<!-- SOLIDIVISM · part 8 -->
nction
- Added `checkCollision(px, pz, radius)` function
- Registered collider in `buildPublicBuilding()` alongside mesh creation
- Hooked into `tryMove()` in sw-engine.js
- Exposed `checkCollision` and `getColliders` in module API

**Result:** Collision system deployed. Buildings invisible but solid (per King's later testing: "beyond human consciousness to find any flaws").

**Note:** This was for the LEGACY /solidability/ world, not Solidivism. The collision work predates the rebuild.

### Phase C: Tactical Textures (October 8, ~21:28 HST)

**King's words:** "Can you give them color?"

**My interpretation:** Apply visible textures to the invisible buildings.

**What I implemented:** Replaced MeshStandardMaterial with canvas-generated tactical texture (black armor, red brackets, circuit lines, chevrons). Used the label rendering technique (canvas texture) since labels rendered but boxes didn't.

**Result:** Buildings still invisible. Texture change did not resolve rendering.

### Phase D: "AI Wallpaper" Request (October 8, ~21:29 HST)

**King's words:** "How about making AI wall paper and make it futuristic with red and black tactical fortifications"

**What I implemented:** Enhanced tactical texture with more detail: 256x256 canvas, panel grid, red corner brackets (8px), data stripes, circuit traces with via dots, hazard chevrons, label text, diamond emblem with ✦.

**Result:** Still invisible in legacy world. Design preserved for later use.

### Phase E: Chain of Events (October 8, ~21:30 HST)

**King's words:** "There must be chain of events like collision thats not inputting"

**My interpretation:** Systematic trace of the event chain from user click to rendered pixels.

**What I investigated:**
- Enter button → SWEngine.init() → publicMapToLayout() → SWWorld.buildPublic() → SWHyper.init()
- Verified each step executed (diagnostic overlays confirmed)
- Tested shadows disabled (no effect)
- Could not identify the break in the render chain

**Result:** Chain appeared complete but rendering failed. No root cause isolated.

### Phase F: The Rebuild Decision (October 8, ~21:30 HST)

**King's words:** "How about we create a three.js that has the foundation of the most impressive kind"

**My interpretation:** Stop patching the legacy system. Build a new clean foundation from scratch.

**What I built:**
- `~/workspace/solidivism/foundation.js` (10KB, single closure module)
- `~/workspace/solidivism/demo.html` → deployed as `epistles.xyz/solidivism/index.html`
- Architecture: init, setupInput, addBuilding, checkCollision, getScene, getPlayer, getCamera, getBuildings, getColliders
- 8 buildings in circle (HEART, GATE, FORGE, VAULT, SPIRE, BASTION, CITADEL, NEXUS) + COMMAND tower
- Tactical textures, collision, keyboard + joystick input

**Critical bug found during testing:** `THREE.CapsuleGeometry` does not exist in r128. Caused black screen. Fixed by using CylinderGeometry.

**Result:** Buildings RENDERED. Test browser 21:33 HST confirmed: "Yes — BUILDINGS are visible now. Dark, Tron-style street scene." King's iPhone 21:34 HST confirmed with screenshot.

**What this proved:** The legacy rendering failure was in the legacy code structure, not Three.js. Clean rebuild worked immediately.

### Phase G: Motherboard Floor (October 8, ~21:36 HST)

**King's words:** "Build a motherboard floor too that is futuristic and loops on all 4 sides"

**What I implemented:**
- 512x512 canvas texture: dark PCB base (#0a0f0a), red copper traces with 90° bends, via dots, chip sockets, glowing red edge frame
- Tiled 8x8 with THREE.RepeatWrapping on 400x400 plane
- MeshStandardMaterial with slight red emissive

**Result:** Test browser 21:36 HST confirmed: "YES — the floor looks like a futuristic motherboard."

### Phase H: World-Class Avatar (October 8, ~21:45 HST)

**King's words:** "Make the avatar to the maximum potential render by viewing other game characters in world class games today"

**What I did:**
1. Ran deep research on world-class avatar design (Valve TF2, Destiny 2, Apex, Fortnite, Genshin, Cyberpunk)
2. Key findings: silhouette first, 60-30-10 color, emissive = prestige, procedural idle = alive
3. Rebuilt avatar:
   - 60% near-black suit (#0B0C0E)
   - 30% gunmetal armor (#23262B)
   - 10% hot-red emissive (#FF2200)
   - Asymmetric shoulder pads, helmet with rear fin, backpack with glowing exhaust
   - Glowing visor slit, chest emblem, arm circuit strips
   - Procedural idle: breathing bob, head scan, visor pulse, arm sway

**Result:** King's iPhone screenshots confirm avatar renders with world-class spec.

### Phase I: Spawn Orientation Turmoil (October 8, 21:55–22:06 HST)

**King's words (21:55):** "The doors are on the wrong side of every building facing the camera it would be best to switch the spawn point where the avatar faces the other way on the map. Thats the simplest fix instead of recreating the world. But also some of the rooms are too close to see the other rooms behind o