Build-and-Deploy: point build.sh at godot-visionos-simulator-kit (pairs with Cascade)
c29bcc5
Build-and-Deploy: add ./build.sh sim|device switcher + simulator-vs-device guidance
236d0dd
Add 30-second trailer (click-to-play poster) to Home
Non-autoplay poster linking to captures/CascadeCountdown_trailer.mp4 via
absolute raw URLs (wiki is a separate repo). Placed under the hero GIF.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
7b6f148
docs(wiki): authentic HANDS-cycle caption + immersion-toggle GIF on gotchas
- Hand-Tracking: caption noting the GIF is the live in-app HANDS button cycle
- visionOS-Gotchas §4: immersion-toggle GIF showing the depth-bias fix working
(clean mixed-reality compositing, no halos)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
e82f5ec
docs(wiki): show the high-score celebration GIF on Home (time-attack payoff)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
5718257
docs(wiki): dedicated "HANDS button" section with mesh↔real cycling GIF
Restructure the Hand-Tracking page: a new "mesh, both, or your real arms" section
led by the hands-cycle GIF, the 3 states, the side-by-side still, and the build-time
upperLimbVisibility catch (links to README for the full recipe).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
80823f8
docs(wiki): add labeled clarifier images to Architecture, Hand-Tracking, Audio
- Architecture: labeled "cast of characters" overview at the top of the section;
moved the cash-out action shot down to the scoring section
- Hand-Tracking: pinch close-up (grab-by-point) + a mesh-vs-real Persona arms comparison
- Procedural-Audio: a spectrogram showing the 1-beat/s clock + pitch-snapped note bands
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
03774e9
docs(wiki): add ELI5 developer guide for Godot-on-Vision-Pro newcomers
Expand the wiki from a single Home stub into a 6-page beginner-friendly walkthrough
of how Cascade Countdown was built:
- Getting Started — what Godot is, why visionOS needs a forked engine build,
the render-only vs hand-tracking fork choice, the build big-picture
- Architecture — the "build everything in one script" approach, the sandbox/
actors (emitter/portal/bubble/handle/popups), collision layers + signals ELI5
- Hand Tracking — pinch detection, hysteresis, grab-by-point, the noise fixes
(median de-spiker, midpoint continuity, sticky release), hand-mesh bone fix
- Procedural Audio — real-time AudioStreamGenerator synthesis, C-minor-pentatonic
pitch-snapping, the audible 30s clock
- visionOS Gotchas — the silent killers + a 20-second pre-flight checklist
- Build and Deploy — the export→xcodebuild→install loop, explained flag by flag
Plus _Sidebar nav and _Footer. Home rewritten to lead with the dev guide and the
new hand-tracking hero GIF.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
da9038e
Attribute to Alex Coulombe / @ibrews; remove Agile Lens mentions
2379f87
Rebrand wiki Home to Cascade Countdown + TestFlight link
6131862