# The floating island — v1

Original Blender-authored voxel terrain for Can You Name's Minecraft
collection: an island of stone blocks adrift in open sky above a sea of square
clouds. The scenery contains no catalog props, mobs, items, structures, labels
or game textures. The existing collectible artwork retains its own immutable
sources and attribution.

## Construction

`src/lib/minecraft-island-layout.json` is the construction boundary for Blender
and the stage: the island grid, colliders, boulders, courses, light and both
cameras. One unit is 0.2 m and one block is 2.05 units — the same pitch as the
collection grid, so every accepted answer lands on a block of its own. The
island is 6.56 × 5.74 m
and its solid top is the only floor: there is no wall, rail or net, and an
answer thrown past the edge falls to the void line and is returned to its cell.

The look is owned and invented rather than copied. Proportions follow the
game's own module — a one-metre block read at model scale — with the collection
inset two blocks from the edge, a ledge of blocks a course or two below the rim
for a broken outline, and courses that step in by whole blocks and shift off
centre as they taper. No photograph, texture, scan or third-party model is used
or shipped.

The collection fills 12 × 10 cells from the centre outward. Ordinary arrivals
make a short upright drop; reduced-motion placement uses the same cells without
animation. Shared dragging, throwing and collection controls remain available.

Cycles bakes direct sun, sky and bounce into a 2048-pixel lightmap at
96 samples, with offline denoising. Every surface displays that complete
bake except the ground, which keeps a dimmed share of it under a runtime key so
the accepted objects cast their own shadows. Contact shadows remain available in
Light quality. The still is composited over the stage's own flat sky and its own
fog range, so the no-WebGL image matches what the renderer draws.

A small primitive island owns the first playable frame and remains when either
the geometry or its light fails. The island mounts only with its matching bake,
and late arrivals after teardown are released. No runtime provider, paid asset
or generated catalog imagery is added.

## Rebuild

Requires Windows Blender 5.2.1 with Cycles/OptiX, the sibling `blender-kit`, and
the existing offline glTF tools under `tmp/books-reading-room/tools`:
glTF-Transform 4.5.0, meshoptimizer 1.2.0 and Khronos glTF Validator
2.0.0-dev.3.10. No third-party source textures are required.

```sh
blender --background --factory-startup --python-exit-code 1 \
  --python scripts/artwork/build-minecraft-island.py
node scripts/artwork/pack-minecraft-island.mjs
```

Use `-- --proof` for composition only. The look profile is
`scripts/artwork/styles/minecraft-island.toml`. Run in an isolated background
process; the authoring script creates a separate named scene. Reproducible
source `.blend`, measurements and validation output stay under ignored
`tmp/minecraft-island`.

Packing quantizes positions/UVs, applies meshopt, checks all 7 lightmap
batches through Three.js's decoder, and validates the decoded glTF. The island
is 5,256 triangles and 7 material batches. There are no validator errors
or warnings and no clipped light samples. The island and bake have a
1,500 KiB limit.

The bundle below is immutable. Future revisions must use a new directory.

| Asset | Bytes | SHA-256 |
| --- | ---: | --- |
| `v1/room.glb` | 114,696 | `c661374bdc2b5243b0bb90ad6f88f00d4105733e5f172203030fca10a94ce422` |
| `v1/lightmap.webp` | 268,470 | `8edaeac8c70af04444739010df06651073c1c6ac5bb2016594d9ec028d90964f` |
| `v1/preview.webp` | 22,780 | `d795568f76247de1aca833408c1e6be947d57e8cf1d8e1c04f6782a8c1657704` |
