AI GAMES / PLAYABLE NOW
ThreeDream factory town
The abandoned-factory town is read out of two repositories' bytes: 3,571 actors, 47 lights and a 509x509 landscape heightfield out of mainmap.umap (11.5 m from the lowest cell to the highest, so the camber and the kerbs are measured), with 3,283 meshes standing; the factory content pack ships no licence, so the page reads it from the pack's own mirror, pinned by revision, through a redirect table. Six soldiers are driven live by a four-state patrol / engage / advance / down brain on one fixed 60 Hz step - the same seed is the same fight.
Click to walk into the town in-page, same-origin with this page; pointer lock and fullscreen are allowed, and it opens full-page too. In production the factory pack arrives as 36 resources, about 116 MiB (before this delivery lane it was 440 per-file requests and a 215.8 s reveal); ?bots=0 gives you the town with no soldiers in it.
Open full pageWhat is real in this town
Bytes from two repositories
The project's own half is Apache-2.0: the level, the rifle, the arms and their animations, the targets and the one SoundWave are all read out of this repository's imported .umap / .uasset bytes. The factory content pack ships no licence, so its bytes stay on its own mirror, pinned by revision, and the page reads them through the redirect table in scripts/ue_redirects/ plus the import tool's --mount: sm_WoodPallet_01_01 is sm_en_WoodPallet_01_01 one folder deeper, and the pack's own aliases carry the level's spelling, so meshName resolves without a second table in the page.
The 101 gaps are in the sidebar
3,283 of 3,571 actors have their mesh standing; the remaining 101 placements name fifteen mesh packages no reachable pack carries - windows, ladders, chimneys, a construction pale. That is where the holes in the building faces come from, and the page lists every one of them in the sidebar's substitution table rather than boarding them over. Weapon tuning is the same story: this project authors no data assets, so the numbers are the other project's.
The soldiers decide, not scripts
Six soldiers run on the same fixed-step roster as the fps arena: four states, patrol / engage / advance / down, engaging at sightline out to 38 m, firing three-round bursts, and one Rng seed means the same seed is the same fight - a Node test pins the digest of a scripted run with opposition in it. ?bots=0 closes the roster and the town is empty again.
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