SPACESHIP
CVE MERIDIAN
CVE Meridian began as a complete Blender interior. This release turns it into a desktop first-person Three.js walkthrough: cross the main deck, read the restored consoles, approach the forward bulkhead, and let the authored door open into the cockpit.
Board the ship self-hosted build · desktop keyboard + mouse
Use a desktop browser. Click the frame to capture the mouse; fullscreen gives the clearest view. Mobile layouts can display the scene, but the build has no touch controls and is not presented as mobile-playable.
CLICK to board · MOUSE to look · WASD or ARROWS to move · SHIFT to run · F flashlight · M mute · ESC release mouse
The same ship,
translated for realtime.
The source scene is not a flattened render. Its modeled interior is exported as a quality GLB with lightweight PBR proxy families, then relit in Three.js. The browser supplies the walk camera, exterior planet shaders, realtime audio, post-processing, collision zones, and the automatic forward-door behavior.
The quality export restores all 32 authored door pieces that the older web export omitted—16 on the aft assembly and 16 at the forward bulkhead. Two shared 1K atlases then bring functional screen graphics and reusable material breakup back into the realtime version without attaching a unique large texture set to every prop.
Function first.
Atmosphere in the seams.
White worn panels and charcoal structural bands set the ship's long rhythm. Cyan floor lines and displays mark circulation and function, while warmer lounge accents, red service lighting, brushed metal, rubber, fabric, pipes, vents, workstations, and cargo detail keep each zone legible without breaking the same kit of parts.
The default browser grade uses AgX at exposure 0.70 with restrained bloom at 0.18. That brings framing, brightness, authored doors, and screen readability closer to the Blender reference, but it is deliberately not described as pixel-equivalent to Blender or Cycles.

More ship on screen.
Less work per frame.
The runtime keeps source geometry indexed, merges compatible static meshes by material, renders static shadows once and freezes them, lowers DPR only when sustained frame rate calls for it, and releases renderer, texture, geometry, post-process, control, and audio resources when the page exits.
- 59.85 FPS across 300 frames / 5.012 seconds at 1280×720 DPR 1
- 402.6 MiB process-tree PSS and 654.3 MiB RSS on Radeon 8060S / RADV
- AgX exposure 0.70, bloom 0.18, quality GLB, authored doors, and frozen static shadows active
- W/A/D movement, door opening, cockpit traversal, flashlight, and shadow refresh all passed
- Zero page, request, console, or game-state errors in the final continuous run