P2b — The Descent (first-run cinematic)

SkillDev tools

SOP for the FSI AIDE "Descent" cinematic onboarding, avatar falls from space, shatters, reassembles into the IDE. Covers the tiered WebGL architecture (Three.js scene / reduced tier / pre-rendered fallback), asset pipeline (Blender→Draco/KTX2), performance budgets proven by the ZERO case study, accessibility/skip laws, the credo copy, and the frame-time verification battery. Use when building or auditing the first-launch experience.

Use P2b — The Descent (first-run cinematic) in Claude, ChatGPT or Ahel Desktop

Free. Sign in, add P2b — The Descent (first-run cinematic) and connect your AI. About a minute.

Also: Claude Code · Cursor · Codex

Then ask your AI: use the P2b skill

Details

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

Add Ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

P2b — The Descent (first-run cinematic)Start free

What this skill tells your AI

The instructions your AI receives, as published by anonymousnomad/covert-coder in skills/packs/aide-p2-descent-intro/SKILL.md and read by Ahel’s review.

The emotional payload IS the product moment — WebGL earns its cost here (Praxvon framework: interactive brand piece where interaction = emotional payload). Non-negotiables: skippable always, prefers-reduced-motion bypasses straight to walkthrough, never-show-again persisted (aide.onboarding.descent=done), zero network during playback.

Sequence storyboard (operator canon)

  1. SPACE: avatar floats among stars over a binary-matrix field (0/1 glyph points, green/pink/purple/blue palette). Title: FSI AIDE.
  2. CREDO card (typewriter reveal over matrix rain) — see Credo below. Banner: developed by neuro_nomad.
  3. GATE: "Are you ready for the descent?" [Begin] [Skip] — Begin only after fonts/ assets preloaded (honest progress counter, DeepSee pattern).
  4. FALL: camera follows avatar through atmosphere (heat-glow shader rim, speed lines as particle streaks). ~6-8s.
  5. IMPACT + SHATTER: pre-fractured mesh explodes on contact; 200ms color snap-back (ZERO timing law); camera dives WITH the shards between cracks underground.
  6. REASSEMBLY: shards converge/morph into the cockpit layout silhouette; pull-back reveals the real landing page underneath (scene fades as DOM fades in — one continuous motion, no pop).
  7. Handoff → P2 spotlight walkthrough starts automatically.

Tech stack (per tier, auto-selected)

TierTriggerTreatment
A discrete GPUnavigator.gpu || high-end dGPU heuristicFull Three.js: starfield points, atmosphere shader rim, fracture shards, bloom-lite post
B integrateddefaultSame scene, no post-processing, half particles, baked shadows
C fallbackprefers-reduced-motion OR WebGL unavailable OR user skipsPre-rendered MP4/WebM (rendered ONCE from the same Blender scene) → still ends at walkthrough

Hard budgets (ZERO-case proven): final assets ≤10 MB total (KTX2/ETC1S textures, Draco geometry); ≤50k triangles avatar+shards combined; DPR clamped at 2; lazy-init AFTER app shell paints (never the LCP element); adaptive quality monitor steps pixel-ratio/effects down when rolling frame-time buffer degrades.

Asset pipeline

Blender avatar (stylized low-poly robot w/ neon emissive edges matching palette) → fracture modifier for shard set → export GLTF+Draco → gltf-transform KTX2 encode → bundle under assets/descent/. Matrix field + stars are procedural (no assets). Video fallback rendered from the same Blender file (Cycles bake → MP4 ~4 MB).

The Credo (draft v1 — operator approves final wording)

We build for the local developer. Your machine. Your models. Your data. Your revenue. Sovereign. Private. Nothing leaves without your hand. We verify before we claim. We ship what works, offline, out of the box. We give tools back to the people who build — and help them own their work. FSI — Ferrell Synthetic Intelligence. First deployment in production. developed by neuro_nomad

Pitfalls (from researched failures)

  • Shader precision: force highp float (mobile mediump broke ZERO's animations).
  • GPU texture uploads block frames: chunk atlas tiles, upload one per frame.
  • Escape/listener leaks on overlay teardown (VS Code review findings).
  • Never gate the product on the scene: Skip visible from frame one; failure to init WebGL must fall through silently, not error.
  • Bundle discipline: Three.js loaded dynamic-import after shell paint (~140 KB gz).

Verification battery (compile ≠ shipped)

scripts/descent-battery.mjs (headless):

  1. First boot shows descent (state flag absent) → second boot skips it (flag set).
  2. Skip button visible within 500ms of scene start; clicking lands on walkthrough.
  3. Reduced-motion env → no canvas ever created, straight to walkthrough.
  4. Frame-time probe: avg ≥45fps on Tier-A profile (forced via debug override), ≥30fps Tier-B, over the full sequence.
  5. Asset weight: assets/descent/ total ≤10MB (CI gate).
  6. No network calls during playback (egress audit extension).
  7. End-state: walkthrough scenario #1 active after completion OR skip.

Signals

GitHub stars
43
Forks
14
Last commit
Oct 2026
Advanced
Item type
skill
Key
aide-p2-descent-intro
Source
github.com/anonymousnomad/covert-coder