# Mil Sim asset checklist Snapshot: 2026-09-27 (America/Denver). **286 deliverables: 16 REJECTED_FIXTURE, 5 AUTHORING, 2 STARTED_SPEC, 263 PLANNED, 0 ACCEPTED.** This includes visible assets, audio, test worlds and functional support; it is not a claim that 286 models exist. The user requires visible runtime content made only from Gaussian splats. Authoring meshes and invisible collision proxies are allowed; visible mesh terrain, leaf cards, vehicles and effect quads are not. The user rejected all sixteen initial procedural assets for visual quality. They remain test fixtures only. Replacement vehicles require exact real variant names, sourced dimensions and verified exterior references. None is accepted as photoreal. The machine-readable source of these rows is [asset-catalog.json](asset-catalog.json). Promote a status only when the row names actual artifacts and evidence. A generated file, an animation and a verified in-engine function are different milestones. The playable beta has a separate [acceptance checklist](beta/BETA_CHECKLIST.md). Tank, helicopter and seat/articulation systems now have synthetic gameplay evidence; this does not promote rejected visuals or claim near-polished real-vehicle physics. ## Delivery order 1. Replace the first five vehicle fixtures with verified real variants: M1151A1 HMMWV, M1083A2 FMTV A2 6x6 cargo, M1A2 Abrams SEPv3, UH-60M Black Hawk and standard C-130J Super Hercules. JLTV A2 General Purpose is a follow-up priority. 2. Prove the Gaussian importer, independent articulated clusters, invisible collision, reset, local bundle and GPU measurement route. 3. Develop representative vegetation and ground assets for desert, arid forest, jungle and pine forest; measure dense scenes before multiplying content. 4. Build connected traversal, roads, crossings, settlement modules and logistics interactions. 5. Fill the 10 square kilometer world after visual, interaction and streaming tests pass at representative density. ## Map assumptions The provisional map is **4,000 m x 2,500 m = 10,000,000 m² = 10 km²**. This is ten square kilometers, not a ten-kilometer-sided map. Four connected **2,000 m x 1,250 m** sectors would give each requested biome **2.5 km²**. Exact layout, species, weather and biome transitions remain design choices. The adjacency is for a demo; natural ecological realism has not been established. Full-size bounds alone do not count as a populated, functional map. ## High-resolution master and runtime quality Preserve genuine scan/photo detail and editable masters. An 8K authoring input is a candidate for hero surfaces; 16K or multiple tiles are justified only by real source detail and close viewing distance. Extra pixels, redundant points and heavily subdivided source meshes do not prove photorealism. Keep source images, reconstruction/training method and provenance so quality can improve without rebuilding the whole library. At runtime, export Gaussian-only near/mid/far detail or another verified progressive representation. Set point counts, per-cell residency and streaming distances from measured image error, camera motion and GPU memory. Do not ship the largest master by default. Compare fixed routes on a named GPU and driver, including cold load, warmed traversal, p50/p95/p99 frame time and peak memory. Do not install drivers as part of asset generation. Surface material entries below are offline authoring/baking inputs. A photoreal baked splat may contain baked lighting; dynamic PBR and relighting are separate renderer capabilities that must be checked. Audio and manifests are nonvisual supporting assets. ## First batch functional briefs - [ ] **US-VH-001 - AM General M1151A1 HMMWV (B1 reference configuration)** (us_humvee; REJECTED_FIXTURE). Verified M1151A1 exterior; independent wheels, steering and doors. Current file is only the old fixture. - [ ] **US-VH-007 - Oshkosh M1083A2 FMTV A2 6x6 cargo truck** (us_cargo_truck; REJECTED_FIXTURE). Implement the verified modern M1083A2 identity; acquire matching exterior dimensions rather than reusing A1/A1P2 measurements. Current file is only the old fixture. - [ ] **US-VH-017 - M1A2 Abrams SEPv3** (us_main_battle_tank; REJECTED_FIXTURE). Use a verified modern SEPv3 exterior with independent hull, turret and track clusters; do not relabel older Abrams geometry. Current file is only the old fixture. - [ ] **US-VH-027 - Sikorsky UH-60M Black Hawk** (us_utility_helicopter; REJECTED_FIXTURE). Verified UH-60M exterior with independent rotors and doors. Current file is only the old fixture. - [ ] **US-VH-035 - Lockheed Martin C-130J Super Hercules (standard fuselage)** (us_transport_aircraft; REJECTED_FIXTURE). Verify standard C-130J separately from stretched C-130J-30; retain independent propellers, gear, ramp and control surfaces. Current file is only the old fixture. ## Vehicle physics target The owner requires a physics module aiming for **BeamNG-level suspension, tire/drivetrain behavior, deformable chassis, permanent damage and breakable components**, with Gaussian-only visuals. [Physics requirements and test plan](physics/PHYSICS_REQUIREMENTS.md) define staged acceptance. The source review and isolated CPU foundations are started; the existing viewer still has kinematic controls and no vehicle physics solver. Separate tire/track/flight fidelity and real vehicle calibration remain open. - [x] Record the target, integration boundaries and free foundation review. - [ ] Select and pin a backend after testing its actual browser/native APIs. - [ ] Pass a synthetic suspension/deformable chassis rig against independent numeric references. - [ ] Verify Gaussian deformation, fracture ownership and reset visually in both hosts. - [ ] Calibrate one modern wheeled vehicle before heavy truck, tracked and aircraft expansion. - [ ] Measure physics plus rendering in the four-biome world before claiming target FPS. ## App delivery acceptance - [x] Runnable Windows .exe with local assets and documented GPU path. Original manager build launched on NVIDIA WebGPU; the separate 0.2 candidate-library build passed CPU/package checks and still needs live visual acceptance. - [x] Matching web app with repeatable stress scenes and exported measurements. Matched WebGL/WebGPU browser orbit evidence is in `reports/gpu-integration/`; native download transport remains unverified. - [ ] Complete matched adapter/resolution/count/frame-time measurements in both builds. Native seven-tank rendering was observed, but its full benchmark JSON was not retrieved. - [x] Clearly identify rejected fixtures; rendering speed does not establish appearance acceptance. Source candidates remain visibly pending in the viewer. ## Shared acceptance checklist - [ ] Visible runtime representation is Gaussian splats only. Supply native .gasset where supported and an explicitly documented .ply interchange export; the extension alone does not prove Gaussian attributes or importer compatibility. - [ ] Meshes may exist as offline authoring/baking sources or invisible collision proxies only. Do not substitute visible mesh vehicles, foliage cards, billboards, terrain or effect quads. - [ ] Record meters, world up axis, handedness, forward axis, origin, bounding box, source ownership, source hashes and conversion version. Verify actual engine coordinate and attribute conventions before import. - [ ] Every asset needs a license/provenance record, named editable master, runtime export, preview evidence and acceptance result. First-pass procedural geometry or splat conversion is a prototype, not photoreal acceptance. - [ ] Validate finite position/color/opacity/scale/rotation values and the renderer's supported Gaussian or spherical-harmonic schema; bound minimum and maximum scale and reject corrupt or zero-length rotations. - [ ] Review silhouette, proportion, surface variation, holes, floating splats, seams, near-camera quality and temporal stability under at least daylight, overcast and low-angle light. - [ ] Keep capture/source image detail separate from point count. Upscaling an image or adding redundant points does not establish additional captured detail. - [ ] Runtime quality tiers must report point counts, file sizes, peak residency, p50/p95/p99 frame times and visible error from fixed camera routes on named hardware and driver versions. - [ ] Do not claim photoreal, fully functional, offline-ready or integrated with Doom from successful export alone; each claim requires its own current receipt. ## Family acceptance ### vehicle - [ ] Separate independently articulated splat clusters at real pivots: wheels, steering, suspension, doors, hatches, turret/barrel, rotors, propellers, ramp, landing gear and control surfaces as applicable. - [ ] Keep collision and seat/attachment anchors separate from visual splat clusters; exercise full motion range for clipping, detached parts and blocked entry/exit. - [ ] Provide game-scale handling configuration and explicit supported controls. Document simplified simulation and unimplemented behavior instead of presenting animation as full vehicle physics. - [ ] First five require a local demonstration of drive/steer or flight control as implemented, visible articulation, reset and collision behavior; measured handling and cargo/crew acceptance follow. - [ ] Vehicle surface inputs are offline authoring/bake data unless a relightable Gaussian material interface is verified. Do not label baked lighting as dynamic PBR. - [ ] Exact replica status requires selected variant, sourced dimensions, multiview reference and verified proportions; current first batch remains original inspired forms. ### vehicle component - [ ] Retain stable cluster names and pivot/anchor contracts across hosts; demonstrate the component attached to at least two compatible actors when intended for reuse. - [ ] Each state transition must be repeatable and reversible; no orphan collision or visual splat clusters after detach/reset. ### vegetation - [ ] Use splat-only visible foliage with near, middle and far Gaussian detail levels; never fall back to mesh leaf cards. - [ ] Wind requires explicitly movable splat clusters or supported deformation; measure overlapping foliage transparency and sorting costs. - [ ] Use biome-specific distributions, minimum spacing and fixed random seeds; test trunks/root grounding, player visibility and collision policy. - [ ] Pass both still-image detail review and camera-motion review through dense vegetation; no holes or popping concealed by a single favorable view. ### terrain mesh - [ ] Represent visible rocks, ground formations and cliff modules as Gaussian clusters; offline meshes may be used to author or generate them. - [ ] Match neighboring surface scale/color and prevent visible cracks at placement/streaming boundaries; maintain an independent collision surface. ### material - [ ] This is an offline material/capture input asset, not a visible runtime mesh surface or proof of a Gaussian relighting feature. - [ ] Store native resolution, real-world coverage, color-space and channel semantics. Derive lower-resolution inputs rather than upscaling to create false detail. - [ ] Bake/sample/train into Gaussian assets with consistent lighting assumptions; compare the exported splat appearance against the source. ### building - [ ] Use modular Gaussian clusters for visible walls, roof and doors; preserve walkable invisible collision and unobstructed openings. - [ ] Verify doorway, stair and interior scale with a measured player proxy; test inside/outside visibility, room seams, ceiling holes and door state transitions. - [ ] Record interior-detail scope explicitly; exterior-only buildings must not be presented as enterable. ### infrastructure - [ ] Visible routes, bridges, lights and utility structures are Gaussian assets; collision surfaces and navigation data remain separate. - [ ] Drive representative light, heavy and tracked vehicles across every joining surface; test bridge width, overhead clearance and unloaded/reloaded seams. - [ ] Use identifiable light state clusters only if supported by the renderer; baked emissive appearance does not prove emitted light. ### prop - [ ] Provide anchors, collision policy and interaction state for usable props; label purely decorative props. - [ ] Check expected carry/lift/tow behavior against vehicle interfaces and stable identifiers; do not embed unsupported gameplay claims. ### vfx - [ ] Use Gaussian-native clusters or renderer-supported splat attributes for visible effects. Mark unsupported effects blocked instead of replacing them with visible mesh quads. - [ ] Bound lifespan, count, opacity and screen coverage; verify sorting, camera motion and spawn/despawn under concurrent vehicle stress. - [ ] Smoke, haze, fog and rain are planned capabilities; their appearance and cost require renderer-specific acceptance. ### audio - [ ] Use original or verified reusable recordings; record license and edit provenance for each source. - [ ] Provide clean loops, transition samples, level consistency and spatial attenuation metadata; test distance and state changes without clipping. - [ ] Audio files are nonvisual support assets and are not subject to the visible-splats constraint. ### world - [ ] All visible world content uses Gaussian splats; test collision, streaming and gameplay separately from visual generation. - [ ] Record world bounds and coordinate transforms; do not count an empty boundary mesh or sparse placement as a finished 10 square kilometer map. - [ ] Use fixed seeds, known routes and named asset versions so visual and GPU comparisons are reproducible. - [ ] Four starting regions are desert, arid forest, jungle and pine forest. Their adjacency is a demo design assumption, not a claim of natural ecological geography. ### system - [ ] Document actual engine interfaces before wiring them. A sample schema or intended contract is not proof of runtime support. - [ ] Exercise success, failure and reset paths with local evidence; preserve errors and unsupported states. - [ ] Do not automatically install or change GPU drivers. Capture GPU/driver versions and re-run identical benchmark routes after user/team-controlled updates. ## Asset backlog Priority meanings: P0: First proof and repeatable local testing; P1: American vehicle library; P2: Reusable vehicle parts and all four natural biomes; P3: Settlement detail, atmosphere and interaction expansion. Each row remains unchecked until evidence-backed acceptance. STARTED_SPEC means that reference and acceptance planning has begun, not that the runtime asset passed. ### American vehicle candidates (48) - [ ] **US-VH-001** | P0 | REJECTED_FIXTURE | AM General M1151A1 HMMWV (B1 reference configuration) — First drivable light tactical baseline. - [ ] **US-VH-002** | P1 | PLANNED | AM General JLTV A2 General Purpose — Modern protected patrol role. - [ ] **US-VH-003** | P1 | PLANNED | Mine-resistant patrol truck — Heavy protected wheeled silhouette. - [ ] **US-VH-004** | P1 | PLANNED | Field ambulance 4x4 — Patient transport and rear-door interaction. - [ ] **US-VH-005** | P1 | PLANNED | Command and radio 4x4 — Mobile coordination interior. - [ ] **US-VH-006** | P1 | PLANNED | Light utility buggy — Small vehicle trail access. - [ ] **US-VH-007** | P0 | REJECTED_FIXTURE | Oshkosh M1083A2 FMTV A2 6x6 cargo truck — First logistics load and axle baseline. - [ ] **US-VH-008** | P1 | PLANNED | Troop carrier truck 6x6 — Passenger benches and canopy variant. - [ ] **US-VH-009** | P1 | PLANNED | Fuel tanker truck 6x6 — Refueling gameplay interface. - [ ] **US-VH-010** | P1 | PLANNED | Maintenance truck 6x6 — Repair access and deployable workshop. - [ ] **US-VH-011** | P1 | PLANNED | Heavy cargo truck 8x8 — Heavy logistics and longer turning radius. - [ ] **US-VH-012** | P1 | PLANNED | Heavy fuel truck 8x8 — Bulk supply vehicle variant. - [ ] **US-VH-013** | P1 | PLANNED | Heavy equipment tractor — Trailer coupling and heavy recovery route. - [ ] **US-VH-014** | P1 | PLANNED | Low-bed tank transport trailer — Load ramps and tank transport clearance. - [ ] **US-VH-015** | P1 | PLANNED | Light cargo trailer — Utility vehicle towing baseline. - [ ] **US-VH-016** | P1 | PLANNED | Water tank trailer — Remote base water supply. - [ ] **US-VH-017** | P0 | REJECTED_FIXTURE | M1A2 Abrams SEPv3 — First tracked hull and turret baseline. - [ ] **US-VH-018** | P1 | PLANNED | Tracked infantry fighting vehicle — Troop compartment and turret integration. - [ ] **US-VH-019** | P1 | PLANNED | Tracked personnel carrier — Low-complexity tracked passenger carrier. - [ ] **US-VH-020** | P1 | PLANNED | Wheeled armored personnel carrier — Eight-wheel armored mobility. - [ ] **US-VH-021** | P1 | PLANNED | Wheeled reconnaissance vehicle — Observation and patrol role. - [ ] **US-VH-022** | P1 | PLANNED | Armored medical evacuation vehicle — Protected rescue gameplay. - [ ] **US-VH-023** | P1 | PLANNED | Tracked recovery vehicle — Tow and repair gameplay. - [ ] **US-VH-024** | P1 | PLANNED | Armored engineering dozer — Blade articulation and obstacle clearing. - [ ] **US-VH-025** | P1 | PLANNED | Bridge carrier vehicle — Deployable crossing interface. - [ ] **US-VH-026** | P1 | PLANNED | Self-propelled artillery silhouette — Generic simulated fire-support display. - [ ] **US-VH-027** | P0 | REJECTED_FIXTURE | Sikorsky UH-60M Black Hawk — First rotary-wing and cabin baseline. - [ ] **US-VH-028** | P1 | PLANNED | Tandem rotor heavy-lift helicopter — Heavy air transport and rotor clearance. - [ ] **US-VH-029** | P1 | PLANNED | Attack helicopter — Two-seat cockpit and articulated display equipment. - [ ] **US-VH-030** | P1 | PLANNED | Light scout helicopter — Small landing footprint and observation. - [ ] **US-VH-031** | P1 | PLANNED | Rescue helicopter — Hoist animation and casualty transport. - [ ] **US-VH-032** | P1 | PLANNED | Tiltrotor transport — Rotor nacelle transition demonstration. - [ ] **US-VH-033** | P1 | PLANNED | Small reconnaissance quadrotor — Portable camera observation actor. - [ ] **US-VH-034** | P1 | PLANNED | Fixed-wing reconnaissance UAV — Remote camera and runway operations. - [ ] **US-VH-035** | P0 | REJECTED_FIXTURE | Lockheed Martin C-130J Super Hercules (standard fuselage) — First cargo ramp and fixed-wing baseline. - [ ] **US-VH-036** | P1 | PLANNED | Heavy strategic transport aircraft — Large airport and cargo scale reference. - [ ] **US-VH-037** | P1 | PLANNED | Turboprop trainer aircraft — Simpler flight handling test vehicle. - [ ] **US-VH-038** | P1 | PLANNED | Multirole fighter aircraft — Fast flight and landing gear tests. - [ ] **US-VH-039** | P1 | PLANNED | Ground-support jet aircraft — Distinct low-altitude aircraft silhouette. - [ ] **US-VH-040** | P1 | PLANNED | Tanker aircraft — Airfield service and large aircraft variant. - [ ] **US-VH-041** | P1 | PLANNED | Medical transport aircraft — Passenger and medical cabin layout. - [ ] **US-VH-042** | P1 | PLANNED | Airfield towing tractor — Aircraft handling and towbar interface. - [ ] **US-VH-043** | P1 | PLANNED | Airfield fuel service truck — Ground servicing gameplay. - [ ] **US-VH-044** | P1 | PLANNED | Rough-terrain forklift — Cargo pallet lifting and fork articulation. - [ ] **US-VH-045** | P1 | PLANNED | Wheel loader — Construction support and bucket articulation. - [ ] **US-VH-046** | P1 | PLANNED | Tracked excavator — Dig-site prop with articulated boom. - [ ] **US-VH-047** | P1 | PLANNED | Inflatable utility boat — Water interaction and embarkation. - [ ] **US-VH-048** | P1 | PLANNED | River patrol boat — Jungle river mobility and wake test. ### Vehicle reusable components (16) - [ ] **VEH-KIT-001** | P2 | PLANNED | 4x4 wheel and tire assembly — Shared tire wear and wheel rotation. - [ ] **VEH-KIT-002** | P2 | PLANNED | Heavy truck wheel and tire assembly — Shared logistics wheel detail. - [ ] **VEH-KIT-003** | P2 | PLANNED | Tracked running-gear assembly — Road wheels and track motion. - [ ] **VEH-KIT-004** | P2 | PLANNED | Vehicle door hinge kit — Repeatable door pivots and collider motion. - [ ] **VEH-KIT-005** | P2 | PLANNED | Vehicle hatch kit — Tank and armored access points. - [ ] **VEH-KIT-006** | P2 | PLANNED | Light tactical interior kit — Seats dashboard pedals and handles. - [ ] **VEH-KIT-007** | P2 | PLANNED | Truck cabin interior kit — Driver view and passenger placement. - [ ] **VEH-KIT-008** | P2 | PLANNED | Tank crew interior blockout — Usable crew-space proof before detail. - [ ] **VEH-KIT-009** | P2 | PLANNED | Helicopter cockpit kit — Instrument displays and pilot sightlines. - [ ] **VEH-KIT-010** | P2 | PLANNED | Transport aircraft cockpit kit — Flight controls and cabin access. - [ ] **VEH-KIT-011** | P2 | PLANNED | Generic transport seat kit — Seat anchors across logistics assets. - [ ] **VEH-KIT-012** | P2 | PLANNED | Vehicle light and indicator kit — Headlights brake lights and emissive states. - [ ] **VEH-KIT-013** | P2 | PLANNED | Cargo tie-down and pallet restraint kit — Visible cargo attachment system. - [ ] **VEH-KIT-014** | P2 | PLANNED | Tow hitch and recovery cable kit — Controlled coupling and tension display. - [ ] **VEH-KIT-015** | P2 | PLANNED | Rotor and propeller animation kit — Low-speed blades and high-speed blur. - [ ] **VEH-KIT-016** | P2 | PLANNED | Damage and maintenance state kit — Readable intact damaged disabled states. ### Trees and large vegetation (28) - [ ] **TREE-001** | P2 | PLANNED | Desert acacia-like tree mature — Sparse desert canopy silhouette. - [ ] **TREE-002** | P2 | PLANNED | Desert acacia-like tree young — Desert age and scale variation. - [ ] **TREE-003** | P2 | PLANNED | Desert palm cluster — Water-adjacent desert landmark. - [ ] **TREE-004** | P2 | PLANNED | Desert dead standing tree — Dry habitat storytelling. - [ ] **TREE-005** | P2 | REJECTED_FIXTURE | Arid woodland broadleaf mature — Primary arid forest canopy. - [ ] **TREE-006** | P2 | PLANNED | Arid woodland broadleaf young — Arid forest density transitions. - [ ] **TREE-007** | P2 | PLANNED | Arid woodland evergreen mature — Secondary drought-adapted canopy. - [ ] **TREE-008** | P2 | PLANNED | Arid woodland snag — Arid deadwood variation. - [ ] **TREE-009** | P2 | PLANNED | Jungle broadleaf emergent tree — Upper jungle skyline. - [ ] **TREE-010** | P2 | REJECTED_FIXTURE | Jungle broadleaf canopy tree — Primary dense jungle shade. - [ ] **TREE-011** | P2 | PLANNED | Jungle understory sapling — Layered close-range vegetation. - [ ] **TREE-012** | P2 | PLANNED | Jungle buttress-root tree — Large trunk and root silhouette. - [ ] **TREE-013** | P2 | PLANNED | Jungle palm tree — Secondary humid biome silhouette. - [ ] **TREE-014** | P2 | PLANNED | Jungle leaning river tree — River-edge framing. - [ ] **TREE-015** | P2 | PLANNED | Jungle standing dead tree — Broken canopy variation. - [ ] **TREE-016** | P2 | PLANNED | Jungle tree fern — Large understory foliage. - [ ] **TREE-017** | P2 | REJECTED_FIXTURE | Pine mature straight tree — Primary pine forest canopy. - [ ] **TREE-018** | P2 | PLANNED | Pine mature crooked tree — Pine shape variation. - [ ] **TREE-019** | P2 | PLANNED | Pine young tree — Forest edge and regrowth. - [ ] **TREE-020** | P2 | PLANNED | Pine sapling — Close-range pine variation. - [ ] **TREE-021** | P2 | PLANNED | Pine dead standing snag — Forest deadwood. - [ ] **TREE-022** | P2 | PLANNED | Pine wind-fallen tree — Traversal obstacle. - [ ] **TREE-023** | P2 | PLANNED | Generic broadleaf fallen log — Arid and jungle ground structure. - [ ] **TREE-024** | P2 | PLANNED | Pine fallen log — Pine forest ground structure. - [ ] **TREE-025** | P2 | PLANNED | Exposed root cluster — Tree-ground seam concealment. - [ ] **TREE-026** | P2 | PLANNED | Cut stump — Logging and settlement transitions. - [ ] **TREE-027** | P2 | PLANNED | Hollow stump — Distinct close-up ground feature. - [ ] **TREE-028** | P2 | PLANNED | Broken branch cluster — Forest floor detail. ### Bushes grasses and ground cover (28) - [ ] **GROUND-001** | P2 | REJECTED_FIXTURE | Desert sage-like shrub — Dry terrain cover at knee height. - [ ] **GROUND-002** | P2 | PLANNED | Desert thorn bush — Sparse desert variation. - [ ] **GROUND-003** | P2 | PLANNED | Desert dry grass tuft — Small-scale sand breakup. - [ ] **GROUND-004** | P2 | PLANNED | Desert grass clump — Larger dry vegetation patch. - [ ] **GROUND-005** | P2 | PLANNED | Desert succulent cluster — Rock-edge vegetation accent. - [ ] **GROUND-006** | P2 | PLANNED | Desert tumbleweed-like shrub — Dry windblown silhouette. - [ ] **GROUND-007** | P2 | PLANNED | Arid broadleaf bush — Arid forest understory. - [ ] **GROUND-008** | P2 | PLANNED | Arid scrub thicket — Medium-density occluding vegetation. - [ ] **GROUND-009** | P2 | PLANNED | Arid dry flower patch — Ground color variation. - [ ] **GROUND-010** | P2 | PLANNED | Arid leaf litter patch — Forest floor transition. - [ ] **GROUND-011** | P2 | PLANNED | Jungle broadleaf bush — Dense low jungle cover. - [ ] **GROUND-012** | P2 | REJECTED_FIXTURE | Jungle fern cluster — Readable understory structure. - [ ] **GROUND-013** | P2 | PLANNED | Jungle vine curtain — Vertical tree connection. - [ ] **GROUND-014** | P2 | PLANNED | Jungle ground creeper — Continuous ground cover. - [ ] **GROUND-015** | P2 | PLANNED | Jungle tall grass clump — Clearing and riverbank transition. - [ ] **GROUND-016** | P2 | PLANNED | Jungle reed cluster — Wet bank vegetation. - [ ] **GROUND-017** | P2 | PLANNED | Jungle flowering plant — Sparse color landmarks. - [ ] **GROUND-018** | P2 | PLANNED | Jungle hanging epiphyte — Trunk and branch attachment. - [ ] **GROUND-019** | P2 | PLANNED | Pine forest fern — Shaded forest floor cover. - [ ] **GROUND-020** | P2 | PLANNED | Pine low berry-like bush — Varied pine understory. - [ ] **GROUND-021** | P2 | PLANNED | Pine moss patch — Humid shaded ground accent. - [ ] **GROUND-022** | P2 | PLANNED | Pine needle litter patch — Correct forest floor read. - [ ] **GROUND-023** | P2 | REJECTED_FIXTURE | Meadow short grass patch — Open transition ground. - [ ] **GROUND-024** | P2 | PLANNED | Meadow long grass patch — Clearings and road edges. - [ ] **GROUND-025** | P2 | PLANNED | Trampled grass patch — Paths and vehicle use. - [ ] **GROUND-026** | P2 | PLANNED | Flattened grass track strip — Repeated vehicle passage. - [ ] **GROUND-027** | P2 | PLANNED | Burned vegetation patch — Controlled damaged scene variant. - [ ] **GROUND-028** | P2 | PLANNED | Floating water plant patch — Jungle backwater surface detail. ### Rocks and terrain forms (16) - [ ] **ROCK-001** | P2 | PLANNED | Desert sandstone boulder large — Desert navigation landmark. - [ ] **ROCK-002** | P2 | PLANNED | Desert sandstone boulder small — Desert close-up variety. - [ ] **ROCK-003** | P2 | PLANNED | Desert weathered rock arch — Distinct desert vista focal point. - [ ] **ROCK-004** | P2 | PLANNED | Desert scree pile — Slope transition and erosion read. - [ ] **ROCK-005** | P2 | PLANNED | Arid granite boulder large — Arid forest rock identity. - [ ] **ROCK-006** | P2 | REJECTED_FIXTURE | Arid granite boulder small — Ground-scale rock variation. - [ ] **ROCK-007** | P2 | AUTHORING | Arid exposed rock ridge — Terrain silhouette break. Source-based Rock Face 01 candidate; CPU conversion verified, visual acceptance pending. - [ ] **ROCK-008** | P2 | PLANNED | Arid eroded dry gully — Surface drainage and driving obstacle. - [ ] **ROCK-009** | P2 | PLANNED | Jungle mossy boulder large — Humid jungle ground identity. - [ ] **ROCK-010** | P2 | PLANNED | Jungle mossy boulder small — Close-range humid rock variation. - [ ] **ROCK-011** | P2 | PLANNED | Jungle river stone cluster — Waterline and shallow river detail. - [ ] **ROCK-012** | P2 | PLANNED | Jungle exposed cliff section — River valley enclosure. - [ ] **ROCK-013** | P2 | PLANNED | Pine forest granite outcrop — Pine biome landmark. - [ ] **ROCK-014** | P2 | PLANNED | Pine lichen rock cluster — Forest floor variation. - [ ] **ROCK-015** | P2 | PLANNED | Pine talus slope module — Slope edge and distant rock fill. - [ ] **ROCK-016** | P2 | PLANNED | Generic road gravel pile — Construction and road maintenance. ### Surface materials and decals (22) - [ ] **MAT-001** | P2 | REJECTED_FIXTURE | Fine dry sand — Primary desert surface. - [ ] **MAT-002** | P2 | PLANNED | Wind-rippled sand — Close-up desert dune read. - [ ] **MAT-003** | P2 | PLANNED | Compacted desert dirt — Desert road and base surface. - [ ] **MAT-004** | P2 | PLANNED | Cracked dry soil — Dry basin variation. - [ ] **MAT-005** | P2 | REJECTED_FIXTURE | Arid forest dusty soil — Arid forest floor base. - [ ] **MAT-006** | P2 | PLANNED | Arid stone and soil blend — Rock-to-ground continuity. - [ ] **MAT-007** | P2 | REJECTED_FIXTURE | Jungle rich leaf litter — Jungle floor base. - [ ] **MAT-008** | P2 | PLANNED | Jungle wet mud — Riverbanks and wet route. - [ ] **MAT-009** | P2 | PLANNED | Jungle moss and roots — Shaded humid detail. - [ ] **MAT-010** | P2 | REJECTED_FIXTURE | Pine needle soil — Pine floor base. - [ ] **MAT-011** | P2 | PLANNED | Pine mossy soil — Pine wet shaded variation. - [ ] **MAT-012** | P2 | PLANNED | Short grass soil blend — Biome transition base. - [ ] **MAT-013** | P2 | PLANNED | Small river gravel — Water-edge material. - [ ] **MAT-014** | P2 | PLANNED | Wet sand — Waterline transition. - [ ] **MAT-015** | P2 | PLANNED | Rough concrete — Base and airfield slabs. - [ ] **MAT-016** | P2 | PLANNED | Worn asphalt — Road network. - [ ] **MAT-017** | P2 | PLANNED | Packed road gravel — Unpaved driving surface. - [ ] **MAT-018** | P2 | PLANNED | Weathered olive paint — Shared US-inspired vehicle surface. - [ ] **MAT-019** | P2 | PLANNED | Weathered desert paint — Desert vehicle surface. - [ ] **MAT-020** | P2 | PLANNED | Rubber tire material — Shared vehicle material. - [ ] **MAT-021** | P2 | PLANNED | Worn painted steel — Props structures and equipment. - [ ] **MAT-022** | P2 | PLANNED | Vehicle and foot track decals — Transient route-use detail. ### Buildings and modular architecture (30) - [ ] **BUILD-001** | P3 | PLANNED | Small vehicle workshop — First enterable maintenance building. - [ ] **BUILD-002** | P3 | PLANNED | Large logistics hangar — Truck and aircraft shelter. - [ ] **BUILD-003** | P3 | PLANNED | Aircraft hangar shell — Full aircraft clearance testing. - [ ] **BUILD-004** | P3 | PLANNED | Barracks module — Base lodging and interiors. - [ ] **BUILD-005** | P3 | PLANNED | Command operations cabin — Mission interaction location. - [ ] **BUILD-006** | P3 | PLANNED | Medical aid station — Rescue delivery destination. - [ ] **BUILD-007** | P3 | PLANNED | Storage warehouse — Cargo and logistics destination. - [ ] **BUILD-008** | P3 | PLANNED | Fuel depot shelter — Ground servicing destination. - [ ] **BUILD-009** | P3 | PLANNED | Field mess shelter — Base support detail. - [ ] **BUILD-010** | P3 | PLANNED | Generator enclosure — Power and maintenance interaction. - [ ] **BUILD-011** | P3 | PLANNED | Airfield control tower — Airport landmark and sightline. - [ ] **BUILD-012** | P3 | PLANNED | Gatehouse — Base entrance checkpoint. - [ ] **BUILD-013** | P3 | PLANNED | Observation tower — Elevated view and ladder access. - [ ] **BUILD-014** | P3 | PLANNED | Sandbag guard post — Field perimeter cover. - [ ] **BUILD-015** | P3 | PLANNED | Tent sleeping module — Temporary camp accommodation. - [ ] **BUILD-016** | P3 | PLANNED | Tent command module — Deployable operations point. - [ ] **BUILD-017** | P3 | PLANNED | Tent medical module — Field rescue station. - [ ] **BUILD-018** | P3 | PLANNED | Modular shipping container — Reusable logistics enclosure. - [ ] **BUILD-019** | P3 | PLANNED | Container office conversion — Small enterable operations unit. - [ ] **BUILD-020** | P3 | PLANNED | Desert low-rise dwelling — Desert settlement identity. - [ ] **BUILD-021** | P3 | PLANNED | Desert courtyard wall kit — Settlement enclosure. - [ ] **BUILD-022** | P3 | PLANNED | Desert market shelter — Civilian settlement variety. - [ ] **BUILD-023** | P3 | PLANNED | Arid forest cabin — Small woodland settlement. - [ ] **BUILD-024** | P3 | PLANNED | Arid farm outbuilding — Rural route destination. - [ ] **BUILD-025** | P3 | PLANNED | Jungle stilt house — Humid riverside settlement. - [ ] **BUILD-026** | P3 | PLANNED | Jungle open-sided shelter — River and trail rest structure. - [ ] **BUILD-027** | P3 | PLANNED | Pine forest lodge — Larger woodland landmark. - [ ] **BUILD-028** | P3 | PLANNED | Pine forestry shed — Logging zone detail. - [ ] **BUILD-029** | P3 | PLANNED | Modular interior room kit — Reusable walkable room construction. - [ ] **BUILD-030** | P3 | PLANNED | Damaged wall and roof kit — Controlled structure damage variation. ### Roads bridges and utilities (22) - [ ] **INFRA-001** | P3 | PLANNED | Asphalt straight road module — Primary vehicle route. - [ ] **INFRA-002** | P3 | PLANNED | Asphalt curved road module — Route layout flexibility. - [ ] **INFRA-003** | P3 | PLANNED | Asphalt junction module — Intersection driving test. - [ ] **INFRA-004** | P3 | PLANNED | Gravel road spline material kit — Secondary logistics route. - [ ] **INFRA-005** | P3 | PLANNED | Desert track spline material kit — Desert mobility route. - [ ] **INFRA-006** | P3 | PLANNED | Forest trail spline kit — Small vehicle and foot access. - [ ] **INFRA-007** | P3 | PLANNED | Road shoulder transition strip — Road-ground seam control. - [ ] **INFRA-008** | P3 | PLANNED | Concrete culvert crossing — Drainage route connectivity. - [ ] **INFRA-009** | P3 | PLANNED | Small vehicle bridge — First functional crossing. - [ ] **INFRA-010** | P3 | PLANNED | Jungle footbridge — Pedestrian river route. - [ ] **INFRA-011** | P3 | PLANNED | Heavy logistics bridge — Truck and tank crossing route. - [ ] **INFRA-012** | P3 | PLANNED | Modular runway section — Aircraft ground test surface. - [ ] **INFRA-013** | P3 | PLANNED | Taxiway and apron kit — Airfield maneuvering area. - [ ] **INFRA-014** | P3 | PLANNED | Helipad slab and markings — Helicopter landing reference. - [ ] **INFRA-015** | P3 | PLANNED | Airfield edge light set — Night aircraft ground cues. - [ ] **INFRA-016** | P3 | PLANNED | Chain-link perimeter fence kit — Base boundary. - [ ] **INFRA-017** | P3 | PLANNED | Wire field fence kit — Rural boundary. - [ ] **INFRA-018** | P3 | PLANNED | Security gate — Operable base access. - [ ] **INFRA-019** | P3 | PLANNED | Concrete barrier kit — Traffic separation and cover. - [ ] **INFRA-020** | P3 | PLANNED | Power pole and cable kit — Settlement utilities. - [ ] **INFRA-021** | P3 | PLANNED | Drainage ditch module — Roadside terrain continuity. - [ ] **INFRA-022** | P3 | PLANNED | Water pipeline and valve kit — Base utility interaction. ### Logistics and world props (22) - [ ] **PROP-001** | P3 | PLANNED | Standard cargo pallet — Common load unit. - [ ] **PROP-002** | P3 | PLANNED | Cargo crate small — Hand-carry inventory prop. - [ ] **PROP-003** | P3 | PLANNED | Cargo crate large — Forklift load prop. - [ ] **PROP-004** | P3 | PLANNED | Fabric supply bundle — Distinct soft cargo type. - [ ] **PROP-005** | P3 | PLANNED | Fuel drum — Refueling site detail. - [ ] **PROP-006** | P3 | PLANNED | Water container — Camp water supply. - [ ] **PROP-007** | P3 | PLANNED | Portable generator — Audible switchable power source. - [ ] **PROP-008** | P3 | PLANNED | Portable light tower — Night scene lighting. - [ ] **PROP-009** | P3 | PLANNED | Field radio case — Communication interaction anchor. - [ ] **PROP-010** | P3 | PLANNED | Vehicle repair toolbox — Maintenance interaction anchor. - [ ] **PROP-011** | P3 | PLANNED | Spare wheel stack — Motor pool detail. - [ ] **PROP-012** | P3 | PLANNED | Spare track segment stack — Tracked vehicle maintenance detail. - [ ] **PROP-013** | P3 | PLANNED | Camouflage net shelter — Concealment and alpha stress test. - [ ] **PROP-014** | P3 | PLANNED | Sandbag wall section — Field fortification module. - [ ] **PROP-015** | P3 | PLANNED | Gabion barrier section — Larger perimeter module. - [ ] **PROP-016** | P3 | PLANNED | Traffic cone and bollard kit — Test course and base traffic control. - [ ] **PROP-017** | P3 | PLANNED | Road sign modular board — Navigation and speed cues. - [ ] **PROP-018** | P3 | PLANNED | Airfield windsock — Visible wind indicator. - [ ] **PROP-019** | P3 | PLANNED | Fire extinguisher — Workshop and aircraft safety prop. - [ ] **PROP-020** | P3 | PLANNED | First aid bag — Rescue interaction prop. - [ ] **PROP-021** | P3 | PLANNED | Folding table and chair kit — Command interior furnishing. - [ ] **PROP-022** | P3 | PLANNED | Ladder and access step kit — Maintenance and elevated access. ### Visual effects assets (14) - [ ] **FX-001** | P3 | PLANNED | Dry road tire dust — Readable vehicle-surface contact. - [ ] **FX-002** | P3 | PLANNED | Sand wheel rooster tail — Desert acceleration feedback. - [ ] **FX-003** | P3 | PLANNED | Wet mud wheel spray — Wet route feedback. - [ ] **FX-004** | P3 | PLANNED | Shallow water wake — Boat and wading feedback. - [ ] **FX-005** | P3 | PLANNED | Helicopter downwash dust — Desert landing contact feedback. - [ ] **FX-006** | P3 | PLANNED | Helicopter downwash foliage motion — Jungle landing feedback. - [ ] **FX-007** | P3 | PLANNED | Rotor motion blur representation — Stable fast-rotor visual. - [ ] **FX-008** | P3 | PLANNED | Propeller motion blur representation — Stable transport aircraft visual. - [ ] **FX-009** | P3 | PLANNED | Engine exhaust heat haze — Heat and running-engine read. - [ ] **FX-010** | P3 | PLANNED | Diesel exhaust puff — Start-up and throttle feedback. - [ ] **FX-011** | P3 | PLANNED | Damaged engine smoke — Readable vehicle damage state. - [ ] **FX-012** | P3 | PLANNED | Small maintenance spark effect — Workshop interaction feedback. - [ ] **FX-013** | P3 | PLANNED | Rain streak and ground splash — Wet biome weather state. - [ ] **FX-014** | P3 | PLANNED | Low ground fog volume — Jungle and pine atmosphere. ### Audio assets (14) - [ ] **SND-001** | P3 | PLANNED | Light diesel engine loop set — Utility 4x4 throttle feedback. - [ ] **SND-002** | P3 | PLANNED | Heavy diesel engine loop set — Cargo truck throttle feedback. - [ ] **SND-003** | P3 | PLANNED | Turbine ground engine loop set — Tracked vehicle running state. - [ ] **SND-004** | P3 | PLANNED | Utility helicopter rotor loop set — Helicopter speed and distance cues. - [ ] **SND-005** | P3 | PLANNED | Transport turboprop loop set — Aircraft propeller state. - [ ] **SND-006** | P3 | PLANNED | Wheeled gravel contact set — Surface-dependent rolling feedback. - [ ] **SND-007** | P3 | PLANNED | Tracked ground contact set — Track and terrain feedback. - [ ] **SND-008** | P3 | PLANNED | Vehicle door and hatch set — Interaction confirmation. - [ ] **SND-009** | P3 | PLANNED | Cargo ramp and hydraulics set — Aircraft and machinery actuation. - [ ] **SND-010** | P3 | PLANNED | Forest wind and needles loop — Pine biome ambience. - [ ] **SND-011** | P3 | PLANNED | Arid wind and insects loop — Arid forest ambience. - [ ] **SND-012** | P3 | PLANNED | Desert wind and sand loop — Desert biome ambience. - [ ] **SND-013** | P3 | PLANNED | Jungle insects birds and water loop — Jungle biome ambience. - [ ] **SND-014** | P3 | PLANNED | Rain and wet foliage loop — Wet weather ambience. ### Display and test world content (12) - [ ] **WORLD-001** | P0 | PLANNED | Vehicle inspection turntable world — Repeatable silhouette and material review. - [ ] **WORLD-002** | P0 | PLANNED | Wheeled mobility test lane — Slalom braking bumps and grades. - [ ] **WORLD-003** | P0 | PLANNED | Tracked mobility test lane — Pivot turn bumps and hull clearance. - [ ] **WORLD-004** | P0 | PLANNED | Helicopter hover and landing zone — Rotor and low-speed handling checks. - [ ] **WORLD-005** | P0 | PLANNED | Aircraft taxi and ramp apron — Gear propeller and cargo-ramp checks. - [ ] **WORLD-006** | P0 | PLANNED | Material lighting comparison room — Reference lighting and close-up PBR review. - [ ] **WORLD-007** | P0 | PLANNED | Vegetation wind and density plot — Wind response opacity and overdraw review. - [ ] **WORLD-008** | P0 | PLANNED | Desert biome sector — One quarter of provisional demo area. - [ ] **WORLD-009** | P0 | PLANNED | Arid forest biome sector — One quarter of provisional demo area. - [ ] **WORLD-010** | P0 | PLANNED | Jungle biome sector — One quarter of provisional demo area. - [ ] **WORLD-011** | P0 | PLANNED | Pine forest biome sector — One quarter of provisional demo area. - [ ] **WORLD-012** | P0 | PLANNED | Connected 10 square kilometer world — End-to-end streaming and traversal acceptance. ### Functional support and acceptance deliverables (14) - [ ] **SYS-001** | P0 | PLANNED | Asset manifest and provenance records — Stable identities hashes and reuse terms. - [ ] **SYS-002** | P0 | AUTHORING | Vehicle articulation controller — Consistent wheel door turret rotor and ramp states. - [ ] **SYS-003** | P0 | STARTED_SPEC | Wheeled vehicle handling profile — Configurable driving and braking interface. - [ ] **SYS-004** | P0 | AUTHORING | Tracked vehicle handling profile — Independent tracks and stable ground contact. - [ ] **SYS-005** | P0 | AUTHORING | Rotary-wing handling profile — Bounded hover translate land control interface. - [ ] **SYS-006** | P0 | PLANNED | Fixed-wing handling profile — Taxi takeoff flight and landing interface. - [ ] **SYS-007** | P0 | AUTHORING | Seat and embark interaction system — Consistent crew and passenger attachment. - [ ] **SYS-008** | P0 | PLANNED | Cargo and towing interaction system — Load unload couple detach state management. - [ ] **SYS-009** | P0 | STARTED_SPEC | Vehicle damage and repair state system — Game-scale operability transitions. - [ ] **SYS-010** | P0 | PLANNED | Terrain surface contact tags — Shared audio particles and handling response. - [ ] **SYS-011** | P0 | PLANNED | World streaming and biome transition plan — Bounded residency and seamless traversal. - [ ] **SYS-012** | P0 | PLANNED | Local bundle and dependency manifest — Offline reproduction and asset resolution. - [ ] **SYS-013** | P0 | PLANNED | GPU profile and benchmark capture — Measured frame time and memory per quality tier. - [ ] **SYS-014** | P0 | PLANNED | Asset acceptance report template — Evidence before functionality or photoreal claims. ## Reference and acquisition boundary Primary-source references and current CC0 limits are recorded in [../sources/REFERENCE_AND_LICENSE_REGISTER.md](../sources/REFERENCE_AND_LICENSE_REGISTER.md). No third-party model, image, texture, sound or scan was downloaded by this catalog task. Manufacturer media is reference-only until individual rights are established. Terrain candidates are leads, not acquired/accepted assets. The C-130 fact sheet contains suspect unit conversions; do not copy its numerical fields blindly. The Army Abrams PDF was available in search excerpts but the direct fetch failed. Neither is being used as a verified engineering specification here. ## Environment source work started Eleven original offline builders now exist in [../sources/environment.mjs](../sources/environment.mjs): pine, jungle and arid trees, desert shrub, grass, fern, rocks and one ground tile per biome. The mapped catalog rows are AUTHORING. [environment-source-check.json](environment-source-check.json) confirms deterministic finite source geometry, tree triangle limits and flat tile borders. They remain generic approximations; source construction does not establish Gaussian export, photorealism, biological species accuracy or runtime performance. Their leaf surfaces are offline sampling inputs only. ## Status maintenance When work changes, update the matching JSON asset's production_status, implementation_status, artifacts, evidence and date, then update this checklist and the workspace changelog. Keep incomplete checks visible. The first five concepts can progress independently; acceptance of one does not imply all vehicles, all biomes or the full map passed.