<!-- SOLIDIVISM · part 9 -->
f them"

**Sequence of changes:**
1. Moved camera from (0,12,25) to (0,12,-25), follow offset +18 to -18. Increased building radius 25→45. Moved COMMAND (0,-40)→(0,70).
2. **King:** "Tirn the avatars view 180 again because I spawned backwards. And move the avatar spawn location in the opposite direction you did last time by 5% to test"
   - Flipped camera back to +z. Moved avatar spawn (0,0,0)→(0,0,2.25).
3. **King sent screenshot** showing avatar's face toward camera.
   - Rotated avatar 180° (rotation.y = PI) to show back.
4. **King:** "I am facing the wrong way because I see no doors"
   - Moved camera to -z side, avatar faced +z (toward doors).
5. **King (careful instruction):** "Read me carefully before you make a change. My avatar and camera need to turn 180 and I want to spawn behind the box in this view straight forward now. If it is later after you change the code you will change the direction and I will spawn in the wrong direction."
   - Moved avatar to (0,0,58) [behind FORGE at (0,45)], facing -z (rotation.y=PI). Camera to (0,12,83), follow offset +18.
   - **Saved to MEMORY.md as LOCKED:** "Do not flip without his explicit word."

**Result:** Orientation locked. King warned against future changes breaking it.

### Phase J: Doors and Open Buildings (October 8, ~22:03–22:10 HST)

**King's words:** "I still don't see the doors maybe flip the map because everyway so far was dumb"

**What I implemented:** Added real door textures — separate `createDoorTexture()` function, applied to +z face via material array (BoxGeometry supports 6 materials). Door: glowing red frame, double-door split, "▼ ENTRANCE ▼" label.

**King's words:** "We have doors but no buttons and I can't get inside. Keep the door open"

**What I implemented:**
- Changed colliders from solid boxes to hollow wall segments
- Door gap (42% of width) on +z wall
- Materials set to DoubleSide (interior visible)
- Player can walk through doorway into building interior

### Phase K: Future Vision — Posts Instead of Walls (October 8, ~22:33 HST)

**King's words:** "We should not design them in to this game. Each wall we have could have 4 doors but in the future there will be no need for walls. Walls don't protect anyone in the future they hinder everything anyway. But if you built walls in the future they would actually be for space travel so these walls could have just 4 corner posts. A slope as if standing under a future rocket ship."

**My interpretation:** Replace walled buildings with open structures: 4 corner posts + sloped pyramid canopy, like standing under a rocket ship.

**What I implemented:**
- Replaced BoxGeometry buildings with Group containing:
  - 4 corner posts (BoxGeometry 1.5×height×1.5, tactical texture)
  - Pyramid roof (ConeGeometry 4 segments, rotated 45°)
  - Glowing red torus ring under canopy ("engine glow")
  - Floating label above
- Collision: only 4 small post colliders, interior fully open

**Philosophical discussion followed** about why humans need walls, what jail means. King concluded walls hinder in the future.

### Phase L: Wall Preservation and Video Panel (October 8, ~22:35 HST)

**King's words:** "Keep the wall code design we will need it for the building of a great control panel to have a glass and see video in side of that screen. One day a youtube video could play in that world maybe you can design the first video player in a 3d world that plays."

**What I implemented:**
1. Saved `WALL-DESIGN-PRESERVED.md` documenting wall construction, door texture, material arrays, DoubleSide technique
2. Built `createVideoPanel()`: framed screen with THREE.VideoTexture, glass overlay, red glow strip
3. Built `createControlRoom()`: full walled room (4 walls, roof, door gap) with video screen on back wall interior, red glow strips, label above door
4. Added control room to demo at (-25, 30)

**YouTube note:** Cannot use YouTube directly as texture (CORS + ToS). Direct MP4 URLs work.

### Phase M: Floor Glitching Investigation (October 8, ~22:39 HST)

**King's words:** "The floor is glitching out now read every code around this and in this one to figure out whats the problem it seems every-time we change orientation the game starts glitching out. There must be something wrong in three.js that is doubling our problems exponentially."

**King's theory:** "What could have happened is when I might have said in previous world delete a code that removes a part of that world and you may have deleted files connected to this code"

**Investigation:**
- Found `/opt/epistles/public/solidability/js/three.min.js` was MISSING
- Demo loads Three.js from this path
- Browser was using cached copies → unpredictable rendering
- Restored from `/opt/epistles/public/solidability-world/js/three.min.js` (MD5 verified)

**King was correct.** A delete in the old world removed a file the new world needed.

### Phase N: Missing labelMeshes Bug (October 8, ~22:40 HST)

**Discovery:** Browser test showed buildings an