muse-engine-29 / README.md
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title: Muse Engine 29 - Look Picker
emoji: 🎮
colorFrom: yellow
colorTo: indigo
sdk: static
app_file: index.html
pinned: false
license: mit
short_description: Phase 29 WebGL1 engine, two switchable looks, Look B by Muse

Muse Engine 29 — Look Picker

Phase 29 engine (combat feel + Phase 28 movement) with two switchable looks. Look B was authored by Muse (Paul's Muse Glimmer model).

  • Look A · Breaker Bay (Phase 29): the original Phase 29 scene and character look.
  • Look B · Scrap Dusk: an alternate scene and character model set written by Muse Glimmer: warm sand, rust scrap and yellow-armed scrap bots, with a procedural sand ground, trims and a backdrop.

Looks only swap the visuals. Gameplay, colliders and hitboxes are the same in both looks.

Homemade raw WebGL1 renderer by Muse Glimmer, coached by Grok Bot, hosted by Axonis Pty Limited (Paul Buckingham). three.js is bundled only to parse imported .glb/.gltf/.fbx files; the engine renders everything itself.

Controls

Key Action
Click capture the mouse / aim
WASD, mouse move and look
Space / Ctrl jump / crouch
LMB / R shoot / reload
E door
N night mode
L next look (A ⇄ B)
Tab (or ⚙ button) config panel (pauses the game; Esc/Tab closes)
Shift+L load a GLB prop (Phase 26 picker)
K / T / O / C bollard on/off / character shapes / orbit camera / credit

Start screen: pick Look A or B (1/2 or ←/→, Enter to play). Your choice is saved in this browser. URL options: ?look=A|B, ?start=0 (skip the start screen).

Config panel (Tab)

  • Look: switch between A and B. Load scene model or Load character model from a local file (.glb / .gltf / .fbx; for .gltf/.fbx, select the .bin and texture files together) or from a URL. Scene models are scaled to fit the 20 × 20 m map. Character models are scaled to the character collider and drawn instead of the hostile and patrol boxes (optionally the dog as well). Imported models are visual only: the built-in colliders and hitboxes stay, so gameplay does not change. Reset to built-in removes an import.
  • Engine parts: shadow maps, textures + normal maps, lighting extras, screen FX, fog, collision (off = noclip), enemy Super Intelligence update, physics/gravity (off = fly), audio. Each has a one-line explanation.
  • Gameplay & scene: enemies, enemy attacks, dogs, player shooting, infinite ammo, jump, parkour blocks + ladder, fall-then-boom death, HUD, grid, bollard, night.
  • All settings apply live and are saved in this browser. Defaults restores the original Phase 29 behaviour; the default state is identical to Phase 29.

Layout

  • engine/ — the reusable engine: runtime, look switcher, UI (start screen, config panel, model import) and vendored three.js loaders.
  • game/ — the built-in looks (Look A, Look B) and Muse provenance (game/muse-authored/: the prompt, the raw output and the fix log).
  • assets/ — sample models for testing the importer (Khronos Toy Car, CC0; sample cube).

Hardware

Look B was generated on a classic early dual Tesla P100 in an HP DL380 Gen9, Ubuntu 24.04, llama.cpp.

Licences

  • MIT covers the engine and both built-in scenes/looks (Look A · Breaker Bay, including the map, and Look B · Scrap Dusk). Reuse them freely under the MIT terms. See LICENSE (Copyright (c) 2026 Paul Buckingham / Axonis Pty Limited); the same file is also in engine/ and game/.
  • The Axonis name and logo are not covered by the MIT licence.
  • Models you load stay under their own licence. Loading a model does not relicense it; you are responsible for having the rights to use it.
  • Loaders: .glb/.gltf and .fbx files are read with GLTFLoader and FBXLoader from three.js (MIT). glTF is an open, royalty-free Khronos standard; FBX is an Autodesk format, read here via three.js.
  • Third-party files keep their own licences: three.js and fflate are MIT, and the Khronos Toy Car is CC0-1.0. The full list with sources is in ASSETS-LICENSES.md. Files with unclear rights (old project sound files and diary clips) are excluded from this release.