Stage context
Progress resolves into named cinematic stages and shared frame context.
@iandara/aldovisual
One runtime for Stagecraft, four-stage CinematicShorts, Cards and metamorphoses, Sinapse conduction, cinematic scroll, procedural territory, portals, live diagnostics and reusable UI/audio primitives.
Progress resolves into named cinematic stages and shared frame context.
Terrain, lake, trees, stones, wind and particle systems come from Aldovisual primitives.
CSS backgrounds and Three.js textures share the same declarative texture spec.
Factory-created canvas backgrounds own lifecycle, resize, quality and reduced-motion behavior. Rain and glyph grids remain separate, extensible branches.
An extensible UnicodeCatalog transforms copy, morphs unresolved glyphs, manages custom collections and accepts an injected persistence adapter.
Cinematic messages travel through the event bus, scramble through related Unicode variants and resolve into accessible final copy.
Lower-thirds bind to cinematic stages and can be subclassed by each application.
Video portals, actions and scroll-synced horizons live in the same reusable runtime.
Art made with @iandara/geome becomes textures, stones and live screens inside the 3D scene.
Live particle canvases become animated screens and stones through the same territory-element contract.
Pause, resume, FPS, frame pressure, draw calls, triangles, system count and fresh-frame snapshots are public APIs.
Role, Essence, Body, Shape, Skin and Form keep identity, geometry and appearance independent.
Exactly four weighted stages share lifecycle, marks, tracks, cues, bindings, pooling and one transport.
One input instance conducts forward, moonwalk, restart, auto mode and stage-specific left/right hands.
The background factory mounts authored CSS/DOM art with the same lifecycle as every Aldovisual background.
A cinematic spec supplies the stage, camera, visuals and systems.
waiting for first frame...