--- title: Muse Engine 29 - Look Picker emoji: ๐ŸŽฎ 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 โ€” 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 ยท Breaker Bay (Phase 29):** the original Phase 29 scene and character look. - **Look B ยท 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 โ‡„ B) | | **Tab** (or โš™ 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 โ†/โ†’, 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 ร— 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/` โ€” the reusable engine: runtime, look switcher, UI (start screen, config panel, model import) and vendored three.js loaders. - `game/` โ€” the built-in looks (Look A, Look B) and Muse provenance (`game/muse-authored/`: the prompt, the raw output and the fix log). - `assets/` โ€” 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 ยท Breaker Bay, including the map, and Look B ยท 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.