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Merge branch 'main' of https://github.com/georgeantonopoulos/singularity into gh-pages
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.gitignore

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.env.production.local
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# Vite
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.vite/
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.vite/
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.cursorrules

3D_CAMERA_NOTES.md

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# 3D Camera Conversion Plan
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## Overview
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This branch is dedicated to converting the game from an orthographic camera (2D view) to a perspective camera (3D view) while maintaining the same game dynamics and gameplay.
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## Current Implementation
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- The game currently uses an orthographic camera in Three.js
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- The camera is positioned at z=80 looking at the origin (0,0,0)
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- The frustum size is 60 units
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- The game area is defined by:
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- gameWidth = 100
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- gameHeight = 60
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## Conversion Strategy
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1. **Analysis Phase** (Current)
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- Understanding the current camera implementation
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- Identifying all code sections that depend on the orthographic camera
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- Analyzing game dynamics that might be affected by the perspective camera
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2. **Development Phase** (Upcoming)
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- Replace OrthographicCamera with PerspectiveCamera
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- Adjust field of view, near and far planes
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- Modify camera position and controls to maintain similar view
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- Update all screen-to-world and world-to-screen coordinate conversions
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- Adapt UI elements to work with perspective projection
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3. **Testing Phase** (Upcoming)
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- Test gameplay dynamics to ensure they remain unchanged
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- Verify that object interactions remain consistent
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- Fine-tune camera parameters for optimal experience
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## Key Considerations
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- The lens distortion effect around the black hole might need adjustments
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- Mouse input handling will need updates for proper world space mapping
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- Game boundaries and object spawning will need recalibration
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- Camera animations and zoom effects will need to be reimplemented

LICENSE

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Copyright (c) 2025 George Antonopoulos - Christopher's Singularity & Gravitational Lensing Simulation
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All rights reserved.
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This software and associated documentation files (the "Software") are protected by copyright law.
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The following restrictions apply:
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1. No part of this Software may be copied, modified, merged, published, distributed,
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sublicensed, and/or sold without explicit written permission from George Antonopoulos.
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2. The gravitational lensing effect implementation and black hole visualization techniques
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are proprietary and may not be reproduced or adapted in any form without explicit
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written permission.
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3. Viewing and running the Software for personal, non-commercial use is permitted,
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provided that:
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a) No modifications are made to the Software
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b) All copyright notices and this permission notice are preserved
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c) Credit is given to George Antonopoulos for any public demonstrations or discussions
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4. Commercial use, modification, or redistribution of this Software or any of its
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components requires explicit written permission from the copyright holder.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.

README.md

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- Beautiful cosmic visuals with stars, nebulae, and distortion effects
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- Grow your black hole by consuming celestial objects
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## Development Branches
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- **main**: Current stable version with orthographic camera (2D view)
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- **3D_cam**: Development branch for converting to a 3D perspective camera while maintaining gameplay
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For details on the 3D camera conversion approach, see the [3D_CAMERA_NOTES.md](3D_CAMERA_NOTES.md) file.
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## Installation
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### Local Development

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