The prop library was costing players more than it was worth. hunyuan3d
hands back ~120,000 triangles and 1024px textures per object, so a
COOKING POT was a 4MB download — and the fryer bench, which loads a pot,
a basket and a rack, made a phone fetch 13MB before it could show you
anything. Right after shipping touch controls, that is the wrong bill.
scripts/optimise-models.sh: simplify to 10% of the triangles with a
0.002 error bound, textures to 512. Across 51 models that is 214MB →
47MB, and at the distance this game frames anything, the before and
after screenshots are indistinguishable — I checked the pot at full
frame before trusting it on the rest. The fryer bench now costs under
3MB.
The script skips anything already under the threshold, so a second run
cannot grind an optimised mesh into mush; delete the file and re-run
gen-assets.sh to go back to an original.
Regression sweep after: toast scene pristine, grill 9.4, pan 8.0, steak
9.4, bruschetta 9.6, air fryer 9.5, chips 10.0, pasta 10.0, eggs 10.0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The egg bench gets its real ceramic mixing bowl. Everything else in this
pass is subtraction, because a prop that fights the game is worse than
no prop:
- The generated tumbler renders OPAQUE, and that glass exists for one
reason: watching an egg sink, stand or float in it. A pretty glass you
cannot see through deletes the float test. Reverted to the see-through
cylinder.
- Six models (wire basket, raw/cooked wing, raw/golden chip, egg carton)
were shipping in the bundle unused — 27MB of dead weight served to
every player for nothing. Deleted, and their lines in gen-assets.sh
are commented with WHY they were rejected so nobody regenerates them
by reflex: per-piece food must tint per frame (colour is the verdict),
and the top-down rack must never occlude the wings.
Verified: eggs still 10.0 with the new bowl, float test still legible.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>