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zeekayandHanzo Dev e50f4c59ee feat: Rapier3D rigid-body sandbox template (Rust->WASM sim, three.js renderer)
Fracture Yard: Rapier owns the simulation, three.js only draws it. Physics state
lives in WASM and is read back once per frame, so the JS side stays a renderer
and the sim stays deterministic. Live HUD reports body count and per-step solver
cost; CCD on the projectile so a fast ball cannot tunnel the tower.

Why this exists: static-SPA builders cannot ship a game. Proving hanzo.app can
meant finding what actually stopped it, and three things did:

  1. POST /v1/projects/:slug/deploy carries the entire build in ONE request body
     and the public edge caps a body at 4 MiB (measured: 4194304 accepted,
     4198400 gets the opaque fasthttp "Error when parsing request"). Godot emits
     a 43 MB engine wasm; Unity 22 MB + 5.7 MB of data. The artifact lane cannot
     express a game at all, so these ship through the release lane instead: stage
     to the object store, then POST /v1/sites/:slug/publish promotes it
     server-side with no body.

  2. Engine loaders emit NON-fingerprinted filenames (index.js, <name>.loader.js)
     and clients/sites.CacheControlFor only marks a content-hashed name
     immutable. A redeploy therefore leaves the CDN and the browser running the
     OLD loader against the NEW wasm. That is not a visible error: emscripten
     prints "still waiting on run dependencies" forever and the canvas stays
     300x150. Every template here fingerprints its own asset names so the case
     cannot recur.

  3. A cross-origin-isolated document (COEP: require-corp) BLOCKS a plain
     cross-origin script, so the shared a.hanzo.ai runtime needs
     crossorigin="anonymous" on exactly the pages that opt into isolation.

Co-authored-by: Hanzo Dev <[email protected]>
2026-07-27 23:11:17 -07:00

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