﻿# REBUILT 2026 render assets — v0.13.1 / Arena Entrance

Release v0.13.1 / Arena Entrance: original opening-interface layout and motion refinement. No new third-party media or team assets. Existing model and rules references below remain applicable.

## 0.13.0 / Match atmosphere · 赛场实感

EN: The title reel and match share a deterministic, irregular 360-ball neutral setup. Two robots per alliance cross the outer BUMPs, turn, sweep inward, and physically approach individual balls. Intake transit varies per ball; uncollected edge balls can be brushed aside and keep their positions in later clips. 4414 carries its load home with the intake stowed, then feeds its single outlet at the configured 9 ball/s (previous opening cap: 4). The 504-instance ball pool and one render pass remain. English, Simplified Chinese and Turkish are selectable throughout player menus, controls, AUTO, match HUD and results.

中文：开场与比赛共用不重叠、非整齐网格的 360 球中场布局。每方两台车越过两侧 BUMP，转向后向内横扫。按收球口接触时刻吸球，单颗通过时间错开；边缘未吸入的球会被轻推并在后续镜头保留。4414 回区运输时收起进球机构，稳定保留载球，之后按游戏设定的 9 球/秒单路发射（原开场限速为 4）。保持 504 个球实例与单次场景渲染。菜单、操控、自动配置、比赛 HUD 与结果支持英文、简体中文和土耳其语。

EN: Google Identity Services integration and a same-origin server-verified session are prepared on harryxin.com. Activation requires the owner's Google OAuth web Client ID. Until configured, the existing playable entrance remains. No Google files or email access; no cloud-save claim. Match video could not be re-opened in this validation run. Motion and performance are authored game approximations, not measured telemetry or a frame-accurate match reconstruction.

中文：harryxin.com 已准备 Google Identity Services 与服务端验证会话接口，启用需要所有者的 Google OAuth 网页客户端 ID。配置前保留现有可玩入口。不访问 Google 文件或邮件，也不提供云存档。本轮视频未能重新打开；动作及性能为原创游戏近似，不是实测数据或逐帧比赛复刻。

References / 依据：[2026 Game Manual §§5.4, 6.3.4](https://firstfrc.blob.core.windows.net/frc2026/Manual/HTML/2026GameManual.htm)、[4414 2026 Technical Binder](https://2026.team4414.com/)、[Google ID Token verification](https://developers.google.com/identity/gsi/web/guides/verify-google-id-token). No additional third-party media is redistributed.


Onboard cameras (v0.12.4): two first-person views join the match camera selector. Intake looks over the front roller; Shooter looks over the firing mechanism and follows turret azimuth where fitted. Both use the rendered robot pose, including tilt and replay interpolation. Keys 5 and 6 select them directly; Tab, the Xbox View action and the touchscreen camera control cycle all six views. Keyboard shortcuts and the gamepad camera action remain remappable. Switching views preserves robot-relative driving. Onboard mounts are virtual game placements, not claims about team camera hardware. The same single render pass is used; no video feed or second scene renderer is added.

机载摄像头（v0.12.4）：比赛视角选择器新增两个第一人称镜头。进球摄像头看车头滚轮，射球摄像头看出球机构，并在炮台车型上跟随炮台方位。镜头采用画面中的车身姿态，包括倾斜和回放插值。默认按 5、6 可直接选择；Tab、Xbox 的 View 操作及触屏切换按钮可循环六种视角。键盘快捷键与手柄切换操作均可改键，切换视角保留以车头为前方的驾驶方向。机位为游戏虚拟安装位置，并非队伍真实摄像头硬件复刻。继续每帧渲染一次场景，不增加视频流或第二套场景渲染。

Fuel cycle (v0.12.3): the opening stages 360 neutral-zone FUEL in the manual setup envelope. Robots collect individual balls through their deployed intakes into storage. Every launched ball continues below the HUB rim, through the internal return path, out of one of four neutral-facing exits, then bounces and rolls on the carpet. The scoring camera moves around to show the outlets. Launched identities persist until the scene cut; each clip reserves ammunition within the existing 504-instance pool. Pausing and seeking remain deterministic. Exit positions are aligned to the field CAD; return timing, spread and bounce are original cinematic approximations. Match physics, AI and scoring are unchanged.

球循环（v0.12.3）：开屏按规则布球范围在中场摆放 360 颗 FUEL，机器人通过展开的进球机构逐颗吸入储球仓。每颗射出的球会继续落到 Hub 口沿下方，经内部回球路径，从朝向中场的四个出口之一排出，再在地毯上弹跳、滚动。投射镜头随后转向出口展示回球。已射出的球一直保留到镜头切换，各镜头的弹药使用现有 504 个实例容量；暂停和跳转可重现相同状态。出口位置对齐场地 CAD，回球时间、散布与弹跳为原创展示近似。比赛物理、AI 和计分保持不变。

[2026 Game Manual / 比赛手册 §§5.4, 6.3.4–6.3.4.1](https://firstfrc.blob.core.windows.net/frc2026/Manual/HTML/2026GameManual.htm) · Reviewed / 核对日期：2026-09-09.

Continuous feed (v0.12.2): 1678 and 8214 now emit individual FUEL instead of synchronized three-ball packets. 1678 uses a dense flow; 8214 has stronger short-term changes in spacing. Outlet positions vary across the available width and flywheel speed varies smoothly under load. Assisted shots re-solve their trajectory to the same HUB. Nominal game rates remain 24 and 21 ball/s respectively; these are authored simulation settings, not measured team telemetry. The opening uses the same feed profiles with separately phased internal balls. Other robots retain their metered or parallel match delivery. Releasing fire, an empty hopper and aiming interlocks cannot accumulate a catch-up burst. The full FUEL pool and one-pass opening renderer are retained.

Feed references reviewed 2026-09-09: [1678’s official 2026 robot description](https://www.citruscircuits.org/2026-robot) documents its full-width shooter, roller floor and accelerating ball tunnel; [8214’s team CAD release](https://www.chiefdelphi.com/t/frc-cyber-unicorn-8214-2026-champ-robot-cad-release/521310) provides structural references. Neither source is treated as a measured firing-time trace. The different timing profiles are game interpretations of the user-requested continuous delivery.

Scoring cinema (v0.12.1): the return sequence brings 4414 from the neutral zone into its own alliance zone, then shows internal feeding, shooter spin-up and a volley into its own HUB. Every opening shot is launched from the visible outlet with a fixed origin, aligned hood angle and a continuous descent inside the rim. Closer cameras, restrained fill lighting, visible feed balls, wheel rims and shaft detail make the shooting mechanisms easier to read. The opening uses an authored demonstration cadence; it does not change match throughput, physics or scoring. Models, trajectories and choreography remain original game approximations, not exported team CAD or a recording of a real match. Browser checks cover all eight robot outlets and feed reset at both quality levels, plus desktop and portrait cinematic framing. Physical tablet frame rates have not been measured.

Robot silhouettes (v0.12.0): rebuilt storage proportions, front retaining walls, rear shooter bays and full-height feeder supports. 1678 has a white expanding hopper and a broad rear shooter; 8214 has amber walls, an arched net and exposed spoked flywheels; 7769 has a lightened metal bin and a wide blue wheel bank; 4414 has a rear portal, annular feed and elevated turret. 9483, 581, 2910 and the Everybot reference retain distinct feeding layouts. Near views add cut sheet plates, hollow frame tubes, bearings, motors and drive belts. The 1678 public Onshape assembly was inspected interactively on 2026-09-09; other models use the CAD renders and photographs listed in the model reference page. No team CAD meshes or source photographs are redistributed. Dimensions and motion remain game approximations; a 60% fidelity score has not been measured. The shot origin, F lock and moving collision parts now share the revised layout. Fixed shooters fire from the rear; the intake remains the driving front. Low quality renders 5,080–6,312 triangles per robot; high quality renders 19,768–29,044. Distant service hardware is hidden. Software-renderer checks cover all eight robots, three viewing angles and shot outlets; these are not physical tablet frame-rate measurements.

Character detail (v0.11.3): spectators, drive teams and referees now use cropped anatomical head meshes, shaped clothing, separate fingers in near views, safety-glasses frames and more varied body poses. The head and scalp geometry is adapted from MakeHuman Community CC0 graphical assets; clothing, props and poses are original game work. All characters are fictional, not portraits. High quality reserves richer heads and hands for crew, officials and the front row; background characters use simplified geometry. People, stands and desks total 13 / 10 instanced draws and 463,240 / 178,248 triangles in high / low quality. They add no physical colliders or per-person shadow passes. Browser checks cover close views and all six driver positions; physical iPad / Android frame rates are not yet measured.

MakeHuman graphical data: [pinned asset license](https://github.com/makehumancommunity/makehuman/blob/a8bc2d54ff0ac92e78ff71431b1023eda42bf482/LICENSE.md), sections C–D; [CC0 notice](../vendor/MAKEHUMAN-CC0.txt). Source commit `a8bc2d54ff0ac92e78ff71431b1023eda42bf482`; `base.obj` SHA-256 `8e761e6624b8f54536409135d1636da63b32486a90d4897f84e121d144f6fb4c`. Only cropped head and scalp vertices are redistributed in `people-anatomy.mjs`; no full body, MakeHuman application code, or real-person photographs are bundled. Extraction, decimation, preserved surface normals and coordinate conversion: `scripts/prepare-people.mjs`. Retrieved 2026-09-09.


Match moments (v0.11.2): the opening starts inside the 2026 field. Four seven-second scenes show neutral-zone collection, staggered scoring volleys, a neutral-zone feed into an alliance intake, and a late tower lift while teammates finish shooting. The finale selects one climb-capable game robot per alliance; all-shooter rosters keep shooting. Lift straps are original cosmetic game rigs, not team CAD. Cameras, ball trajectories and timing are authored for this introduction; this is not an exact reconstruction of a historical match. Pause, Next scene and immediate menu entry remain available. Reduced motion uses a static field view. Reused models and fixed pools keep the title to one scene render per frame. The montage never advances match physics, scoring, AI or saved sessions.

Inspiration: [FUN Robotics Network’s March 26, 2026 publisher post](https://www.chiefdelphi.com/t/behind-the-bumpers-pit-stop-interviews-frc-rebuilt/515918/26) describes 1678 / 5940 / 199 alliance coordination in the Sacramento high-score match. The post was reviewed; video frames were unavailable for frame-by-frame verification. No video or real result is reproduced. The [2026 Game Manual, sections 5.8, 6.5.2 and G407](https://firstfrc.blob.core.windows.net/frc2026/Manual/HTML/2026GameManual.htm) informs tower staging and alliance-zone shooting.

Retrieved 2026-09-06. This is an independent training game; no endorsement is implied.

Presentation update, 2026-09-08: The title now opens with a bottom-centered Chinese / English / Turkish prompt. Click, tap, Enter, Space or gamepad A opens a continuous robot-centering transition, followed by Play, Choose Your Robot and Settings. Reduced motion uses a static prompt in the preferred interface language and an immediate reveal. Mode selection retains the in-game field camera; the robot menu renders the selected game robot. It is not match photography, season-history footage or a Canva-generated image. Creative mode uses original ability names, mechanics and bounded Three.js effects. The [official RoboMaster 3v3 overview](https://www.robomaster.com/en-US/robo/college-league?djifrom=nav) informed the general combat-mode direction; its artwork, robot models and official skill rules are not bundled. Classic FRC rules remain separate. Original contributions: © 2026 Harry Xin / 6941 IronPulse.

- `field-2026.glb`: derived from [Mechanical Advantage's AdvantageScopeAssets](https://github.com/Mechanical-Advantage/AdvantageScopeAssets), release `default-assets-v2`, `Field3d_2026FRCFieldV1.zip`. Original is a CAD-derived REBUILT model. BSD-3-Clause notice: `vendor/ADVANTAGESCOPE-LICENSE.txt` in the published build, `licenses/ADVANTAGESCOPE-LICENSE.txt` in source. Removed staged static FUEL, simplified with 1.5 mm geometric error bound, merged by material, adjusted PBR materials. The low-detail variant uses a 4 mm simplification bound and omits small hardware below 13 cm; it retains tag panels and field structure. Build script: `scripts/prepare-field.mjs`. Physics still uses separate simplified collision envelopes; the CAD asset does not constitute a certified simulation.
- `2026-rebuilt-welded.json`: [WPILib field layout](https://github.com/wpilibsuite/allwpilib/blob/main/fields/src/main/native/resources/org/wpilib/fields/frc/2026-rebuilt-welded.json). WPILib BSD notice retained in `WPILIB-LICENSE.txt`. All 32 IDs and poses preserved; transform into the game's red-at-negative-X, Y-up coordinate system is documented in `apriltags.mjs`.
- `tags/1.png` through `32.png`: unmodified [AprilRobotics tag36h11 images](https://github.com/AprilRobotics/apriltag-imgs/tree/master/tag36h11), BSD notice retained in `APRILTAG-LICENSE.txt`. 6.5-inch black square; 8 black-border cells plus a white quiet-zone cell on each side. These are actual tag patterns, not decorative checkers. The game does not implement a camera localization pipeline.
- Bumper lettering uses original vector numerals informed by team photos and CAD renders, with separate placement per face; see [the bumper evidence table](ROBOT-MODELS.md#bumper-lettering--保险杠队号). Unseen faces are game adaptations. It is not an exact replica of a team's current bumper artwork. Player numbers remain user editable. The Everybot reference is not Team 118's competition robot.
- Field reference: [FIRST 2026 field manual](https://firstfrc.blob.core.windows.net/frc2026/FieldAssets/field-manual.pdf), especially AprilTag locations §3.15. Game manual field dimensions and photographs remain the primary visual reference.

No runtime asset fetches leave this site. Models, tags, libraries and license notices are included in the static distribution.

## Event Floor model rebuild

Eight upper assemblies were rebuilt following the per-model evidence audit. See [ROBOT-MODELS.md](ROBOT-MODELS.md) for current inspected references, visual changes and adaptation limits. The older AUTO update notes below describe the previous implementation.

## Creator, robot references and presentation

### September 7, 2026 robot and AUTO update

- 1678 Citrus Circuits / Limestone: [official CAD and code release](https://www.chiefdelphi.com/t/1678-citrus-circuits-2026-cad-and-robot-code-release/521535), [team mechanism description](https://www.citruscircuits.org/2026-robot), and [team-linked Onshape document](https://1678.onshape.com/documents/acdaaf42764a293a9452326d/w/f887ef4c6a254c09c73344c3/e/a9684fa7665096e977b19c44). Team description supports a 27-inch square chassis, full-width intake/shooter, powered roller floor, expanding hopper and L1 climb. The released CAD link is verified; interactive Onshape inspection failed because the Chrome connector timed out. No CAD was exported or imported. The game uses original simplified geometry based on the public mechanism description, not a dimensionally verified CAD replica. Hopper deployment is simplified to intake-linked panels and telescoping supports.
- 9483 Overcharge / Enigma: [team-authored mechanism replies](https://www.chiefdelphi.com/t/team-9483-presents-enigma/515383?page=2), including the cone and rotating floor explanation. The game adds an animated cone-floor reference model. A public downloadable 2026 CAD has not been verified; no source CAD is distributed.
- 6941: no verified public 2026 competition CAD was located. Offseason 10541 and FTC repositories were not used as a substitute. On September 7 the creator requested focus on 1678 instead.
- All capacities, velocities, throughput, mass, and unverified dimensions are game settings, not measured team performance. Actual CAD redistribution rights have not been asserted.
- AUTO adds left/right/full sweeps, HP loading and HP-plus-sweep routes. Navigation remains physical and can be blocked by traffic. Return begins when the hopper is nearly full or the remaining AUTO time requires it. The 24 initial OUTPOST balls per alliance are shared finite stock; HP feed transfers their existing ball IDs through a visible chute-to-hopper animation. The animation is a simplified transfer model, not full chute contact physics. No balls are generated to improve AUTO scores.
- Rules reference: [2026 game manual TU22](https://firstfrc.blob.core.windows.net/frc2026/Manual/2026GameManual.pdf), AUTO 20 seconds, G402 HP FUEL exception, G403 center-line restriction and G425 legal FUEL entry. Sweep coordinates remain on the starting alliance's side of the center line. This remains an independent training simulation.

© 2026 Harry Xin / 6941 IronPulse, for original project contributions to the extent copyright applies. AI-assisted development. Third-party rights and licenses remain separate. See the bilingual [copyright and sources page](../credits.html).

- 4414 HighTide: [2026 RIPCURRENT technical binder](https://www.chiefdelphi.com/t/team-4414-hightide-2026-tech-binder-ripcurrent/519602). Turret/storage architecture reference.
- 2910 Jack in the Bot: [2026 CAD and technical binders](https://www.chiefdelphi.com/t/2910-cad-and-tech-binder-release-2026/521705). Fixed-shooter/mechanism architecture reference.
- 118 Robonauts / Everybot: [2026 educational design resources](https://www.118everybot.org/2026-frc-resources). Not the 118 competition robot.
- Original robot CAD and code from these teams are not included. Game robot meshes, avatar symbols and bumper artwork are original approximations. No unrestricted reuse permission or team endorsement is asserted.
- Results layout reference: [FIRST, 2026 Scoreboard and Live Stream Graphics](https://community.firstinspires.org/2026-scoreboard-and-live-stream-graphics), February 5, 2026, qualification result image 7. Visually inspected September 7, 2026. The game renders its own dynamic score panels and original icons, without FIRST logos, sponsor logos or official broadcast screenshots. Event rank/high-score records are not fabricated for this single-match simulation.
- FIRST®, FIRST® Robotics Competition and REBUILT™ are FIRST names/marks. Official documents and graphics belong to FIRST and/or their respective rights holders. This is an independent training game, not affiliated with, sponsored by or endorsed by FIRST.
- The result reveal references the [official 2026 animation](https://community.firstinspires.org/hubfs/blog/frc/2026-scoreboard-and-live-stream-graphics.gif): a parked race car exits right and reveals an alliance-colored winner band. The game's race car, procedural background and graphics are original; the official GIF and its logos are not distributed with this game.

## Event people and officials (v0.11.2)

The 2026 Field Manual §3.5.2, figure 3-21 (page 40) identifies five referee panel posts: HR, RN, RF, BN and BF. Game Manual §5.13 places the yellow-shirted head referee between the field and scoring table. This version adds one head referee, four side referees, their five panels and a scoring desk. Exact placements are adapted to this game field and keep the driver stations clear. Original fictional characters have tapered clothing, articulated limbs, varied hair and poses, and additional front-row facial detail. Spectators remain 132 / 64 in high / low quality, plus 30 drive-team members and 5 officials. All people, stands and desks use 13 / 10 instanced draws (463,240 / 178,248 triangles); they have no physical colliders or per-person shadow passes. Driver and head-referee bodies are hidden at their own first-person camera. These are cosmetic staff models, not additional automated officiating rules.

References: [2026 Field Manual, p. 40](https://firstfrc.blob.core.windows.net/frc2026/FieldAssets/field-manual.pdf) and [Game Manual §5.13, §§6.2–6.3](https://firstfrc.blob.core.windows.net/frc2026/Manual/HTML/2026GameManual.htm). This earlier procedural audience design has since been updated with the CC0 human bases credited below. Official clothing logos are not bundled.

## Match presentation audio (v0.16.0)

`assets/audio/drivers-behind-the-line.mp3` is an original synthetic English announcement using the generic Andrew voice. It is not a recording of a FIRST announcer or a copy of official competition audio. The countdown, start and end tones are original procedural audio. Production: Harry Xin / 6941 IronPulse; production assistance: GPT-6 Astra. The announcement remains English to preserve the requested event call; its on-screen instructions follow the player's English, Simplified Chinese or Turkish setting.


## Arena interiors and Combat v3 — September 13, 2026

Shanghai is an original geometry interpretation of the white gym walls, high windows, roof trusses, equipment and crew circulation visible in the [SMG / CCTV Shanghai report](https://www.cctvplus.com/news/20260319/8470861.shtml). The [official Shanghai event page](https://frc-events.firstinspires.org/2026/cnsh) identifies the ECNU Minhang venue. The [official Istanbul Final 2 video](https://www.youtube.com/watch?v=OtKw28YMs1U) public preview informs dark upper seating and pale stair aisles; only the preview frame was inspected for that venue. The [FIRST Einstein seating plan](https://www.firstinspires.org/resources/library/frc/championship-information) informs stage, crew desk and divided seating. Other halls remain generic interpretations. These are not surveyed replicas. Reference footage, broadcast overlays and logos are not included as scenery.

Heads now share their neck geometry and transform. Existing MakeHuman Community CC0 head-base attribution remains applicable; the clothing, bodies and venue structures are original game geometry. People use 465,768 / 180,030 triangles in high / low quality, with the existing instanced draw budget and no person colliders. Hall boxes and lights use two bounded instanced draws.

Combat v3 is fictional: six minutes, first to 30 robot defeats, 300 initial robot HP, 900 Hub HP, five-second respawn. A breached Hub permanently reduces its alliance's robot health cap to 150. Equal defeat totals at timeout or a same-frame double threshold draw. Artillery uses 120 direct damage, a 1.6 m falloff radius, eight ammunition and a 20-second cooldown. These are game balance values, not real robot capabilities or official FRC rules.

The 108-second bilingual main film uses current game physics, staged initial positions, current three-client room UI and offline 60 Hz frame capture. Phone/tablet input is emulated. Original published narration is retained; four new bilingual Combat sentences use generic synthetic voices, with matched loudness and an original music bed. No DJI voice recording or cloned actor is used. Complete editable captions and two-second credit pages accompany the film.


## Presentation and six-film revision — September 13, 2026 (v0.20.2)

Overhead cameras cut away camera-facing venue walls, roof trusses and ceiling
fixtures. These are venue structures, not field tape or game objects. Driver
views retain the hall. Hub lights reuse eight diffuser surfaces extracted from
the existing licensed field CAD and simplified to about 1,724 triangles. The
WPILib / AdvantageScope BSD-3-Clause attribution above also covers these surfaces.
No official logo or broadcast overlay is added.

Classic lighting follows [2026 Game Manual TU22, §5.4, Table 5-3](https://firstfrc.blob.core.windows.net/frc2026/Manual/2026GameManual.pdf): alliance color when active, warning pulses before deactivation, transition white chase and white during final scoring assessment. This is availability information, not a per-ball flash. Combat uses a separate HP bar and darkens a disabled Hub.

The arena-v022 edition replaces all three Chinese and English films: promotion
(71.5 s), rules (102.5 s), and controls (87.5 s). Narration and full captions are
rewritten; generic Yunyang / Andrew synthetic voices are mixed against the
original Drive the Alliance score. No actor is cloned. Creation: Harry Xin /
6941 IronPulse; assistance: GPT-6 Astra. Each credit page lasts two seconds.

World footage is native 3840 × 2160 at an offline 60 Hz simulation/render step.
The room and replay use three local clients and three AI seats. Touch capture
uses browser emulation and is scaled into the 4K master. Menu selection is held
for reading. Initial fuel, hopper fill, separated climb positions and near-breach
Hub health are staged; subsequent actions use game physics. This is not a
physical-device performance measurement. Intake and climb shots are checked for
rail/robot contacts; the AUTO demo assigns a stationary center preload with
separate left/right sweeps and records zero teammate contacts.


直播镜头已移至场地中轴，实时比赛、回放与新影片的场地长边保持水平。
片头片尾的标志后方加入压暗的赛场俯瞰背景；致谢采用两页简洁左对齐版式。
中文字幕使用 Noto Sans SC Medium，英文使用 Noto Sans，配合细阴影。
字体遵循 [SIL Open Font License](https://github.com/notofonts/noto-cjk/blob/main/Sans/LICENSE)。
版式参考现代影视排字习惯，不宣称使用其他创作者的同款字体或原版片尾设计。

联机大厅在一个按需渲染的画布内放大各车型，手机采用红蓝两列。
房主点击开始即确认自己准备；服务器仍校验所有参赛者的状态。
