Updated perf
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@@ -67,6 +67,13 @@ unexpectedly enlarge the card. The edge mesh draws only extrusion side walls, no
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dedicated artwork faces, preventing depth-fighting bands at farther zoom distances.
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Pack assets are loaded separately on first entry, with retry on failure.
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Wrapper deformation is coalesced to once per rendered frame, including touch dents
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and tear input. Fixed crease/crimp calculations are cached; unchanged pouch surfaces
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and ribbons do not recalculate normals/bounds or upload vertex buffers. Hidden
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wrappers do not deform. Pack UI updates are also coalesced and only write changed
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values. These optimizations retain the same mesh resolution, deformation formulas,
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materials, lighting, pixel ratio, and antialiasing.
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There is no sound, haptics, particles, cloth simulation, backend, rewards persistence,
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pack progress persistence, or timeline/editor. This is a choreography proof, not an
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final pack-design or mobile performance sign-off. The approved rigid prototype and
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@@ -116,6 +123,17 @@ Production build:
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npm run build
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```
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Pack regression checks (Node 22.15+):
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```sh
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npm test
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```
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These check exact pre-optimization wrapper geometry snapshots, surface update
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counts, per-frame input batching, pause/resume, pinch handoff, restart, reduced
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motion, and ordered reveals. They are CPU/state checks, not a real-device GPU or
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touch-latency benchmark; mobile performance still needs on-device validation.
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The asset-generation script uses cross-platform Node APIs and works on Windows and Linux. The retained `export:blender` script is an optional reference utility and is not part of the application pipeline.
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## Baseline
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