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AEROSIM-TS-166

Project task

Build lightweight AeroSim-owned aircraft GLBs

Each governed Trainer, Fighter, and Utility role has a purpose-built lightweight AeroSim aircraft GLB that is recognizable in production flight and materially cheaper to download, parse, retain, and render.

AEROSIM-TS-166Canonical ID TASK-0166
Verified flow state
Unverified
Owner
AeroSim Architecture and Delivery
Component
3D assets — AeroSim-owned aircraft geometry
Repository
corp-v1-aerosim/corp-v1-aerosim

Delivery scope

Create new simplified aircraft geometry without copying third-party mesh topology; preserve each required aircraft role, silhouette, scale, forward and up axes, render and collision anchors, cockpit and camera targets, and only necessary moving parts. Use compact materials and textures, deterministic export, explicit budgets, and governed manifests. Keep every existing source and runtime GLB unchanged until exact replacement acceptance passes.

Implementation contract

Implementation artifacts

  • assets/source/aerosim-owned/aircraft/
  • assets/runtime/aerosim-owned/aircraft/
  • assets/manifests/aerosim-owned-aircraft-*.json
  • packages/assets/scripts/build-aerosim-aircraft.mjs
  • packages/assets/tests/aerosim-owned-aircraft.test.ts
  • applications/web/e2e/aerosim-owned-aircraft.browser.spec.ts

Inputs

  • Governed aircraft roles, dimensions, anchors, presentation contracts, and production-camera evidence from AEROSIM-FT-48.
  • Existing third-party GLBs as runtime and visual comparison inputs only, subject to their licences and without copying protected mesh topology.
  • RootAtSkic direction to create AeroSim-owned lighter and simpler planes.

Outputs

  • Deterministic source and runtime GLBs for every governed Trainer, Fighter, and Utility role.
  • Per-aircraft manifests with authorship, source-separation evidence, dimensions, anchors, moving parts, hashes, bytes, triangles, vertices, materials, textures, draw calls, and estimated GPU memory.
  • Production-browser comparison evidence proving recognizable identity, camera usability, control-surface compatibility, and measured runtime improvement.

Failure boundaries

  • Fail when an output copies third-party source mesh topology or lacks auditable creation and authorship evidence.
  • Fail when a plane loses recognizable role identity, required orientation or anchors, moving-part compatibility, camera usability, or collision alignment.
  • Fail when the replacement does not materially improve agreed byte, geometry, material, texture, draw-call, parse, and GPU-memory budgets.
  • Fail when any original source or runtime GLB is overwritten before replacement acceptance.

Excluded scope

  • Do not change flight physics, handling configuration, camera behavior, aircraft selection rules, or licensing records for retained third-party assets.
  • Do not start implementation until the Feature is approved and the Task is admitted from IN_BACKLOG.

Verification steps

  • Establish measured baselines and approved budgets for every governed aircraft before creating replacements.
  • Export each new GLB twice and require deterministic hashes, self-contained resources, valid manifests, and all budgets to pass.
  • Exercise every aircraft through ordinary production setup and flight in all required cameras; compare recognizable silhouette, anchors, controls, and visual integrity.
  • Verify originals remain unchanged and runtime mapping changes only after exact reviewed acceptance evidence exists.

Traceability

Requirements

Dependencies

UI/UX applicability

Unclassified

Acceptance evidence

Required future evidence: every governed aircraft role must have an independently authored deterministic GLB, complete provenance and budget manifest, material runtime reduction, and passing ordinary production-camera and flight acceptance before any runtime replacement.

Current evidence boundary

No current implementation, acceptance, release, or deployment evidence is claimed for this planned Task. Any prior implementation may be used only as prototype and discovery evidence.