<!-- SOLIDIVISM · part 41 -->
l, diamond emblem with ✦.
- **Lighting:** Ambient 0.4, red directional 1.2, blue fill 0.5,
  red point light 1.2 — dramatic tactical atmosphere.

### Collision System
- Principle: "Everything visible IS solid. Everything solid IS visible."
- addBuilding() creates mesh AND collider atomically — no separation.
- Axis-separated movement: test X alone, then Z alone — produces wall sliding.
- Player radius: 0.8 units.

### Avatar (World-Class Spec)
Research basis: Valve TF2 read hierarchy, Destiny 2 glow prestige,
Apex/Fortnite silhouette design, 60-30-10 color discipline.

- **60%** near-black suit (#0B0C0E, roughness 0.55)
- **30%** gunmetal armor (#23262B, metalness 0.85)
- **10%** hot-red emissive (#FF2200, intensity 2.5) — visor, emblem, circuits
- **Silhouette kit:** asymmetric shoulder pads, helmet rear fin, backpack
  with glowing exhaust — designed for back view (third-person camera)
- **Idle animation:** breathing bob, head scan, visor pulse, arm sway
  — procedural, zero extra geometry

---

## SPAWN ORIENTATION (KING'S LOCKED SPECIFICATION)

**Date locked:** October 8, 2026
**King's words:** "If it is later after you change the code you will change
the direction and I will spawn in the wrong direction."

- Avatar spawn: (0, 0, 58) — behind FORGE building (at 0,45, back face z=53)
- Avatar facing: -z (rotation.y = PI) — toward building's back, toward center
- Camera start: (0, 12, 83)
- Camera follow: player.z + 18 (stays on +z side of player)
- View: avatar's back, building's back face, circle center beyond

**THIS ORIENTATION IS LOCKED.** Do not change in future code modifications
including the 24-building migration without the King's explicit word.

---

## TEST RESULTS

### Rendering (CONFIRMED)
- Test browser 2026-10-08 21:33 HST: "Yes — BUILDINGS are visible now.
  Dark, Tron-style street scene with large black buildings covered in
  glowing red neon grid lines."
- King's iPhone 2026-10-08 21:34 HST: Screenshot confirms CITADEL building
  with tactical texture, avatar visible, HUD correct.
- Test browser 2026-10-08 21:36 HST: "YES — the floor looks like a
  futuristic motherboard. Glowing red circuit traces with 90-degree bends."

### Collision (KING TESTED)
- King's words 2026-10-08 21:44 HST: "The test is beyond human consciousness
  to find any flaws in a lifetime of work"
- Interpretation: Movement, wall sliding, corners, diagonal — no flaws found.

### Avatar (KING TESTED)
- King's iPhone screenshots confirm: dark tactical suit, glowing visor,
  red circuit strips, proper third-person back view after orientation fix.

---

## GPT-6 FOUNDATION DIRECTIVE (2026-10-08)

**Status:** ACCEPTED as working architectural baseline.

**Preserve:** renderer, motherboard floor, tactical materials, camera,
physical-object creation system. Do NOT reintroduce legacy SWEngine.

**Priorities:**
1. ✅ Preserve Foundation V1 with verified rollback
   (foundation.js.v1-20261008 + index.html.v1-20261008 on server)
2. ✅ Test joystick + collision on King's iPhone (no flaws found)
3. ⏳ 24-building migration plan prepared (NOT deployed — awaiting authorization)
4. ⏳ Do NOT replace /solidability/ without explicit authorization

**Foundation Principle:** "One authoritative physical object. One visible
representation. One corresponding collision representation. No silent divergence."

**Long-term requirements:** navigable buildings, source-to-geometry mapping,
selectable walls, Hyper Controller, AI Drive, autonomous investigation —
all through documented interfaces without compromising the verified foundation.

---

## 24-BUILDING MIGRATION PLAN (DRAFT — NOT DEPLOYED)

**Source:** https://epistles.xyz/api/solidability/public/map (24 rooms)

**Phase 1 — Data:** Fetch API, parse 24 rooms, map connections → size.
**Phase 2 — Layout:** Spiral positioning (legacy pattern), radius 45+,
  verify no overlaps, preserve King's locked spawn orientation.
**Phase 3 — Visual:** Replace 8 hardcoded with 24 data-driven addBuilding()
  calls. Keep tactical texture system.
**Phase 4 — Info:** Tap-to-select with building info panel (name, what,
  does, matters, connections).
**Phase 5 — Test:** All 24 visible, all 24 solid, 60fps target, joystick works.

**Deployment gate:** King's explicit word + GPT-6 authorization required.
**Rollback:** 2 commands, <5 seconds (V1 backups on server).

Full plan: /opt/epistles/public/solidivism/MIGRATION-PLAN-24.md

---

## ARCHITECTURE DECISIONS

### Why Rebuild Instead of Fix?
The legacy Solidability World had 30 meshes in the scene that never rendered.
Exhaustive testing (materials, fog, matrix updates, render-loop injection,
canvas textures) all failed. Meshes added after SWEngine.init() never appeared.
The clean Solidivism foundation (buildings added after init) works immediately.
Root cause in legacy code not isolated — rebuild was faster than diagnosis.

### Why Canvas Textures?
Three.js r128 + canvas-generated textures = zero external assets, guaranteed
to load, f