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Process

How objects get built, checked, and shipped. Only methods with a verified build or QA record behind them are listed here.

Base + variant, geometry preserved

A vehicle ships as one approved base, then colour and trim variants that keep the body's IndexedFaceSet blocks byte-identical to that base. On The 206 White Pearl, 9 of 9 body geometry blocks matched the base exactly — the paint changed, the mesh didn't.

Wheel families, DEF/USE

One wheel design is stored once and instantiated at every wheel position with DEF/USE, not remodelled per wheel. Sundat Cloudy Ice Blue places one stored wheel across 5 locations (4 road wheels + spare); The 206 White Pearl carries 32 DEF / 31 USE overall.

Shell and culling repair

Wheel shadow geometry can report a false "negative volume" when open 2D recess shells are treated as one closed manifold. The fix is separating shells and checking each one's own winding — on Sundat Cloudy Ice Blue two closed shells came back with strictly positive signed volume once split correctly.

Bounds and fitment

Every object is checked against a 10 × 10 × 10 m gate, centred on X, resting exactly on the ground plane, wheel envelope margin computed to 0.000000 m. These are measured numbers per object, not a visual guess.

Gzip validation

Upload target is 80 KB gzip. Each file's gzip round-trip is checked byte-for-byte against its editable source, with headroom tracked in bytes, before it's accepted.

Cross-engine validation

Every exported .wrl is run through two independent tools: X_ITE (browser, runtime Shape/triangle counts recorded) and Castle Game Engine's model converter (parser acceptance, valid X3D re-emit). Agreement between the two is the pass condition, not either one alone.