
Adiyogi Divya Darshanam
112-ft Monument & 6-Act WebGPU TSL 3D Projection Mapping Showcase
Two-Stage Isometric 3D Action-Shooter — Foot IK, Boost-Chasms & Boss Sanctums
Unified two-stage isometric 3D action-shooter built in Unity 6.6 (6000.6.4f1, URP 17.6.0 Forward+ on Apple Silicon Metal, Cinemachine 6.6, UI Toolkit). Pilots the 1.65 m reconnaissance unit RELAY-09 (ActionBot) from Stage 01: The Skyward Sanctuary (5 sunlit sandstone sky-islands above a golden-hour cloud sea culminating at SpireWardenBoss) into Stage 02: The Solaris Foundry (5 volcanic-basalt and brass clockwork forge islands above molten magma culminating at IgnisCoreBoss), pairing world-locked 2-bone Foot IK and 360° elevation-aware gunplay with Voronoi rigid-body destruction and live 48 kHz synthesized arcade audio.
Built end-to-end with Gemini Carbon across four integrated local pipelines: (1) #F2F2F2 studio character, enemy, boss, and hazard sprites reconstructed locally on-device via the Local TripoSG pipeline and surgically rigged & Voronoi-fractured in Blender 5.2 with Cycles 2K PBR bakes; (2) exact metric build123d B-Rep CAD + Cycles 2K PBR for the Jetpack, TwinPulseRifle, Brass Casings, slotted Riot/Thermal Tower Shields, Astrolabe/Turbine crowns, and SolarisGearWheels; (3) Blender 5.2 BMesh floating sandstone & volcanic-basalt island chains with custom 2K HDR domes and cloud-shadow cookies; and (4) Unity 6.6 URP 17.6 Forward+ C# combat simulation with world-locked 2-bone Foot IK (< 0.02 m sole contact error), Cinemachine 3 framing, UI Toolkit 4K HLSL compositing, and live 48 kHz procedural arcade audio.
Asset foundry provenance — CAD, Blender Cycles PBR, 3D-Gen, TSL/GLSL & procedural audio
Reconstructed locally on-device via the local TripoSG pipeline: articulated bipedal chassis with hip/knee/ankle/shoulder/elbow/WristPivot sockets, Cycles 2K PBR bake, and world-locked 2-bone Foot IK
Precision B-Rep thrusters (0.48 m), twin-barrel rifle (0.82 m), emissive plasma canister, ejected brass casings, and ShieldCell pickups
Reconstructed locally on-device via the local TripoSG pipeline: skittering ScarabDrone, BastionConstruct with slotted CAD IronRiotShield (110° arc), and SentryObelisk with spinning CAD EmitterRing + ShatterRoot
Reconstructed locally on-device via the local TripoSG pipeline: 3-phase sanctum guardian with CAD AstralHaloRing & BossFurnaceGrate, sweeping crimson lance, tectonic shockwaves, and 2.0× grenade stagger
5 ascending sandstone & emerald-turf floating islands (Zone1A..Zone2B), AstralRelayPedestals, HardLightBridgePylons, and 17.6 m AstrolabeRingSet
Reconstructed locally on-device via the local TripoSG pipeline: explosive CrimsonBlightPod (3.5 m chain-blast), breakable ReliquaryUrn (ShieldCell drop), and chamfered RuinedTempleColumn cover
Reconstructed locally on-device via the local TripoSG pipeline: quadruped CinderHound forge-stalker (4-leg gait pivots), AegisJuggernaut (ThermalTowerShield), and PyreMortar gyroscope lobber (PyreGyroRing)
Reconstructed locally on-device via the local TripoSG pipeline: crucible Architect armed with CAD ForgeTurbineRing & ForgeSiegeHammer, twin-bore thermal lance, anvil shockwaves, and cryo-vent grenade stagger
5 volcanic-basalt & gilt-bronze forge islands (Zone1A_FoundryLift..Zone2B_SolarisCore), spinning SolarisGearWheels, CryoValvePedestals, 17.8 m SolarisTurbineCrown, and MoltenMagmaSea
Reconstructed locally on-device via the local TripoSG pipeline: explosive VolatileSlagCore, breakable FoundrySupplyCrate, and low-profile BasaltForgePillar sightline cover
Custom 2K HDR sky domes, cloud-shadow cookies, and hard-light bridge fields
Dynamic Stage 01/02 HUD, boss phase banner, 6-field Rank Scorecard, custom HLSL UI composite 4K overlay, and procedural rifle/grenade/boss SFX

112-ft Monument & 6-Act WebGPU TSL 3D Projection Mapping Showcase

1:1 OpenCascade CAD Digital Twin, 6-Zone Cutaways, Volumetric Combustion & Dyno Lab

1:1 ADA 90-P Rimless Nature Aquarium, 60 Hz Altum Angelfish & Articulated Sump Rig