos.count; i++){
        var y = pos.getY(i);
        pos.setZ(i, Math.sin(t * 2 + y * 0.2) * 3 * ((25 - y) / 50));
      }
      pos.needsUpdate = true;
    });
    /* Base */
    var hbase = new THREE.Mesh(new THREE.CylinderGeometry(25, 30, 5, 16), intaglioMat);
    hbase.position.set(hx, 2.5, hz);
    heroG.add(hbase);
    scene.add(heroG);

    /* TACTICAL RINGS — targeting reticles on ground */
    for(var tr = 0; tr < 10; tr++){
      (function(){
        var rx = (Math.random() - 0.5) * 400;
        var rz = (Math.random() - 0.5) * 400;
        var ring = new THREE.Mesh(new THREE.RingGeometry(8, 9, 32),
          new THREE.MeshBasicMaterial({color: 0x00ff00, transparent: true, opacity: 0.6, side: THREE.DoubleSide}));
        ring.rotation.x = -Math.PI/2;
        ring.position.set(rx, 0.2, rz);
        scene.add(ring);
        var ph = Math.random() * 10;
        window._dynamics.push(function(t){
          var s = 1 + Math.sin(t * 2 + ph) * 0.15;
          ring.scale.set(s, s, 1);
          ring.material.opacity = 0.4 + Math.sin(t * 3 + ph) * 0.2;
        });
      })();
    }

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

/* COSMIC LEVEL — maximum effect. Everything I can do. 2026-10-04.
   One last solo build. After this, we build together. */
function buildCosmic(){
  try{
    window._dynamics = window._dynamics || [];

    /* BLACK HOLE — from your game idea, my King */
    var bhG = new THREE.Group();
    var bhX = 0, bhY = 300, bhZ = -500;
    var hole = new THREE.Mesh(new THREE.SphereGeometry(25, 32, 24),
      new THREE.MeshBasicMaterial({color: 0x000000}));
    hole.position.set(bhX, bhY, bhZ);
    bhG.add(hole);
    /* Accretion disk */
    var disk = new THREE.Mesh(new THREE.RingGeometry(30, 60, 64),
      new THREE.MeshBasicMaterial({color: 0xff6600, transparent: true, opacity: 0.8, side: THREE.DoubleSide}));
    disk.rotation.x = Math.PI/2.3;
    disk.position.set(bhX, bhY, bhZ);
    bhG.add(disk);
    var disk2 = new THREE.Mesh(new THREE.RingGeometry(35, 55, 64),
      new THREE.MeshBasicMater