Vibecode Feather 3D
track this build5 steps, step by step0%3D authoring tools are the category where one-shot builds go to die. An agent will happily hand you a Three.js scene with a transform gizmo and an orbit camera in an afternoon, and it will feel great for about ten minutes. Then you want snapping, a real undo stack, material editing, HDRI lighting that does not blow out, UVs, glTF import that survives weird exporters, and a viewport that stays at 60fps with more than a dozen objects, and you are now writing a DCC app instead of using one. None of that is conceptually hard, all of it is thousands of small interaction decisions plus GPU tuning, and that is exactly what you are paying for here. Build the toy if you want a scene composer for one specific job, not if you want a 3D tool you enjoy opening.
You are building a lean indie version of Feather 3D. Create the following project files first, then implement the application by following them. Keep the files updated as decisions change. Do not collapse this into a single README or prompt. ===== README.md ===== # Feather 3D indie build ## Goal Build the smallest trustworthy replacement for the core Feather 3D workflow for one developer or a tiny team. ## Scope A local Three.js scene composer: drop in glTF assets, move and rotate them with a gizmo, tweak lights and environment, then export the scene or a PNG render. ## Quick start 1. Install the documented dependencies. 2. Copy `.env.example` to `.env`. 3. Run the development command chosen during implementation. 4. Complete the acceptance checks in `BUILD_PLAN.md`. ## Honest limits This build deliberately does not replace: - Actual modeling: you can arrange assets, you cannot make them - A trustworthy undo/redo history across every operation - Material and shader editing beyond a handful of sliders - Viewport performance work: shadows, culling, LOD, big scenes - Whatever asset library, templates or generation features ship with the paid product If those capabilities are essential, use Feather 3D instead of pretending the gap is solved. ===== AGENTS.md ===== # Agent instructions - Optimize for a working, understandable weekend build. - Prefer the fewest moving parts that satisfy the brief. - Do not invent cryptography, security guarantees, APIs, or compliance claims. - Keep secrets out of source control and logs. - Add focused tests for destructive, security-sensitive, and data-loss paths. - Run the project checks before declaring the build complete. - Record any deliberate shortcut in the README under "Tradeoffs". ===== BUILD_PLAN.md ===== # Build plan ## Original build brief Build a local-only 3D scene composer as a web app. This is a personal tool, not a product. Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all. What it does: 1. Full-window WebGL canvas with an orbit/pan/zoom camera (OrbitControls) and a grid helper. 2. Drag and drop .glb or .gltf files onto the canvas to add them to the scene. Use GLTFLoader and fit the camera to the new object's bounding box on first load. 3. Click an object to select it. Show TransformControls with keyboard shortcuts: W translate, E rotate, R scale, X toggle world/local space, Delete removes the selection. 4. Left sidebar: scene outliner listing objects by name, click to select, double click to rename, visibility toggle per object. 5. Right sidebar: numeric inputs for position, rotation (degrees) and scale of the selection, kept in sync with the gizmo in both directions. 6. Lighting panel: one directional light with intensity, color and a draggable azimuth/elevation, plus ambient intensity. Drag and drop an .hdr file to set the environment via RGBELoader and PMREMGenerator, with an exposure slider. 7. Shadows: soft shadow map from the directional light, plus a toggleable ground plane that receives shadows only. 8. Undo/redo (Ctrl+Z / Ctrl+Shift+Z) for add, delete, transform and rename. Implement it as a plain command stack, do not try to diff the whole scene graph. 9. Save/load the scene as a JSON file: asset filenames plus transforms plus light settings. On load, re-prompt for any asset files it cannot find instead of failing silently. 10. Render button: renders the current view at a chosen resolution (up to 4x canvas size) and downloads a PNG. Also an Export glTF button using GLTFExporter. Explicitly out of scope, do not build these: mesh editing or sculpting, UV tools, material/shader authoring beyond base color and roughness sliders, animation, physics, any AI generation, any multi-user or cloud sync. Deliver: working dev server on npm run dev, a README with the shortcut list, and no .env because there are no secrets. Keep it to a handful of files with a clear scene-state module; do not invent an architecture. ## Required capabilities - Node and a browser with WebGL2 - Your own glTF/GLB assets, nothing is generated for you - An HDRI file for environment lighting ## Delivery order 1. Scaffold the smallest runnable application and document its commands. 2. Implement the primary data model and core workflow. 3. Add validation, safe failure states, and persistence. 4. Cover the critical path with automated tests. 5. Exercise a clean install from the README and fix every missing step. ## Done when - A new user can go from clone to first successful workflow using only the README. - The core workflow works without paid infrastructure unless the brief requires it. - Tests cover the highest-risk behavior. - Known limitations are explicit rather than hidden. ===== .env.example ===== # Copy to .env and document every variable when it is introduced. # Never put real credentials in this file. APP_ENV=development # Add only values required by the selected implementation.
You are building a lean indie version of Feather 3D. Create the following project files first, then implement the application by following them. Keep the files updated as decisions change. Do not collapse this into a single README or prompt. ===== README.md ===== # Feather 3D indie build ## Goal Build the smallest trustworthy replacement for the core Feather 3D workflow for one developer or a tiny team. ## Scope A local Three.js scene composer: drop in glTF assets, move and rotate them with a gizmo, tweak lights and environment, then export the scene or a PNG render. ## Quick start 1. Install the documented dependencies. 2. Copy `.env.example` to `.env`. 3. Run the development command chosen during implementation. 4. Complete the acceptance checks in `BUILD_PLAN.md`. ## Honest limits This build deliberately does not replace: - Actual modeling: you can arrange assets, you cannot make them - A trustworthy undo/redo history across every operation - Material and shader editing beyond a handful of sliders - Viewport performance work: shadows, culling, LOD, big scenes - Whatever asset library, templates or generation features ship with the paid product If those capabilities are essential, use Feather 3D instead of pretending the gap is solved. ===== AGENTS.md ===== # Agent instructions - Optimize for a working, understandable weekend build. - Prefer the fewest moving parts that satisfy the brief. - Do not invent cryptography, security guarantees, APIs, or compliance claims. - Keep secrets out of source control and logs. - Add focused tests for destructive, security-sensitive, and data-loss paths. - Run the project checks before declaring the build complete. - Record any deliberate shortcut in the README under "Tradeoffs". ===== BUILD_PLAN.md ===== # Build plan ## Original build brief Build a local-only 3D scene composer as a web app. This is a personal tool, not a product. Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all. What it does: 1. Full-window WebGL canvas with an orbit/pan/zoom camera (OrbitControls) and a grid helper. 2. Drag and drop .glb or .gltf files onto the canvas to add them to the scene. Use GLTFLoader and fit the camera to the new object's bounding box on first load. 3. Click an object to select it. Show TransformControls with keyboard shortcuts: W translate, E rotate, R scale, X toggle world/local space, Delete removes the selection. 4. Left sidebar: scene outliner listing objects by name, click to select, double click to rename, visibility toggle per object. 5. Right sidebar: numeric inputs for position, rotation (degrees) and scale of the selection, kept in sync with the gizmo in both directions. 6. Lighting panel: one directional light with intensity, color and a draggable azimuth/elevation, plus ambient intensity. Drag and drop an .hdr file to set the environment via RGBELoader and PMREMGenerator, with an exposure slider. 7. Shadows: soft shadow map from the directional light, plus a toggleable ground plane that receives shadows only. 8. Undo/redo (Ctrl+Z / Ctrl+Shift+Z) for add, delete, transform and rename. Implement it as a plain command stack, do not try to diff the whole scene graph. 9. Save/load the scene as a JSON file: asset filenames plus transforms plus light settings. On load, re-prompt for any asset files it cannot find instead of failing silently. 10. Render button: renders the current view at a chosen resolution (up to 4x canvas size) and downloads a PNG. Also an Export glTF button using GLTFExporter. Explicitly out of scope, do not build these: mesh editing or sculpting, UV tools, material/shader authoring beyond base color and roughness sliders, animation, physics, any AI generation, any multi-user or cloud sync. Deliver: working dev server on npm run dev, a README with the shortcut list, and no .env because there are no secrets. Keep it to a handful of files with a clear scene-state module; do not invent an architecture. ## Required capabilities - Node and a browser with WebGL2 - Your own glTF/GLB assets, nothing is generated for you - An HDRI file for environment lighting ## Delivery order 1. Scaffold the smallest runnable application and document its commands. 2. Implement the primary data model and core workflow. 3. Add validation, safe failure states, and persistence. 4. Cover the critical path with automated tests. 5. Exercise a clean install from the README and fix every missing step. ## Done when - A new user can go from clone to first successful workflow using only the README. - The core workflow works without paid infrastructure unless the brief requires it. - Tests cover the highest-risk behavior. - Known limitations are explicit rather than hidden. ===== .env.example ===== # Copy to .env and document every variable when it is introduced. # Never put real credentials in this file. APP_ENV=development # Add only values required by the selected implementation.
You are building a production product version of Feather 3D. Create the following project files first, then implement the application by following them. Keep the files updated as decisions change. Do not collapse this into a single README or prompt. ===== PRODUCT.md ===== # Feather 3D product brief ## Problem 3D authoring tools are the category where one-shot builds go to die. An agent will happily hand you a Three.js scene with a transform gizmo and an orbit camera in an afternoon, and it will feel great for about ten minutes. Then you want snapping, a real undo stack, material editing, HDRI lighting that does not blow out, UVs, glTF import that survives weird exporters, and a viewport that stays at 60fps with more than a dozen objects, and you are now writing a DCC app instead of using one. None of that is conceptually hard, all of it is thousands of small interaction decisions plus GPU tuning, and that is exactly what you are paying for here. Build the toy if you want a scene composer for one specific job, not if you want a 3D tool you enjoy opening. ## Product outcome A local Three.js scene composer: drop in glTF assets, move and rotate them with a gizmo, tweak lights and environment, then export the scene or a PNG render. ## Target user A serious builder who needs a maintainable product foundation rather than a one-off demo. ## Required capabilities - Node and a browser with WebGL2 - Your own glTF/GLB assets, nothing is generated for you - An HDRI file for environment lighting ## Explicit non-goals for v1 - Actual modeling: you can arrange assets, you cannot make them - A trustworthy undo/redo history across every operation - Material and shader editing beyond a handful of sliders - Viewport performance work: shadows, culling, LOD, big scenes - Whatever asset library, templates or generation features ship with the paid product ## Success criteria - The primary workflow is measurable end to end. - Setup is reproducible in a clean environment. - Failure, recovery, and support paths are documented. - Product claims match what the implementation actually guarantees. ===== ARCHITECTURE.md ===== # Architecture ## Starting brief Build a local-only 3D scene composer as a web app. This is a personal tool, not a product. Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all. What it does: 1. Full-window WebGL canvas with an orbit/pan/zoom camera (OrbitControls) and a grid helper. 2. Drag and drop .glb or .gltf files onto the canvas to add them to the scene. Use GLTFLoader and fit the camera to the new object's bounding box on first load. 3. Click an object to select it. Show TransformControls with keyboard shortcuts: W translate, E rotate, R scale, X toggle world/local space, Delete removes the selection. 4. Left sidebar: scene outliner listing objects by name, click to select, double click to rename, visibility toggle per object. 5. Right sidebar: numeric inputs for position, rotation (degrees) and scale of the selection, kept in sync with the gizmo in both directions. 6. Lighting panel: one directional light with intensity, color and a draggable azimuth/elevation, plus ambient intensity. Drag and drop an .hdr file to set the environment via RGBELoader and PMREMGenerator, with an exposure slider. 7. Shadows: soft shadow map from the directional light, plus a toggleable ground plane that receives shadows only. 8. Undo/redo (Ctrl+Z / Ctrl+Shift+Z) for add, delete, transform and rename. Implement it as a plain command stack, do not try to diff the whole scene graph. 9. Save/load the scene as a JSON file: asset filenames plus transforms plus light settings. On load, re-prompt for any asset files it cannot find instead of failing silently. 10. Render button: renders the current view at a chosen resolution (up to 4x canvas size) and downloads a PNG. Also an Export glTF button using GLTFExporter. Explicitly out of scope, do not build these: mesh editing or sculpting, UV tools, material/shader authoring beyond base color and roughness sliders, animation, physics, any AI generation, any multi-user or cloud sync. Deliver: working dev server on npm run dev, a README with the shortcut list, and no .env because there are no secrets. Keep it to a handful of files with a clear scene-state module; do not invent an architecture. ## Boundaries Separate the product into replaceable modules for interface, application logic, persistence, external integrations, and operational concerns. Keep domain logic independent from delivery frameworks and vendors. ## Production baseline - Configuration: validated at startup with safe local defaults where possible. - Security: least privilege, input validation, secret redaction, rate limits on abuse-prone paths, and no invented security primitives. - Data: explicit schema and migrations, transactional writes where integrity matters, backup and restore instructions. - Integrations: adapters around third-party providers, idempotent webhook or job processing, bounded retries, and timeouts. - Observability: structured logs with request or operation IDs, an error-tracking hook, and health/readiness checks where a server exists. - Quality: unit tests for domain rules, integration tests at module boundaries, and one end-to-end critical-path test. ## Decision records For each major dependency, document why it was chosen, its failure mode, and how it can be replaced. Do not introduce infrastructure until a requirement justifies it. ===== AGENTS.md ===== # Agent instructions - Read `PRODUCT.md` and `ARCHITECTURE.md` before changing code. - Implement milestone by milestone; keep each change reviewable and leave the application runnable. - Treat authentication, payments, encryption, imports, webhooks, and destructive actions as high-risk boundaries when present. - Never invent cryptography or silently weaken a requirement to make a test pass. - Use provider interfaces for external services and deterministic fakes in tests. - Add migrations and rollback or recovery notes for persistent data changes. - Log useful operational context without credentials, tokens, passwords, or personal data. - Update documentation and run all checks before completing a milestone. ===== MILESTONES.md ===== # Delivery milestones ## M0 — Decisions and scaffold - Confirm the runtime, persistence model, threat boundaries, and deployment target. - Create a reproducible local environment and continuous checks. ## M1 — Core workflow - Implement the smallest end-to-end product path with validation and tests. - Keep integrations behind interfaces. ## M2 — Trust layer - Add secure failure behavior, recovery paths, audit-relevant events, and data safeguards. - Test abuse cases and destructive operations. ## M3 — Operability - Add structured logs, error reporting hooks, health signals, backup/restore documentation, and deployment configuration. ## M4 — Release gate - Run a clean-install test, critical-path end-to-end test, dependency review, and documented rollback exercise. - Compare the shipped behavior with `PRODUCT.md` and publish remaining limitations. ===== OPERATIONS.md ===== # Operations ## Before release - Validate configuration and secrets at startup. - Define backup, restore, and rollback procedures and test them. - Document logs, error tracking, health signals, and alert ownership. - Set dependency update and vulnerability review expectations. ## Incident checklist 1. Contain the issue without destroying evidence or user data. 2. Record the timeline and affected scope. 3. Rotate exposed secrets and revoke compromised sessions or credentials. 4. Restore from a verified source when needed. 5. Document the root cause, remediation, and regression test. ## Launch constraint Do not market omitted Feather 3D capabilities as implemented. The v1 non-goals in `PRODUCT.md` remain user-visible limitations until they are deliberately delivered.
# Feather 3D indie build ## Goal Build the smallest trustworthy replacement for the core Feather 3D workflow for one developer or a tiny team. ## Scope A local Three.js scene composer: drop in glTF assets, move and rotate them with a gizmo, tweak lights and environment, then export the scene or a PNG render. ## Quick start 1. Install the documented dependencies. 2. Copy `.env.example` to `.env`. 3. Run the development command chosen during implementation. 4. Complete the acceptance checks in `BUILD_PLAN.md`. ## Honest limits This build deliberately does not replace: - Actual modeling: you can arrange assets, you cannot make them - A trustworthy undo/redo history across every operation - Material and shader editing beyond a handful of sliders - Viewport performance work: shadows, culling, LOD, big scenes - Whatever asset library, templates or generation features ship with the paid product If those capabilities are essential, use Feather 3D instead of pretending the gap is solved.
# Agent instructions - Optimize for a working, understandable weekend build. - Prefer the fewest moving parts that satisfy the brief. - Do not invent cryptography, security guarantees, APIs, or compliance claims. - Keep secrets out of source control and logs. - Add focused tests for destructive, security-sensitive, and data-loss paths. - Run the project checks before declaring the build complete. - Record any deliberate shortcut in the README under "Tradeoffs".
# Build plan ## Original build brief Build a local-only 3D scene composer as a web app. This is a personal tool, not a product. Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all. What it does: 1. Full-window WebGL canvas with an orbit/pan/zoom camera (OrbitControls) and a grid helper. 2. Drag and drop .glb or .gltf files onto the canvas to add them to the scene. Use GLTFLoader and fit the camera to the new object's bounding box on first load. 3. Click an object to select it. Show TransformControls with keyboard shortcuts: W translate, E rotate, R scale, X toggle world/local space, Delete removes the selection. 4. Left sidebar: scene outliner listing objects by name, click to select, double click to rename, visibility toggle per object. 5. Right sidebar: numeric inputs for position, rotation (degrees) and scale of the selection, kept in sync with the gizmo in both directions. 6. Lighting panel: one directional light with intensity, color and a draggable azimuth/elevation, plus ambient intensity. Drag and drop an .hdr file to set the environment via RGBELoader and PMREMGenerator, with an exposure slider. 7. Shadows: soft shadow map from the directional light, plus a toggleable ground plane that receives shadows only. 8. Undo/redo (Ctrl+Z / Ctrl+Shift+Z) for add, delete, transform and rename. Implement it as a plain command stack, do not try to diff the whole scene graph. 9. Save/load the scene as a JSON file: asset filenames plus transforms plus light settings. On load, re-prompt for any asset files it cannot find instead of failing silently. 10. Render button: renders the current view at a chosen resolution (up to 4x canvas size) and downloads a PNG. Also an Export glTF button using GLTFExporter. Explicitly out of scope, do not build these: mesh editing or sculpting, UV tools, material/shader authoring beyond base color and roughness sliders, animation, physics, any AI generation, any multi-user or cloud sync. Deliver: working dev server on npm run dev, a README with the shortcut list, and no .env because there are no secrets. Keep it to a handful of files with a clear scene-state module; do not invent an architecture. ## Required capabilities - Node and a browser with WebGL2 - Your own glTF/GLB assets, nothing is generated for you - An HDRI file for environment lighting ## Delivery order 1. Scaffold the smallest runnable application and document its commands. 2. Implement the primary data model and core workflow. 3. Add validation, safe failure states, and persistence. 4. Cover the critical path with automated tests. 5. Exercise a clean install from the README and fix every missing step. ## Done when - A new user can go from clone to first successful workflow using only the README. - The core workflow works without paid infrastructure unless the brief requires it. - Tests cover the highest-risk behavior. - Known limitations are explicit rather than hidden.
# Copy to .env and document every variable when it is introduced. # Never put real credentials in this file. APP_ENV=development # Add only values required by the selected implementation.
# Feather 3D product brief ## Problem 3D authoring tools are the category where one-shot builds go to die. An agent will happily hand you a Three.js scene with a transform gizmo and an orbit camera in an afternoon, and it will feel great for about ten minutes. Then you want snapping, a real undo stack, material editing, HDRI lighting that does not blow out, UVs, glTF import that survives weird exporters, and a viewport that stays at 60fps with more than a dozen objects, and you are now writing a DCC app instead of using one. None of that is conceptually hard, all of it is thousands of small interaction decisions plus GPU tuning, and that is exactly what you are paying for here. Build the toy if you want a scene composer for one specific job, not if you want a 3D tool you enjoy opening. ## Product outcome A local Three.js scene composer: drop in glTF assets, move and rotate them with a gizmo, tweak lights and environment, then export the scene or a PNG render. ## Target user A serious builder who needs a maintainable product foundation rather than a one-off demo. ## Required capabilities - Node and a browser with WebGL2 - Your own glTF/GLB assets, nothing is generated for you - An HDRI file for environment lighting ## Explicit non-goals for v1 - Actual modeling: you can arrange assets, you cannot make them - A trustworthy undo/redo history across every operation - Material and shader editing beyond a handful of sliders - Viewport performance work: shadows, culling, LOD, big scenes - Whatever asset library, templates or generation features ship with the paid product ## Success criteria - The primary workflow is measurable end to end. - Setup is reproducible in a clean environment. - Failure, recovery, and support paths are documented. - Product claims match what the implementation actually guarantees.
# Architecture ## Starting brief Build a local-only 3D scene composer as a web app. This is a personal tool, not a product. Stack, no substitutions: Vite + TypeScript + vanilla Three.js (latest). No React, no framework. No backend, no accounts, no telemetry, no network calls at all. What it does: 1. Full-window WebGL canvas with an orbit/pan/zoom camera (OrbitControls) and a grid helper. 2. Drag and drop .glb or .gltf files onto the canvas to add them to the scene. Use GLTFLoader and fit the camera to the new object's bounding box on first load. 3. Click an object to select it. Show TransformControls with keyboard shortcuts: W translate, E rotate, R scale, X toggle world/local space, Delete removes the selection. 4. Left sidebar: scene outliner listing objects by name, click to select, double click to rename, visibility toggle per object. 5. Right sidebar: numeric inputs for position, rotation (degrees) and scale of the selection, kept in sync with the gizmo in both directions. 6. Lighting panel: one directional light with intensity, color and a draggable azimuth/elevation, plus ambient intensity. Drag and drop an .hdr file to set the environment via RGBELoader and PMREMGenerator, with an exposure slider. 7. Shadows: soft shadow map from the directional light, plus a toggleable ground plane that receives shadows only. 8. Undo/redo (Ctrl+Z / Ctrl+Shift+Z) for add, delete, transform and rename. Implement it as a plain command stack, do not try to diff the whole scene graph. 9. Save/load the scene as a JSON file: asset filenames plus transforms plus light settings. On load, re-prompt for any asset files it cannot find instead of failing silently. 10. Render button: renders the current view at a chosen resolution (up to 4x canvas size) and downloads a PNG. Also an Export glTF button using GLTFExporter. Explicitly out of scope, do not build these: mesh editing or sculpting, UV tools, material/shader authoring beyond base color and roughness sliders, animation, physics, any AI generation, any multi-user or cloud sync. Deliver: working dev server on npm run dev, a README with the shortcut list, and no .env because there are no secrets. Keep it to a handful of files with a clear scene-state module; do not invent an architecture. ## Boundaries Separate the product into replaceable modules for interface, application logic, persistence, external integrations, and operational concerns. Keep domain logic independent from delivery frameworks and vendors. ## Production baseline - Configuration: validated at startup with safe local defaults where possible. - Security: least privilege, input validation, secret redaction, rate limits on abuse-prone paths, and no invented security primitives. - Data: explicit schema and migrations, transactional writes where integrity matters, backup and restore instructions. - Integrations: adapters around third-party providers, idempotent webhook or job processing, bounded retries, and timeouts. - Observability: structured logs with request or operation IDs, an error-tracking hook, and health/readiness checks where a server exists. - Quality: unit tests for domain rules, integration tests at module boundaries, and one end-to-end critical-path test. ## Decision records For each major dependency, document why it was chosen, its failure mode, and how it can be replaced. Do not introduce infrastructure until a requirement justifies it.
# Agent instructions - Read `PRODUCT.md` and `ARCHITECTURE.md` before changing code. - Implement milestone by milestone; keep each change reviewable and leave the application runnable. - Treat authentication, payments, encryption, imports, webhooks, and destructive actions as high-risk boundaries when present. - Never invent cryptography or silently weaken a requirement to make a test pass. - Use provider interfaces for external services and deterministic fakes in tests. - Add migrations and rollback or recovery notes for persistent data changes. - Log useful operational context without credentials, tokens, passwords, or personal data. - Update documentation and run all checks before completing a milestone.
# Delivery milestones ## M0 — Decisions and scaffold - Confirm the runtime, persistence model, threat boundaries, and deployment target. - Create a reproducible local environment and continuous checks. ## M1 — Core workflow - Implement the smallest end-to-end product path with validation and tests. - Keep integrations behind interfaces. ## M2 — Trust layer - Add secure failure behavior, recovery paths, audit-relevant events, and data safeguards. - Test abuse cases and destructive operations. ## M3 — Operability - Add structured logs, error reporting hooks, health signals, backup/restore documentation, and deployment configuration. ## M4 — Release gate - Run a clean-install test, critical-path end-to-end test, dependency review, and documented rollback exercise. - Compare the shipped behavior with `PRODUCT.md` and publish remaining limitations.
# Operations ## Before release - Validate configuration and secrets at startup. - Define backup, restore, and rollback procedures and test them. - Document logs, error tracking, health signals, and alert ownership. - Set dependency update and vulnerability review expectations. ## Incident checklist 1. Contain the issue without destroying evidence or user data. 2. Record the timeline and affected scope. 3. Rotate exposed secrets and revoke compromised sessions or credentials. 4. Restore from a verified source when needed. 5. Document the root cause, remediation, and regression test. ## Launch constraint Do not market omitted Feather 3D capabilities as implemented. The v1 non-goals in `PRODUCT.md` remain user-visible limitations until they are deliberately delivered.
$ choose a build depth, inspect the files, then open the complete pack in your agent · this prompt is generated from the build plan · improve it via PR
Because the alternative is Blender, and for a large group of people Blender is a cliff. A focused 3D tool that opens fast, gives you sensible defaults and gets a decent render out the other side is worth money precisely because someone else absorbed the tedium of making a viewport pleasant. A DIY composer is fine for a repeated, narrow task like laying out product shots from assets you already own. It is a bad trade if 3D is something you want to actually get better at.
xActual modeling: you can arrange assets, you cannot make them
xA trustworthy undo/redo history across every operation
xMaterial and shader editing beyond a handful of sliders
xViewport performance work: shadows, culling, LOD, big scenes
xWhatever asset library, templates or generation features ship with the paid product
Nothing worth pointing at. That's why the prompt exists.
Vibecode Feather 3D
Not really. Feather 3D's value is not the code: The moat is execution polish: a real-time viewport that feels good is a long grind of small interaction and performance decisions, not a feature you can spec. See the honest breakdown above.
How much does Feather 3D cost?
Feather 3D's pricing is usage-based or varies by plan · One-time $14.99 purchase on the iPad App Store; no subscription. Canonical monthly amount is null..
What do I lose by replacing Feather 3D?
Honestly: Actual modeling: you can arrange assets, you cannot make them; A trustworthy undo/redo history across every operation; Material and shader editing beyond a handful of sliders; Viewport performance work: shadows, culling, LOD, big scenes; Whatever asset library, templates or generation features ship with the paid product. If any of those are load-bearing for you, keep paying.
Is there an open-source alternative to Feather 3D?
No mature open-source alternative worth pointing at, which is exactly why the one-shot prompt on this page exists.