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feat(examples): AfterBurner-style Camera3d showcase MVP
Behind-the-plane arcade shooter using Camera3d perspective + the new sortOn=depth painter's algorithm. Monster.png placeholder for the jet and enemies (Kenney Space Kit meshes ship in a follow-up once the multi-material OBJ pipeline lands). Mechanic skeleton: - Player jet at fixed z=200, XY movement clamped to play bounds (arrows / WASD, hold to repeat) - Bullets at +Z velocity, rate-limited fire (space) - Enemies spawn at z=3000, partial-homing toward player's spawn-time XY, fly at -Z toward camera - Sphere collision: bullet vs enemy → score+100; enemy vs player → game over + R restart - HUD: arcade font score top-left, centered game-over overlay Camera + backdrop: - Decoupled chase cam: loose XY follow (0.3) so the jet feels mobile on screen, but pitch / yaw / roll driven directly from player position for dramatic banking at the play-bound corners - Custom SkyboxStage paints a sunset sky → desert ground gradient before the world draws, via ortho projection swap (Camera3d's perspective projection isn't usable for screen-space backdrops). Horizon Y tracks camera.pitch (`tan(pitch)/tan(fov/2)*h/2`); whole backdrop rotates around screen center to match camera roll. - Animated speed-line chevrons fan out from the vanishing point each frame, scrolled by the stage's update tick — sells the Mach-2 forward-motion feel even with placeholder sprites. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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