The deep-space museum: endless corridor, zero gravity, per-room streaming, multiplayer presence. · Rendered from docs/SPACE-MUSEUM-DIRECTION.md in the project repository · view as Markdown

Inception Space — Deep-Space Museum Product Direction

1. Theme — an art museum in deep space [BUILD]

The museum floats in deep space: a minimal, futuristic, non-photoreal station whose rooms hold the students' living artworks. This replaces the generic "future sci-fi museum" phrasing with a concrete setting; identity safety, curation, and the three authorization layers are unchanged.

[FUTURE — record only] Gameplay expansion on top of the museum (exploration objectives, light game mechanics). Not designed or built yet.

2. Deep-space backdrop — real imagery is available [BUILD]

Real public-domain / free-license deep-space imagery exists and fits the provenance policy (plan §4.4), so owner-generated art is a fallback, not a requirement:

SourceLicenseBest use
NASA SVS Deep Star Maps (svs.gsfc.nasa.gov/4851)Public domain (NASA/US Gov)Primary skybox: full-sky equirectangular star map (Gaia/Hipparcos based), published up to 16k+ — made exactly for celestial backgrounds
NASA Image and Video Library (images.nasa.gov)Public domain, courtesy credit "NASA"Nebula/galaxy photos as window vistas or room accents
Webb (webbtelescope.org) / Hubble (hubblesite.org, STScI)Free to use, credit e.g. "NASA, ESA, CSA, STScI"Hero visuals seen through glass
ESA/Hubble (esahubble.org), ESO (eso.org)CC BY 4.0 — attribution required, keep a license snapshotAdditional high-res nebulae

Notes: single telescope photos are narrow-FOV flats — they work as vista planes/portal art, not as a full sky; the SVS star map is the only source here that wraps correctly as a skybox. Every downloaded file gets a content/inception/assets/PROVENANCE.md entry (source URL, date, license snapshot, sha256) like the Quaternius entries. Composite skybox (SVS stars + a few nebula sprites) is Codex-tunable later.

3. The endless corridor [BUILD]

4. Per-room independent loading [BUILD]

Each room loads independently when entered (portal = loading boundary) and unloads/pauses when left, so total resources stay bounded no matter how many rooms the class adds:

5. Scale and resolution strategy [BUILD]

6. Zero gravity and free view [BUILD, controls to be prototyped]

6b. Free web editors for models and collision volumes [research, owner question 2026-08-02]

No purchase needed; the practical split is models vs scene/collision:

NeedToolWhy
Low-poly models, kid-usableBlockbench (free, GPL, runs at web.blockbench.net)Browser-based, exports glTF/GLB, already the natural fit for the [FUTURE] PropHunt modeling branch
Character sculpting, tabletNomad SculptThe most approachable touch/stylus clay workflow for students; export the approved sculpt for cleanup and rigging
Character sculpting, desktopBlender Sculpt (free/open source)Full sculpt, retopology, UV, material, rigging, animation, and GLB export pipeline
Scene layout + box collidersThree.js Editor (threejs.org/editor, free, MIT)Browser-based, matches our Three-first runtime, exports glTF/JSON; lay out boxes named collider_* and import them as our AllowedBox list
Full scene editor with physics shapesPlayCanvas Editor (free tier)Most complete web editor, but projects live on their servers and it wants to own the runtime
General desktop 3DBlender (free/open source)Best all-in-one modeling and collision-proxy authoring option, but not web

Recommendation: keep museum.js as the source of truth and add a small importer that converts an exported scene's collider_* boxes into manifest volumes. That keeps the declarative-data boundary (AGENTS.md: no runtime code from authored content) while giving a visual editing loop. Nothing is built yet — this is the recorded answer, not a commitment.

For future student-edited avatars, the recommended path is Nomad Sculpt or Blender Sculpt for shape -> Blender for retopology, UV/material cleanup, rigging, the four named loops, and GLB export -> teacher review -> import. Current Pilot acceptance limits are at most 20,000 triangles, at most 80 joints, at most three reviewed embedded textures, Y-up meter scale, feet at the origin, and the named clips Idle_Loop, Walk_Loop, Float_Loop, and Dive_Loop. A student may stylize and recolor a fictional character, but a public model must not embed a face photo, realistic face scan, private identity, arbitrary script, or unreviewed third-party asset.

7. Division of labor [BUILD — process note]

CC (Claude Code): main program — architecture, world/room/loading systems, protocols, data formats, tests, benchmarks. Codex: art effects and parameter micro-tuning (materials, colors, glass/fresnel, fog, skybox composition, scale ratios). Codex edits should stay inside clearly marked tunable-parameter surfaces; structural refactors route through CC.

8. Avatar poses [BUILD + FUTURE]

The Baby Astronaut now ships and blends four core states: idle, horizontal walk, upward float, and downward dive. Richer vocabulary (sit, crouch, gestures, viewing-art idle variants…) remains future work; the blending infrastructure is ready, but those clips are not scheduled yet.

9. "PropHunt" branch idea [FUTURE — record only, needs 3D modeling]

A sibling experience to Painterly Chameleon with the same hide-and-seek objective, but no painting: hiders practice 3D modeling by building a prop that blends in among a room full of props, then hide as it. Requires the kid-facing 3D modeling toolchain (Blockbench-class) and prop libraries; park until the museum core ships. Related plan hooks: §4.4 asset policy and the Phase 4 editor.

10. Multiplayer server — WebSocket, multiple players [BUILD direction; implementation gated]

The server must support WebSocket multiplayer: several students share the museum live (see each other's avatars move through corridor and rooms).

  1. Cloudflare Durable Objects — fits the repo's existing Worker/wrangler stack; one DO per room is the textbook pattern; no new infra vendor.
  2. Colyseus on Node — the team already runs it in snake-lab/crew-lab; strong room semantics, but adds a second hosting model to this product.

What this changes vs. the current bake-off slice

The Phase 1 slice (corridor→end portal→cube room, gravity walking, 20 props) remains the engine-comparison artifact and stays as-is. The items above reshape the Phase 3 "final world foundation": endless glass corridor + side portals, deep-space skybox, per-room streaming, zero-g controller, bigger rooms/smaller avatar, DPI policy, and the multiplayer presence layer. .lpr (Phase 2) is untouched by this direction and remains the next engineering phase.

Explicitly not doing now